Warhammer Fantasy Roleplay First Edition Wiki
Warhammer Fantasy Roleplay First Edition Wiki
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Magical armour is very rare and valuable. Magical armour and shields confer extra armour points - either +1, +2, or +3 armour points according to the strength of the enchantment.

Mithril armour is not in itself magical, but the wonderous silver metal is so tough that it cannot be worked except by magical means. It is also very light and armour made from it weighs 20% of normal (20% encumbrance). Mithril armour gives one additional armour point.

Randomly found magical armour can be determined using this chart:

D100 roll Armour
01-10 Coif
11-20 Helmet
21-30 Mail Shirt
31-40 Sleeved Mail Shirt
41-50 Mail Coat
51-60 Sleeved Mail Coat
61-70 Leggings (pair)
71-80 Arm Pieces (pair)
81-90 Breastplate
91-00 Shield

Determine the type from the chart below:

D100 roll Armour Type
01-25 Mithril (+1; 20% encumbrance)
26-85 +1
86-95 +2
96-98 +3
99-00 The armour is engraved with D3 Runes

Optional Rules for Generating Magical Armour[]

Using the above rules, the enchantments woven into magical armour are somewhat limited in their effect. Basically, a piece of magical armour differs from a piece of non-magical armour only in that it offers a few more armour points worth of protection to the wearer - welcome though this is, it's hardly the exciting stuff of legend! So, to give magical armour more 'flavour', here are some optional rules for giving it a wider range of enchantments, with a variety of interesting effects, not all of which are simple protective measures...

Armour Type[]

When generating a piece of magical armour, the precise piece - helmet or breastplate, mail shirt or leggings - can be determined by using the existing table above. The process for determining armour type changes a little.

Number of Enchantments[]

Just like a magical weapon, a piece of magical armour can have more than a single enchantment cast upon it. The number and type of enchantments vary according to the piece of armour in question. To determine the number of enchantments placed on a piece of magical armour, roll on the appropriate line of the following table:

Armour Piece Number of Enchantments
1 2 3 4 5
Coif 01-90 91-00 - - -
Helmet 01-75 76-90 91-99 00 -
Mail Shirt/Coat 01-80 81-95 96-00 - -
Leggings (pair) 01-90 91-00 - - -
Greaves (pair) 01-90 91-99 00 - -
Arm Bracers (pair) 01-90 91-99 00 - -
Breastplate 01-75 76-90 91-96 97-99 00
Shield 01-90 91-96 97-00 - -

Determining Enchantments[]

The first enchantment cast on a piece of armour will always be Enhanced Protection. Any further enchantments may be chosen by the gamesmaster or determined randomly using the Armour Enchantment Tables.

Armour Enchantment Tables[]

Enhanced Protection[]

D100 roll Armour Points
01-10 1
11-80 2
81-95 3
96-00 4

Coif or Helmet[]

D100  Enchantment Type
01-02 Berserk - The wearer becomes subject to frenzy whenever the helmet or coif is worn.
03-04 Breathe Underwater - The wearer can breathe without air and will not suffocate in a vacuum or underwater. The wearer is also immune to all gases and other inhaled poisons.
05-45

Characteristic Gain - Wearing the helmet or coif increases one of the wearer's characteristics. Roll on the following table:

D100 roll Characteristic Gain
01-15 I +10
16-30 Ld +10
31-45 Int +10
46-60 Cl +10
61-75 WP +10
76-80 I +D3x10
81-85 Ld +D3x10
86-90 Int +D3x10
91-95 Cl +D3x10
96-00 WP +D3x10
46-50 Flight - The wearer can fly as a swooper for 10 + D10 turns per day.
51-55

Hatred - The wearer becomes subject to hatred of a particular race. Roll on the following table:

D100 roll Race
01-05 Goblins and Snotlings
06-10 Hobgoblins
11-20 Orcs
12-25 All Goblinoids
26-27 Elementals
28-30 Daemons
31-35 Undead and Ethereal creatures

36-45

Non-Daemonic creatures and followers of Chaos
46-50 Dragons, Wyverns, and Jabberwocks
51-55 All reptiles
56-60 Dwarfs, Gnomes, and Halflings
61-65 Elves
66-70 Fimir
71-75 Giant animals
76-80 Skaven
81-85 Giants
86-90 Ogres and Trolls
91-95 Werecreatures
96-00 Vampires



Note: A character who is (or by any means becomes) a member of the hated race may not wear the helmet or coif and will suffer D6 W (regardless of T and other modifiers) each time he or she attempts to don the piece of armour.

56-58 Invisibility - The wearer can become invisible at will, once per day. Invisibility lasts for 10+D10 turns. While invisible, the character cannot be detected by normal means. Opponents suffer a -40 penalty to hit a stationary and silent invisible character. This is halved to -20 if the character moves, speaks, or attacks.
59-60 Magic Reflection - When any spell is cast at the wearer, it will be reflected back at its caster if the wearer makes a successful WP test. If the test is failed, the spell takes effect normally, but the wearer may still make a WP test to avoid its effects, if one is permitted in the spell description.
61-90

Protection - The wearer is completely immune to one kind of attack, magical effect, or psychological condition, however it may be caused. Roll on the following table:

D100  Effect Negated
01-05 Animosity
06-55 Area Protection - roll once on the Area Protection Table
56-60 Compulsions - including hypnotism and all spells which force the victim to do something: e.g., Steal Mind, Sleep, Cause Cowardly Flight, etc.
61-70 Fear and Terror - including all spells which cause fear or flight
71-75

Gaze attacks

76-80 Insanity - cures all previous disorders while worn, wearer gains no insanity points for any reason while wearing
81-85 Instability
86-90 Illusions - including all Illusion Magic spells, invisibility, and magically-generated sights and sounds, such as Marsh Lights and Sounds spells
91-95 Stupidity
96-00 All psychological effects
91-95 Regeneration - The wearer regenerates 1 lost W point per turn, up to his normal score.
96-00

Wizardry - A spellcaster may wear this piece of armour without affecting spellcasting. Other pieces of armour are similarly affected. In addition, the armour may have additional powers - roll on the following table:

D100  Power
01-75 None - No further powers.
76-80 Immunity - The wearer is immune to one randomly-generated spell.
81-85 Power - The wearer gains 2D6 Magic Points, renewed each dawn.
86-90 Power Amplifier - The Magic Point cost of all spells cast by the wearer is halved, rounding fractions up.
91-95 Spell Absorbtion - The helmet or coif absorbs the Magic Points from spells cast at the wearer; these Magic Points may then be used by the wearer like the Magic Points from a Jewel Of Power. If the helmet or coif ever holds more than 10 Magic Points, it will explode, destroying itself and causing D3 S 10 hits to the wearer and everyone within 5 yards.
96-00 Storage - The helmet or coif can hold up to D10 levels of magical spells; these may be cast into it by the wearer at any time, and they remain in the armour until the wearer chooses to cast them.

Body Armour (Mail Shirt or Coat, Breastplate)[]

D100  Enchantment Type
01-45

Characteristic Gain - Wearing this piece of armour increases one of the wearer's characteristics.

Roll on the following table:

D100  Characteristic Gain
01-25 S +1
26-50 T +1
51-75 I +10
76-80 S +D3
81-85 T +D3
86-90 I +D3x10
91-00 roll twice
46-95

Protection - The wearer is completely immune to one kind of attack, magical effect, or psychological condition, however it may be caused. Roll on the following table:

D100  Effect Negated
01-10 Area Protection - roll once on the Area Protection Table
11-20 Attack Protection - roll once on the Attack Protection Table
21-30 Characteristic draining
31-40 Fear and Terror - including all spells which cause fear or flight
41-50 Fire
51-60 Lightning
61-70

Magic - roll on the following table:

D100  Protection
01-25 Petty Magic
26-50 Petty Magic & Level 1
51-60 Petty Magic & Level 1-2
61-65 Petty Magic & Level 1-3
66-75 All Battle Magic
76-80 All Daemonic Magic
81-85 All Elemental Magic
86-90 All Illusion Magic
91-95 All Necromantic Magic
96-98 All Druidic Magic
99-00 All spells
71-80

Magical Weapons - roll on the following table:

D100  Protection
01-80 +10 or less to hit and/or +1 damage
81-95 +20 or less to hit and/or +2 damage
96-00 +30 or less to hit and/or +3 damage
81-85 All non-magical weapons
86-00 All psychological effects
96-00 Wizardry - This piece of armour does not interfere with the wearer's ability to cast spells. It can be worn by a spellcaster with no penalties.

Arm Bracers[]

D100  Enchantment Type
01-40

Characteristic Gain - Wearing this piece of armour increases one of the wearer's characteristics. Roll on the following table:

D100  Characteristic Gain
01-40 I +10
41-80 Dex +10
81-90 I +D3x10
91-00 Dex +D3x10
41-60 Area Protection - Roll once on the Area Protection Table.
61-70 Attack Protection - Roll once on the Attack Protection Table.
71-75 Binding - The wearer is immune to paralysis caused by spells such as Stand Still, poisons, and any other means. He cannot be bound against his will, magically or otherwise.
76-80 Magical Gloves - The arm bracers have the same properties as a known type of magical glove or gauntlet. Generate randomly using the appropriate table.
81-85 Missile Protection - The wearer can knock aside incoming missiles with his arms and is immune to any non-magical missile no larger than an arrow.
86-95 Deflection - The wearer can deflect incoming blows with his arms, giving the equivalent of an additional 1 AP on all locations. This property may be used in conjunction with a parrying weapon, but not with a shield.
96-00 Wizardry - These arm-pieces do not interfere with the wearer's ability to cast spells. They can be worn by a spellcaster with no penalties.

Leg Armour (Leggings and Greaves)[]

D100  Enchantment Type
01-40

Characteristic Gain - Wearing this piece of armour increases one of the wearer's characteristics. Roll on the following table:

D100  Characteristic Gain
01-40 M +1
41-80 I +10
81-90 M +D3
91-00 I +D3x10
41-60 Area Protection - Roll once on the Area Protection Table.
61-70 Attack Protection - Roll once on the Attack Protection Table.
71-75 Dodging - The wearer may automatically dodge one blow per round; the player chooses after rolls to hit but before rolls to wound.
76-80

Kicking - The wearer gains 1 additional attack per round. His A score is increased by 1, but this attack is always a kick, which is treated as a blow with a normal weapon. Roll D6 for hit location:

1-2 Left Leg
3-4 Right Leg
5-6 Body
81-85 Leaping - The wearer may leap up to twice the normal distance as dictated by his M score. In addition, the wearer always falls on his feet, so a fall is always counted as a jump.
86-90 Magical Boots - The greaves have the properties of a known kind of magical footwear. Generate the type randomly using the appropriate table.
91-95 Movement - The wearer is never affected by spells (e.g., Stand Still) or other conditions which restrict movement. Movement is never reduced  by difficult ground, although obstacles must be negotiated normally. Psychological effects which would normally make the wearer stand still (e.g., Fear) cause him to move at full speed directly away from the source of the effect for one round and then test again.
96-00 Wizardry - These pieces of armour do not interfere with the wearer's ability to cast spells. They can be worn by a spellcaster with no penalties.

Shield[]

D100  Enchantment Type
01-10 Charging - When the user charges an opponent, he has the option of making a shield charge attack instead of a weapon attack. If he chooses the shield charge, no roll to hit is made; instead, the opponent must make an I test or be knocked to the ground, taking one full round to rise and counting as prone until then.
11-20 Invisibility - The shield's user may become invisible at will, once per day. Invisibility lasts for 10+D10 turns. While invisible, the character cannot be detected by normal means. Opponents suffer a -40 penalty to hit a stationary and silent invisible character; this is halved to -20 if the character moves, speaks, or attacks.
21-30 Light - On a command from its user, the shield begins to glow with a dazzling light, which lasts for 6+D6 rounds. Hand-to-hand combat opponents suffer a -30 penalty to hit the shield's user because of the blinding light, but missile attacks have a +20 bonus to hit while the shield is glowing. Once this property has been used, the shield must be exposed to 6 hours of continuous sunlight to recharge it.
31-40 Magic Missile Protection - The shield protects its user against all spells of magic missile type (e.g., Fire Ball, Lightning Bolt) and against all magical missiles such as arrows. The shield's user is never affected by these attacks.
41-50 Missile Protection - The shield absorbs incoming missile fire. The user is never affected by non-magical missiles, arrow-size and smaller. Magical missiles take effect normally, as do large missiles like chairs, tables, boulders, and cannonballs.
51-60 Missile Reflection - The shield has the power to deflect incoming non-magical missiles back at their firers. Any non-magical missile of arrow-size and smaller hits its firer instead of the shield's user. Magical missiles take effect normally, as do large missiles like chairs, tables, boulders, and cannonballs.
61-70

Protection - The shield protects the user completely against attacks made with one kind of weapon. Roll on the following table:

D100  User takes no damage from
01-15 Non-magical blunt hand weapons
16-40 Non-magical edged and pointed hand weapons
41-60 Non-magical missile weapons
61-80 Natural weapons (e.g., bite, claw, stomp)
81-95 Non-magical fist weapons
96-00 All non-magical weapons
71-80 Spell Absorbtion - The shield absorbs the Magic Points from spells cast at the wearer; when 10 Magic Points have been absorbed, the shield immediately shoots out a single lightning bolt at any chosen target in the user's line of sight.
81-90 Spell Reflection - The shield can reflect spells back on their source. When the shield's user is attacked with a spell, he is allowed an I test to parry it with the shield. If successful, the spell is turned back on its caster. If a spell is not deflected, the shield's user is still allowed a WP test if the spell's description permits.
91-00 Weapon Breaker - Every time the shield successfully parries an attack with a non-magical hand-to-hand weapon, the shield's user may make a S x 10 test. If the test is successful, the weapon shatters against the shield and is destroyed. This property has no effect on magical weapons.

Area Protection Table[]

One common function of magical armour is to protect the location covered against a certain type of attack. The wearer takes no damage from attacks of this type which hit the protected location. To determine the type of area protection, roll on the following table:

D100  Location takes no damage from
01-15 Non-magical blunt hand weapons
16-40 Non-magical edged and pointed hand weapons
41-60 Non-magical missile weapons
61-80 Natural weapons (e.g., bite, claw, stomp)
81-95 Non-magical fist weapons
96-00 All non-magical weapons

Attack Protection Table[]

Some types of magical armour protect their wearer from all attacks made by a particular type of oppenent. To determine the type of opponent protected against, roll on the following table:

D100  Opponent Type
01-05 Goblins and Snotlings
06-10 Hobgoblins
11-20 Orcs
21-25 All Goblinoids
26-27 Elementals
28-30 Daemons (including Daemon Weapons)
31-35 Undead and Ethereal creatures
36-45 Non-Daemonic creatures and followers of Chaos
46-50 Dragons, Wyverns, and Jabberwocks
51-55 All reptiles
56-60 Dwarfs, Gnomes, and Halflings
61-65 Elves
66-70 Fimir
71-75 Giant animals
75-80 Skaven
81-85 Giants
86-90 Ogres and Trolls
91-95 Werecreatures
96-00 Vampires
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