Armour

Terminators by John Blanche
John Blanche, Terminators

4+ armour save.

3+ armour save.

4+ armour save.

4+ Unmodified save, taken before armour save.

On a successful save, blinds models without eye protection on a D6 roll of 4+. Reaches all models in a radius equal to the strength of the attack in inches.

3+ Unmodified save, taken before armour save.

On a successful save, shifts the model D6" in a random direction

Blast/Template Weapons still hit if displaced model remains within their area of effect.

Cannot save against Vortex Grenades.

4+ armour save on 2D6

6+ armour save.

5+ armour save against Blast/Template Weapons.

-1 to hit during the Shooting Phase, in addition to any other to hit modifiers.

Model can only be Detected, not Spotted, when Hidden.

In Hand-to-Hand Combat, attackers my pass a Leadership Test, or receive a -1 penalty to their Weapon Skill.

5+ armour save.

3+ armour save.

2+ Unmodified save, taken before armour save.

Wearer counts as Encumbered.

6+ armour save.

5+ armour save against Primitive Weapons.

6+ armour save against Primitive Weapons.

Or +1 to armour saves against Primitive Weapons if other armour is worn.

Only protects against attacks to the models forward 90° arc.

5+ Unmodified save, taken before armour save.

Wearer cannot Hide.

4+ Unmodified save, taken before armour save.

On a successful save, blinds models without eye protection on a D6 roll of 4+. Reaches all models in a radius equal to the strength of the attack in inches.

4+ Unmodified armour save.

4+ Unmodified save, taken before armour save.

Only protects against attacks to the models forward 90° arc.

+2 to armour saves.

Inflicts a strength 3 hit to one opponent when charging, which deals 1 damage if it Wounds.

3+ armour save on 2D6

Includes a Storm Bolter, PowerFist and Targeter.