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====Armour==== *''Blade-Blunter Armour:'' 40pts. Medium Armour. At the end of combat, roll a D6 for each magic weapon that hits the wearer. On 2+, the item becomes mundane for the remainder of the battle. Still situational, but 10pts cheaper is great. Don't ever let your opponent say that your model needs to be alive to take the rolls. It's been FAQ'd. *''Pelt of the Shadowgave:'' 30pts. Light Armour, shooting attacks directed at the bearer or his unit suffers -1 to hit. Enemy Spells a -2 to cast. Considering that you need your lightly armored units to cross the table in every list, this is almost mandatory, especially with that 15pt reduction. If this item saves 3 Bestigors, you've made your cost back. *''TrollHide Armour:'' 30ts. Light Armour gives the wearer Regeneration(4+). For three-fifths, the cost of 7th edition can be viable. *''Pelt of the Dark Young:'' 15pts. Natural Armour 6+ and Magic Resistance (1). Armour Save that doesn't replace mundane Armour or shield? [[awesome| yes please]]. *''Blackened Plate:'' 10pts. Medium Armour. The wearer gains immunity to flaming attacks and gives a 4++ save against non-physical flaming attacks. A recent nerf rather having a unit of flame retardent trolls. Pairs with taking a regen item. plenty of anti-infantry warmachines and spells are flaming attacks. *''Chaos Armour:''' 10pts. Heavy Armour. Any character, including Wizards, may take it.
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