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.
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.
Heavy armour. The Armour of Destiny grants the wearer a 4+.
The Armour of Silvered Steel grants its wearer a 2+that cannot be improved by any means.
Heavy armour. The Armour of Fortune grants the wearer a 5+.
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.
Shield. The bearer has a 1+ armour save against shooting attacks.
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat
Heavy armour. The Gambler's Armour grants the wearer a 6+.
Shield. The bearer gains.
The wearer counts hisas being one point higher than normal. The wearer has a 2+ ward save against .
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
Shield. The bearer counts hisas being two points higher than normal, rather than the usual one point that a shield would normally grant.