Field Armour
This page has been reworded to comply with copyright. Refer to an item's source for its original text.
Field armour can be worn in addition to normal armour, and a fighter can wear more than one type of field armour. A save from field armour cannot be modified by a weapon's AP.
However, a figher can make only one save attempt per attack, so you must pick which one you want to use.
Conversion Field
60 Credits – Rare (11)
Source: Necromunda Core Rulebook (2023)
Save: 5+.
Special Rules: On a successful save, any fighter within 3" of the wearer get blinded by a flash. They count as being attacked by a weapon with the Flash trait.
Displacer Field
70 Credits – Rare (12)
Source: Necromunda Core Rulebook (2023)
Save: 4+.
Special Rules: On a successful save, the fighter is teleported in a random direction (use the scatter dice) for a distance equal to the strength on the attack (eg S3 = 3").
They can't by placed inside impassable terrain or into engagement. In this case, place them as close as possible nearby.
If the wearer is teleported to a location where any of their base is over a hazard or a platform edge, pass an Initative test of suffer the consequences!
If they teleport off the battlefield, they go OoA with an Out Cold lasting injury.
If an attack doesn't have a Strength value, then a displacer field cannot work against it.
Refractor Field
50 Credits – Rare (10)
Source: Necromunda Core Rulebook (2023)
Save: 5+.
Special Rules: On a successful save, roll a D6. On a 1, the refactor field is destroyed entirely (remove the item from the fighter).