Except where otherwise stated, magical suits of armour (light, medium or heavy) 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.
In order for a model to be able to choose a particular piece of armour (such as heavy armour or a shield) they must be able to pick this (or another armour that gives a better save value) as a mundane option or have it be part of their default equipment.
Magic armours that are not specified as suits or shields (such as helmets, gauntlets and so on) can always be worn by models that are allowed to wear any non- magical armour.
Heavy armour. The wearer gains a Ward Save (4+).
Medium armour. The wearer gains a Ward Save (5+).
Model on foot only. The helmet gives the wearer a 6+ armour save. Any successful roll to wound made against the wearer of the Trickster's Helm must be re-rolled.
Heavy armour. wearer gains +1 Toughness.
Heavy armour. The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Light armour. Enemy models suffer -1 To Hit the wearer in close combat.
The helmet gives the wearer a 6+ armour save. Enemy models targeting the wearer in close combat must re- roll 6's To Hit against them.
The helmet gives the wearer a 6+ armour save. 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 victim cannot make attacks and is hit automatically in this Close Combat round.
Shield. The bearer has a 1+ armour save against shooting attacks.
Light armour. The Gambler's Armour grants the wearer a Ward Save (6+).
Shield. The bearer gains a Ward Save (5+) against missile attacks.
Shield. The bearer gains Magic Resistance (1).
The helmet gives the wearer a 6+ armour save. The wearer has the Immunity (Flaming Attacks) special rule.
Shield. The bearer gains +2 to their armour save, rather than +1 that a normal shield would give.
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is ignored on a roll of 2+.