Field Armour
RAW ✔️ Necromunda: Core Rulebook (2023), p275
Any fighter may wear one or more types of field armour. These provide an alternative to conventional armour and may be worn as well as conventional armour. The save they offer cannot be modified by a weapon's Armour Piercing value. However, a fighter can only make one save attempt per attack, therefore the controlling player must choose to either make a save attempt using the fighter's armour save, or using a field.
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Conversion field
RAW ✔️ Necromunda: Core Rulebook (2023), p275
60 Credits – Rare (11)
A conversion field works by transforming the kinetic energy of an attack into light energy, absorbing the impact in a blinding flash.
When a fighter wearing a conversion field is hit by an attack, roll a D6. On a 5+, the conversion field works and the attack has no further effect. However, any fighters, friend or foe, within 3" of the wearer count as being hit by a weapon with the Flash trait as the field flares up in a tremendous burst of light. Note that the wearer is unaffected by this flash of light as they are inside the field.
Displacer field
RAW ✔️ Necromunda: Core Rulebook (2023), p275
70 Credits – Rare (12)
A displacer field reacts to the energy of an impact by teleporting the wearer a safe distance away. The harder the impact, the further the wearer will be moved.
For each hit a fighter wearing a displacer field suffers, roll a D6. On a 4+, the fighter is protected from harm by the field and the hit is ignored (even if any part of the fighter is still under the template – if the attack used one – after being displaced as described below).
- If a fighter is saved from one or more hits by a displacer field, they will be moved once as the field displaces them. The fighter is moved a number of inches equal to the Strength of the attack in a random direction, determined by rolling a Scatter dice.
- A displacer field will not deposit its wearer inside a terrain feature – the fighter will move by the shortest route possible so that it can be placed clear of any impassable terrain features.
- Similarly, the fighter's base cannot overlap another fighter's base and the wearer must be moved by the shortest route possible until its base can be placed without overlapping.
- Note that the wearer may not end up within 1" of an enemy fighter as a result of being displaced and must be moved by the shortest possible route so that they can be placed 1" away.
However, displacer fields are notoriously oblivious to safe footings. A fighter wearing a displacer field may simply be flung into the open air. If, after being displaced, any part of the fighter's base is overhanging a hazard or overhanging a platform edge, the fighter must pass an Initiative test or will fall, following all of the rules for falling as required by the terrain type being fought over. If the entirety of the fighter's base is over a hazard or in the open air, they will simply fall.
If a fighter wearing a displacer field is transported off the battlefield, they immediately go Out of Action. Do not roll on the Lasting Injury chart, they are automatically Out Cold.
If an attack does not have a Strength value, then a displacer field cannot work against it.
Refractor field
RAW ✔️ Necromunda: Core Rulebook (2023), p275
50 Credits – Rare (10)
A refractor field bends the energy of an attack around the wearer, harmlessly distributing it over a large area and robbing the attack of its lethal force.
When a fighter wearing a refractor field is hit by an attack, roll a D6. On a 5+, the hit is ignored.
However, should the field work and the hit be ignored, roll another D6. If the result is a 1, then the field has been overburdened by the attack and its generator is burned out. Remove the refractor field from the fighter's card – it no longer works.