Armours

Armour of Destiny

Counts as heavy armour, replacing any mundane body armour worn.

  • Points: 50
  • Armour Save: 4+
  • Missile Save: 4+
  • Ward Save: 4+
Armour of Fortune

Counts as medium armour, replacing any mundane body armour worn.

  • Points: 35
  • Armour Save: 5+
  • Missile Save: 5+
  • Ward Save: 5+
Armour of Resilience

Counts as heavy armour, replacing any mundane body armour worn. Grants the wearer +1 Toughness.

  • Points: 30
  • Armour Save: 4+
  • Missile Save: 4+
Armour of Silvered Steel

Counts as heavy armour, replacing any mundane body armour worn. Grants a 2+ armour save that cannot be improved by any means.

  • Points: 25
  • Armour Save: 2+
  • Missile Save: 2+
Charmed Shield

Counts as a shield. The first hit suffered by the bearer is ignored on a roll of 2+.

  • Points: 5
  • Armour Save: 6+
  • Missile Save: 6+
  • Parry Save: 6+
Dragonhelm

Immunity (Flaming Attacks). Stacks with the wearer's regular body armour and shield.

  • Points: 10
  • Armour Save: 6+
  • Special Rules: Immunity
Enchanted Shield

Counts as a shield, but grants +2 to armour save (in close combat) rather than the usual +1.

  • Points: 10
  • Armour Save: 5+
  • Missile Save: 6+
  • Parry Save: 6+
Gambler's Armour

Counts as medium armour, replacing any mundane body armour worn.

  • Points: 20
  • Armour Save: 5+
  • Missile Save: 5+
  • Ward Save: 6+
Glittering Scales

Counts as light armour, replacing any mundane body armour worn. Enemies suffer -1 To Hit against the wearer in close combat.

  • Points: 25
  • Armour Save: 6+
  • Missile Save: 6+
Helm of Discord

Stacks with the wearer's regular body armour and shield. At the start of each Close Combat phase, choose an enemy character in base contact with the bearer or their unit; that character must pass a Leadership test or be unable to make attacks and be hit automatically for that phase.

  • Points: 20
  • Armour Save: 6+
Shield of Ptolos

Counts as a shield. Grants a 1+ armour save specifically against shooting attacks.

  • Points: 20
  • Armour Save: 6+
  • Missile Save: 1+
  • Parry Save: 6+
Spellshield

Counts as a shield. Magic Resistance (1).

  • Points: 15
  • Armour Save: 6+
  • Missile Save: 6+
  • Parry Save: 6+
  • Special Rules: Magic Resistance
Trickster's Helm

Any successful roll to wound made against the wearer must be re-rolled. Stacks with the wearer's regular body armour and shield.

  • Points: 35
  • Armour Save: 6+

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