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====Magic Armor==== *''Armour of Destiny:'' 50 points, bearer has a 4+ Ward Save. Not terrible. Okay for kitting out a Vamp for some survivability. But there's better choices. Factor in that Heavy Armor costs only 6 points and you're looking at 44 points for that Ward Save. Forget it on the Wight King. *''Trickster's Helm:'' 50 points, wearer has one extra point on their Armor Save. Any Wound that manages to get through has to reroll it. Probably better than the former option. *''Armour of Silvered Steel:'' 45 points. Wearer has a 2+ Armor Save, which cannot be improved in any way, shape, or form. Here's your best choice from the magic armor. You don't need Heavy Armor with it, and the Shield will only grant a Parry. A very good choice if you are taking a great weapon or a paired weapon *''Armour of Fortune:'' 35 points. Heavy Armor that grants a 5+ Ward Save. Not bad. Not good either. *''Helm of Discord:'' 30 points. One extra point of Armor Save, and at the start of each Close Combat you can choose an enemy in base contact with the bearer or the bearer's Unit. They must take a LD test. If its failed they can't make Close Combat attacks and it automatically hit by yours. Souped up version of Beguile at twice the points. Not bad, but yeah; it's just a souped up Beguile. Good on a Wight King. *''Glittering Scales:'' 25 points. Light Armor, enemies have a -1 To Hit against the wearer in Close Combat. Ehhhhhhh...you're better off with the stock Heavy Armor? Stacks well if on a zombie dragon *''Shield of Ptolos:'' 25 points for a Shield. Bearer has 1+ Armor Save against Shooting Attacks. Actually pretty good, since your Vamp strategy is probably getting into melee ASAP. *''Spellshield:'' 20 points. Shield. Grants Magic Resistance (1). Meh, Magic Resistance is pretty weak this edition so not a great choice. *''Gambler's Armour:'' 20 points for Heavy Armor that grants a 6+ Ward Save. Booooooring. *''Dragonhelm:'' 10 points. One extra point of Armor Save, 2+ Ward against Flaming Attacks. Since Strigoi Ghoul Kings can't take magic armor, there's not really any good reason to take this. *''Enchanted Shield:'' 5 points for a Shield. Bearer has two extra points to his Armor Save. Actually a nice option since it's only 2 points more than the standard non-magical shield Vamps can take for an extra point of armor. *''Charmed Shield:'' 5 point Shield, first hit suffered by the bearer is disregarded on a roll of 2+. Mostly a useless magic item, especially for the army of badass heroes who heal the fuck out of themselves.
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