Rules for 40K Fields

Powerfields, Holofields, and Ork Force Fields

By Tim DuPertuis


These are optional rules for those who want to continue using Powerfields and the related Eldar Holofields and Ork Force Fields for vehicles and Dreadnoughts. If used in a game, these fields rules must be known and available to all players before armies are calculated. Vehicle and Dreadnought fields are rare and valuable (hence the high points cost), but can be effective if used properly.

IMPERIAL POWERFIELDS

Imperial Powerfields for vehicles and Dreadnoughts have a Toughness 10, take 10 Damage Points, flicker on a D6 roll of 5 or 6 (as in original rules) and cost 75 points. Only vehicle mounted weapons (not hand held) maybe fired through a Powerfield. When a Powerfield has reached 0 points it is destroyed.

ELDAR HOLOFIELDS

Eldar Holofields do not offer actual physical protection but make the Eldar a harder target to hit by blurring the image of the target and making its exact location difficult to determine. In game terms this adds "minus" to hit modifiers to the firer, based on how fast the target is moving.

Personal Holofields: Included in Harlequin point cost and available only to them.
Vehicle and Dreadnought: 75 points

Personal Holofield "To Hit" Modifiers
No move or less than full move -1
Full allowable move -2
Charge or double move -3

Vehicle Holofield "To Hit" Modifiers
No Move -1
Up to 10" -2
10" UP to 20" -3
Over 20" -4

Titan Holofield "To Hit" Modifiers
No move -1
Up to 10" -2
10" up to 20" -3
Over 20" -5

Yes, this can make Eldar targets hard to hit, but only if the Eldar player uses the field correctly by remaining at high speed at all times. If he doesn't keep moving, Holofields are a useless points expenditure. Don't forget the large target "to hit " modifier for vehicles Rhino sized and larger. Marines will- find it hard but not impossible to hit Holofield equipped troops and vehicles while regular Orks will mostly be shooting at shadows with a smaller chance to hit.

ORK FORCE FIELDS

Occasionally Ork Mekaniaks come up with Force Fields that will cover a larger area than just one Ork. These, of course, are immediately snapped up by Nobz or Painboyz for an exorbitant number of teeth to be used on their vehicles and Dreadnoughts. 75 points allows a roll on the Ork Force Field chart for a vehicle or Dreadnought. These fields offer the same protection and effects as the standard Force Fields. One save is rolled for a vehicle and all of its exposed crew before any personal field saves are taken. Synchronizers are not needed for Ork Force Fields, they can be fired out of with no penalty.

Dreadnoughts 75 points
Vehicles 75 points

The descriptions of the Ork Force Fields say that they are notoriously unreliable but there is only one malfunction card in the Mekaniak card deck that will cause one to fail. Marine players have been complaining that these fields never fail. To add an element of unreliablity I offer the following rule: If an Ork rolls a 1 for any field save, the field malfunctions and is destroyed. This may make Ork players consider buying multiple fields.

Ork Titan Powerfields have a Toughness 10, take 10 Damage points, and flicker on a D6 roll of a 6. These come standard on Ork Titans, see appropriate Titan Data Sheet for the number allowed per Titan.

Rules for 40K Fields


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© Copyright 1992 by Tim DuPertuis.
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