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===Magic Armour=== ''Unless stated overwise, helms grant +1 armor save, stacking with armor and shield.'' *'''Armour of Destiny:''' 50pts for heavy armor with 4+ ward save. A nice second way to get 4+ Ward save. No, it is NOT worth it for Lords not capable of taking mundane heavy armour, as it prevents Enchanted Shield, which totally compensates for it. Giving it to a cheap hero can turn him into a hilarious unkillable midget. *'''Trickster's Helm:''' 50pts for helm, which causes the enemy to re-roll successful to wound rolls. Take it on high-T lords to troll the living hell out of low-S enemies. Rerolling that occasional 6 needed to wound is priceless. *'''Armour of Silvered Steel:''' 45pts for 2+ armor save which cannot be improved by any means. Apparently, silvering somehow makes regular steel armor twice as good. Anyway, this is a nice item for a hero on foot with no shield. Consider combining this with Talisman of Preservation to become unkillable. Just keep in mind, 2+ is not top armor save, so you are 1-point more vulnerable to ArP or S4+ attacks than an average 1+ chaos guy. Also, anything that ignores armor saves makes this item completely useless. *'''Armour of Fortune:''' 35pts for heavy armor with 5+ ward. Sees little use due to being 4th way to get decent ward save and few armies have so many generic characters. *'''Helm of Discord:''' 30pts for a helm which makes a single character in a unit in base contact with wearer's unit to check Ld each turn. If a character fails his Ld test, he cannot attack and is hit (not wounded) automatically that turn. Not reliable, not cheap, but can be funny in friendly games. *'''Glittering Scales:''' 25pts for light armor which grant -1 to hit to enemies hitting the wearer. Dues to reasons explained above, this is awesome, expecially if you don't have to replace your heavy armor for it (or can compensate for it somehow). *'''Shield of Ptolos:''' 25pts for a shield, which grants 1+ armor save against shooting. Clearly designed for a lonely character, but isn't too cheap and that character should have decent armor save already (up to the same 1+). Keep in mind, this shield ''grants'' 1+ armor save - it doesn't improve an existing one (so no armor saves agains S10 shooting). *'''Spellshield:''' 20pts for a shield with Magic Resistance (1). Not really good. If you want a cheap MR caddy in your general's bunker, talismans are much better at this role, and MR caddy hardly needs a magic shield, he shouldn't get into the harm's way anyway. *'''Gambler's Armor:''' 20pts for heavy armor with 6+ ward. Really cheap, grants a tiny bit of protection. Could be nice if you need 3rd char with 6++ save. *'''Dragonhelm:''' 10pts. Beauty and the beast rolled into one. Relish the beauty of 10pts item granting +1 armor save stacking with shield and armor, combined with 2+ ward save against flaming attacks - making Lore of Metal wizards cry tears of molten lead (as well as Lore of Fire and Lore of Hashut wizards). But if you have a proper regeneration save, this becomes a real beast, as regen's only weakness - flaming attacks - becomes non-existent. Always, always take eithe this or Dragonbane Gem on a lone character, or you die horribly. Also, take either one and get into combat with any newfangled K'daai. Priceless! *'''Enchanted Shield:''' 5pts for a shield which grants +1 to armor save. Very, very, very nice. Really useful in absolutely any situation - on your General, on a cheap side hero, on Waystalker with no protection. Never leave your home without this somewhere in your roster. *'''Charmed Shield:''' 5pts for a shield which allows you to ignore the first ''hit'' suffered on a roll of 2+. Note, it ignores a ''hit'' only, and you have no contol over what hit you ignore. So, it can prevent a hit from slave and then allow you to eat a killing blow in the face. Still, really cheap, better than regular shield and keep in mind that "automatic hits" are hits as well, so they can be ignored.
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