Source: Warhammer Fantasy: 8th Edition

Magic Armour
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This section contains enchanted suits of armour – magical breastplates, ensorcelled shields, and so on. Only the most influential characters will be clad in magical armour from top to toe. Most characters might have a single piece of magical armour, which they combine with ordinary pieces of equipment.

Except where otherwise stated, magical suits of armour and shields follow the same rules as mundane ones, but keep in mind that:

  • A model can only have one suit of armour and one shield, so if you give a model a magical suit of armour or a magical shield, it replaces any mundane equivalent already worn by the model.

  • A magic shield is treated as a normal shield, but cannot be used alongside a hand weapon to gain a parry save.

Armour of Destiny(Magic Armour)50 points

Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.

Trickster's Helm(Magic Armour)50 points

The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster's Helm must be re-rolled.

Armour of Silvered Steel(Magic Armour)45 points

The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.

Armour of Fortune(Magic Armour)35 points

Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.

Helm of Discord(Magic Armour)30 points

The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm's sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.

Glittering Scales(Magic Armour)25 points

Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat

Shield of Ptolos(Magic Armour)25 points

Shield. The bearer has a 1+ armour save against shooting attacks.

Gambler's Armour(Magic Armour)20 points

Heavy armour. The Gambler's Armour grants the wearer a 6+ ward save.

Spellshield(Magic Armour)20 points

Shield. The bearer gains Magic Resistance (1).

Dragonhelm(Magic Armour)10 points

The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.

Charmed Shield(Magic Armour)5 points

Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.

Enchanted Shield(Magic Armour)5 points

Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.

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