Source: Warhammer Armies Project

Magic Armour
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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.

Armour of Destiny(Magic Armour)50 points
Armour of Fortune(Magic Armour)35 points
Trickster's Helm(Magic Armour)30 points

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.

Armour of Resilience(Magic Armour)25 points
Armour of Silvered Steel(Magic Armour)25 points

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

Glittering Scales(Magic Armour)25 points

Light armour. Enemy models suffer -1 To Hit the wearer in close combat.

Bedazzling Helm(Magic Armour)20 points

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.

Helm of Discord(Magic Armour)20 points

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 of Ptolos(Magic Armour)20 points

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

Gambler's Armour(Magic Armour)15 points
Shield of the Warrior True(Magic Armour)15 points
Spellshield(Magic Armour)15 points
Dragonhelm(Magic Armour)10 points
Enchanted Shield(Magic Armour)10 points

Shield. The bearer gains +2 to their armour save, rather than +1 that a normal shield would give.

Charmed Shield(Magic Armour)5 points

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

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