I searched for this, but couldn't find. So, there are defences against War based effects:
- Gellar Field
- Hexagrammatic wards (represented by Warpsbane Hull)
- Stryxis Ghost-field Array (
if
like their other cool stuff it uses the Immaterium in limited ways)
- Psychic shields manifested by Astropaths (and sorcerous equivalents).
While ship-scale warp based effects (other than being translated into Warp completely, that is) include:
- Psychic powers - not normal, of course, but Astropath (and sorcerous equivalents).
- possibly Navigator powers equivalent to divinations.
- Unpleasant auras around some Chaos ships.
- Stryxis Ghost-light Macroweapon (
if
it's related to Aether Weapons, which are explicitly stopped by "common" wards as well as more common personal protective fields).
- Yu'vath weapons.
- That "
Daemonic Ammunition
" possessed macrocannon shell monster thingy.
- Vortex from Warp drive implosion (probably far too big to do anything but raise Gellar Field ASAP, however)
- Small Vortex torpedoes.
- Inbound teleports.
How do they interact?
E.g. does anything on this list work differently against a ship that didn't turn off Gellar Field yet, or activated it preparing for translation?
Warpsbane Hull - should it give some bonus to resist psychic powers from outside the ship, much like warded body armour does? If so, how should it stack with warded personal armour (for purpose of affecting officers wearing it), too?
How about Ghost-light Macroweapon - while small Aether Weapons "shatter" on any sort of shield or ward, these are powerful enough to bring down void shields - but hits are cancelled. Psychic shielding perhaps may still just add to void shields, but how about Warpsbane Hull? If it works the same way, personal armour wards negate armour-bypassing effect of Warp Weapon and makes armour double against directly damaging warp powers - Ghost-light with its armor-bypassing death ray effect would count as which?
Should teleporting into a warded area be at least hindered, and in what way?