Warhammer Magic Armour
July 11, 2010 by johnlyons
NOTE: In this video magic resesistance 1-3 is talked about. We would like to make it clear that a model with magic resistance only has a bonus added to its ward saves when saving damage caused by spells.
Warren and Darrell check out some magic items: Here they check out their favourite Magic Armour items from the Warhammer Fantasy Rulebook.
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Hey guys,
great video as always! But, am i hearing this right? You want to give a wizard a magical armour?
You can only give a wizard a magical armour if he can take a mundane armour of that type.
It is on page 500 last the paragraph something about magic disturbance, I have another language version of the book so it is propably not the right word.
Or am I wrong?
Sorry If I am to harsh.
sincerly
Ummm… can’t magic resistance only be used against spells?
Thank you! Finally someone who has read the book. Yes, magic resistance only increases your ward save when your hit by magic. If you get hit by a cannon ball, being resistant to magic won’t be doing shit for you.
Haha, yep, the rules for ward saves and Magic Resistance are awesome.
Slaan with 4+ ward and then magic resistance 3 = 1+ 😀
could someone copy the excat wording for the magic resitiance as i dont understand how it works on a ward save and now scorpains get 5+ armours save and 6+ ward save and that blue kepa is going to used loads getting 5+ ward save is really nice with other ward save boosting awesome. i just want this comfirmed please
Great video! Kitting out models with magical items is all well and good, but can’t only certain models even opt to take magical items? I don’t think that was made very obvious. For example, a unit of 20 Dark Elf Corsairs couldn’t be kitted out with a 50 point piece of magical armor at a cost of 1000 points for entire unit.
And I would like to hear about the fabled 1+ save, Darrell.
Alt for Norge!
The way I understand it, the magic resistance only stacks with your ward save if you are attacked by spells. Looked this up in the rulebook, pg 72 Magic Resistance.
Magic Resistance only grants bonuses to your ward save ( or lack there of ) against magical attacks only, p72 first line , also not too sure on this one but as I recall giving a wizard a piece of armor meant he could not cast.( It was like that previous ed and I’m trying to find it now).
Yeah its page 500 under Magical Interference but for a bit of Skaven cheese
Warlock Engineer
-Ruby ring of ruin
-Shield of Ptolos
65 points
Skitterleap him behind enemy lines , enjoy 🙂
Sorry for double posting but just thought it would be good to elaborate what I wrote.
If you have a 4+ ward save and magic resistance 2+ for example, you do get 2+ ward save. But only against spells, other damage you only get the 4+ ward save.
Plasma1234 – Your totally right there, not everyone can take magic items. Just the ones which have an magic items allowance in their profile, for example normally a ordinary hero can have 50 pts worth of magic items. Also the on the question about the 1+ save, this isn’t that uncommon actually but don’t want to spoil Darrell’s explanation of this 😀
Just to be clear about the video, you can only give armour to a hero that can access armour normally so no 1+ Shooting save on a wizard (unless he’s chaos).
Magic Resistance also only grants the extra increased/ward save versus magic attacks that do damage, not hexes and such.
Good vid as always guys,
Um, in my copy of the book Magic resistance can only be used as a ward save against spells. You can combine with other Ward saves, but only against spells. I’m hoping my copy was a misprint, because I would love to have a 2+ ward save on my Skaven Warlord 🙂
Only Chaos Sorcerors can use magic shields I think? Or maybe they changed that.
4:47 – What’s the point in this item? For 20 points less you get a shield that gives you an additional +1 to your armour save against everything! Unless it means a 1+ save against shooting attacks, which is an important distinction. And wizards (except Chaos Sorcerers) can’t carry shields (or wear magic armour of any kind, either).
Also, it’s pronounced ‘Tolos’, just FYI.
8:30 – To be honest, I don’t think some armies *should* be able to get a 2+ save. A lot of the common items now seem to be giving armies options that they shouldn’t really have (like Wood Elves getting such high saves, for example)
9:53 – From the looks of it, Warren isn’t familiar with a lot of common WHFB concepts (ones that havn’t changed in the rules transition), so I have to wonder for what or whom he wants to ‘take Warhammer back’. 40K players, perhaps?
12:57 – Magic Resistance only works against spells. And since it now grants/improves a Ward Save, that’s only against damage spells anyway. Nice try anyway though, Darryl.
a suggestion for an armor combonation would be the armor of fortune with the obsidian load stone. it makes the armor of destiny’s 2+ ward save vs magic attacks and provides the same armor bonous for 15pts less.
Let me get this thing with magic resistance thing straight. Say you have a Bloodletter of Khorne with Magic Resistance 1 verses spells they all get a 6+ ward save? If so sweet!!!
Ok I am just getting into WHFB and don’t even have the 8th book but I do have the Daemons of Chaos armybook and I have just skimmed it I did notice that all daemons have a 5+ ward save so rewording my question. Say you have a Bloodletter of Khorne with Magic Resistance 1 and 5+ ward save from Daemonic Aura so verses spells they all get a 4+ ward save?
Hounds of Khorne , Khorne dogs 😛 , gets a 2+ Ward against magic
Bretonnian knights with blessing and obsidian loadstone
3+ on any attack and 2+ on strenght 5 or higher, NO BETTER COMBO!!!!!!!!!
You guys should tie down the wire from the lights atop your glaas display cases. Preferably to the metal edges. It will make you cases look great, and keep it from looking as if your glass is cracked.
Vampires can also take Armor and are Sorcerors,so the shield combo would be possible for them too
Yeah all Chaos Sorcerers can use armour, Woot Chaos Dwarves! I can’t wait to get my rulebook, I want a 2+ Armour 2+ Ward saving High Preist!
Thanks for the videos guys, they are the only thing keeping me from driving an hour and a half to buy another copy of the rulebook just so I can avoid the wait.
Btw FAQ’s state that if you have a common magic item in your army book, that you use the pts listed in your army book and the rules from the main rule book. For example Bretonnians enchanted shield is 10pts not the 5pts from the rulebook.
okay magic resistance kinda sucks i loved having extra despell dice but oh well it be nice to see that my wizards can now be protected by a decent ward save and only chaos soceroses can wear magic armour or sheilds so our best defense is being mounted or from enchated arkna items but i am defiantly going to have to get my self a list of common items as there are so many
When talking about Shield of Ptollos and handgunners you forgot that handgun has armour piercing, so that would be 3+ Armour save, not 2+. 😉
Hey guys!
Great vid, but indeed, as more here state; Magic Resistance is only against spells 🙂
Now something totally else. Sorry for posting it here, but I hope you’ll read it anyway:
– In the old magic phase, you would get a standard 2 Power Dice for you’re magic pool, plus any dice generated by your wizards.
– Now in the new magic phase, you would get 2D6 Power Dice for your magic pool, plus a dice for each 6 you roll for every wizard you have.
If you’d play Vampire Counts (like me :P), and you’d have a Black Coach in your army, things would become fun real quickly. ‘Cuz the rules of the Evocation of Death would mean that the Black Coach can now suck up !2D6 Power Dice! every magic phase! That could potentially mean that you would have a very scary killing machine after both players turn 1!
Is this correct? ( I really hope so: don’t forget the Magic Resistance(3) on top of his standard 4x Ward Save :P), or am I misreading something here?
Thanks!, Keep up the good work!!
1+ save might be able to be achieved with a spell (not sure which one or if you can cast on your own units) but I believe there are some spells which change 6s to 1s and may be a spell that changes 1s to 6s. Would need to look through new spells.
Yes Black Coach is awsome but Vampire counts need their dice, so having a black coach wisp them away is not fun. This happens in both players magic phase – basically reroll each pool dice received any 6s go to the coach (even when the coach reaches it’s maximum allotment you still have to siphon off the 6s!). The FAQ qualifies that additional dice from wizards are safe.
maginc resistance only works against damage caused by spells it wont give you a 2+ ward save against anything else.
one thingi waswondering was wether or not magic resistance wouold give you a ward save against spells that dont alow aney saves.
Unless it’s changed in the new rules, cannon and stone throwers don’t allow armour saves, so the Charmed Shield is of no use against them as a shield, but as a Ward Save it’s great. However, it wouldn’t save the dragon from the hits, which is something to note.
RAW it makes it sound like you only get the shield part once. However, it’s probably intended that the ability is one use only.
Does magic resistnace work against everything or just magic? If it’s just magic, that makes sense and is easier to sort out than before (considering the new magic phase set up), but if it’s against everything, then it is more like a “magical resistance to wounds” than magic resistance…
Lastly, unless it’s changed since 7th edition in this respect, you can only use magical versions of the items that you can use mundanely and it was rectified that even Chaos Sorcerers can’t use shields.
Otherwise, a great insight into some of the magic armour involved. The Shining Steel sounds very similar to the Armour of the Furnace of the Chaos Dwarfs, only the saves are switched and the AotF makes you immune to fire-based attacks, as well as being 5 points cheaper.
It’s changed. Cannons, Stone Trowers and Bolt Throwers no longer ignore armor saves, though their on occation high strength pretty much removes most normal armor saves. Big hurt is with Stone Throwers that now are S3 (except for the one center point hit) and you now get to save against it, and also Bolt Throwers lose out a bit as well. Dorfs can still boost the strength of their war machines with runes so the Dorf S6 (if they have not change their runes in the FAQ) Stone Thrower can be quite nasty even against fairly heavy armored units.
My bad, Bolt Throwers do still, and are alone in that when it comes to the basic war machines, Ignore Armour Saves in the 8th edition.
My Bretonnians are going to love that Magic resistance. Since Damsels buff the entire unit. I hope magic resistance still buff the entire unit, not only the character.
Oh wow, if this is true then Karl Franz will just be completely immune to any magic an opponent throws at him considering that he has a 4+ ward and MR 3.
Or fury of the blood god for chaos, MR 2 and 4+ ward save against wounds caused by spells all for 20 points
Chaos Knights get a 1+ save,
4+ for Chaos armour, with shield takes it to 3+, mounted to 2+ and barded steed = 1+.
A Hero on Juggernaut can infact get a 0+ with shield (or without shield if he rolls a 6 on the eye of the gods chart but can’t get better than 0+ as, according to Warriors of Chaos book, 0+ is the best save you can get).
Limited to 1+ in 8th (well eye of god table would say 0+ with one of its gifts) and the Hero/Lord on a Jugger could even reach -1 with an Enchanted Shield (an Empire Hero/Lord could reach 0+ with it and Plate Mail) in 7th ed (still failing on a roll of 1 though, but it was good vs save modfiers).
8th ed rules say that a 1+ is the best armor save any thing can have, and even then a roll of a 1 is a fail. So even if WoC can get a 0+ without modifiers a roll of a 1 on a d6 is still a failed armor save. I’m guessing the 0+ is only there to help the modifiers anyone would be trying to pour on such a killy character. So you “can” have a 1+ or even a 0+ armor save, but you still need to roll a 2+ to make the save now in 8th.
Thanks for the insight, shame you forgot wizards can’t have armour and hom magic resistance is only for magic but otherwise great. Keep ’em coming
There is little an error in this video around magic resistance. There will be a video on magic resistance later this week that will clarify magic resistance. Thanks Darrell BOW.
A tip for you BoW. Could you, in the future, make it so we can flip to the second (and so on) page of comments with out it resetting (stopping) the video. That would be great guys.
Juggernaut of Khorne+Crimson Armour of Dargan=1+, and Magic Resistance 1, and killing blow doesn’t insta-kill, and wounds can never be multiplied into more wounds. Take that you blasted cannons!
TH/SS termies would be UNSTOPPABLE with Armour then Invuln.
how about Dawn stone and armor of destiny. That means roll for armor save if you fail another save then if you fail again you get the ward save. Basically if you have this you are bound to get at least one save
Great video guys! But again, you left out something cruicial. If you instead of the Obsidian Lodestone (45 pts) take the Obsidian Amulet (30 pts), you still get a 2+ ward save. :] The difference will save you 15 pts, that can be used on, say, a Gold Sigil Sword (10 initiative).