Armour Glossary

Filters

Alchemist Armour

Rules

Counts as Reinforced Armour and therefore grants a -2 modifier to all injury rolls made against the model wearing it. All attacks with the Keyword FIRE and/or GAS suffer a -1 DICE penalty to injure this model. Additionally, this model does not suffer additional BLOOD MARKERS caused by the Keywords FIRE and/or GAS.

Lore

Suit of armour which protects against almost all harm. This is an essential tool of Alchemists’ craft, festooned with the Seals of Solomon which enables them to bend the elements of Creation to their will and shields them even from the devices of Hell.

Armour of Cobar

Rules

Grants a -3 modifier to all injury rolls against the model wearing this armour and cannot be combined with any shield. The model suffers -1 DICE to Dash due the weight of the sins of the wearer. Each time any model in the wearer’s Warband (including any Allies) is taken Out of Action, the model gains +1 BLESSING MARKER.

Lore

A suit of armour fashioned after the mail worn by Cobar the Betrayer, the first Lord of the Sixty-Six. This black iron armour is forged in the Death-Factories of Hell from souls of those who betrayed their friends in life. It rewards those who lead their followers and friends to ruin and death.

Armour of the Fly

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.Ignores additional BLOOD MARKERS caused by the Keyword SHRAPNEL.

The model gains a new movement mode, 8"/Flying.

Additionally, the model equipped with this armour can make an additional Melee Attack whenever it makes a Melee Attack. This attack gains +1 DICE to hit and it does not cause a roll on the Injury Chart on a hit. Instead, on a hit, this attack automatically inflicts a BLOOD MARKER on its target.

Lore

His suit of armour, crafted from black metal, embodies the very visage of Beelzebub himself. It includes wings that propel its wearer into the skies at astonishing speed, and once it latches onto its opponent, its filth-ridden proboscis will suck the target dry.

Black Grail Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Rules

Always takes one hand to use in both melee and in ranged combat, and cannot be switched out. Grants -1 to all injury rolls against the model. This bonus stacks with any armour the model wears, unless otherwise indicated. For the purposes of wielding a 2-handed weapon with the ‘Shield Combo’ indicator, the Black Grail Shield does not take a hand to wield but still functions as normal.

In addition, when this model is targeted by a ranged attack, it can draw on the power of the Black Grail to disturb the flow of reality as an ACTION. If successful, the ranged attack is rolled with -2 DICE. If this ACTION is a Critical, the ranged attack automatically misses. This can be done outside of the model’s Activation and can be done each time the model is targeted by a ranged attack.

Lore

The Device of the Black Grail carries the blessing of the Lord of Flies. It has a will of its own, moving to intercept any bullets or other projectiles that might impede the work of Beelzebub.

Damascus Armour

ModifiersCannot be Ignored
Rules

This armour confers a -2 modifier to any injury rolls. This modifier applies even against attacks that ignore armour. It adds +1 to the Scars of the model. Only one model can ever wear this armour and it cannot be swapped for another model. Even if this armour is captured by the enemy, it cannot be worn by a model that does not have the Keyword SULTANATE.

Lore

No armour more splendid exists within the Sultanate than this magnificent chain mail made from the very Iron Wall that protects Those Who Believe by the smiths of New Damascus. They are given as a reward to the greatest warriors for their service on the battlefield by the Sultan’s hand alone. Each ring of this armour is inscribed with a verse from the Holy Quran and is thus utterly unbreakable.

Ducal Winged Armour

Rules

Grants a -3 modifier to all injury rolls against the model wearing this armour, and treats Down Injury results as a Minor Hit instead (note that the TOUGH Keyword ability to avoid Out of Action with Down overrides this). Due to its bulk the wearer rolls D3 for a charge extra distance instead of D6. Ducal Winged Armour cannot be combined with any shield. Models wearing Ducal Winged Armour may have a base size of 40mm if you wish, unless the model wearing it is already on 50mm or bigger base.

If worn by a model that is not part of a New Antioch force/subfaction, the only bonus the armour gives is the -3 injury modifier, as the chemical treatment that allows the wearer to withstand the rigors of the armour is a carefully guarded military secret. D3 charge distance remains in force.

The model gains a new movement mode, 10"/Flying. A model must also have Knighthood or Promotion Glory Item in order to wear it.

Lore

Based on the prototype battlefield armour worn by Duke Constantine himself and his personal guard Myrmidons, these extremely rare and powerful suits are granted only to the most decorated soldiers. They feature a MKIII Myrmidon Diesel engine and wings, painted and decorated to celebrate the deeds of the warrior who has “earned their wings”.

Fire Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Rules

Always takes one hand to use in both melee and in ranged combat. Grants -1 to all injury rolls against the model. This bonus stacks with any armour the model wears, unless otherwise indicated. Any attack against this model that has the Keyword FIRE will suffer -1 DICE on injury rolls and will not cause an additional BLOOD MARKER.

Lore

An Invention of the al-Jazari school of engineering within the House of Wisdom, this shield is treated with an Alchemical formula, making it highly resistant to fire weapons. It has proven its value in many desperate battles against the flame-wielding Heretics.

Heavy Ballistic Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Rules

Always takes one hand to use in both melee and in ranged combat and cannot be switched out. The target is always considered to be in Cover when shot, and counts as fighting behind a defended obstacle when an enemy charges them. These bonuses cannot be combined with Polearms, shovels, cover or defended obstacles. For the purposes of wielding a 2-handed weapon with the ‘Shield Combo’ indicator, the Heavy Ballstic Shield does not take a hand to wield but still functions as normal.

Lore

These massive shields are made of aramid fibre mesh and orichalcum-steel alloy. They are so heavy that they can only be carried by Heavy Mechanized infantry, and even then they are too cumbersome to be used in fast paced melee. They are mainly used for protection during their ponderous advance towards the enemy.

Highland Machine Armour

Rules

Grants a -3 modifier to all injury rolls against the model wearing this armour, and treats Down Injury results as a Minor Hit instead (note that the TOUGH Keyword ability to avoid Out of Action with Down overrides this). The machine armour worn by the warbands of Alba do not impose a penalty to Charge. Machine armour cannot be combined with any shield. Models wearing Machine Armour may have a base size of 40mm if you wish, unless the model wearing it is already on 50mm or bigger base.

If worn by a model that is not part of a New Antioch force/subfaction, the only bonus the armour gives is the -3 injury modifier, as the chemical treatment that allows the wearer to withstand the rigors of the armour is a carefully guarded military secret. D3 charge distance remains in force.

Lore

Combining the rarest of divine metal alloys and the latest technology of New Antioch, Machine Armour makes its wearer a virtual mobile tank.

Holy Icon Armour

ModifiersCannot be Ignored
Rules

Grants -1 to all Injury Chart rolls against the model wearing this armour. This armour is effective even against weapons and attacks that would normally ignore armour.

Lore

Only a few of these suits of armour exist in all of Christendom. Covered with miraculous icons this suit of armour is protected by the very hand of Heaven and its wearer can withstand even direct hits from artillery.

Holy Icon Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
ModifiersCannot be Ignored
Rules

Takes one hand to use in both melee and in ranged combat. Grants -1 to all injury rolls against the model. This shield is effective even against weapons and attacks that would normally ignore armour. For the purposes of wielding a 2-handed weapon with the ‘Shield Combo’ indicator, the Holy Icon Shield does not take a hand to wield but still functions as normal.

Lore

These shields are made from icons that have performed miracles. Mounted on blessed wood, they are harder than any steel and virtually indestructible. Only the most revered fighters in the service of the Church ever carry one.

Infernal Iron Armour

ModifiersCannot be Ignored
Rules

Injuries against this model are rolled with a flat -2 penalty. This penalty applies against injuries that ignore armour.

Lore

This armour is forged simultaneously in Hell and on Earth, so that no weapon, whether infernal or man-made, can overcome its protection. It serves both as protection and a torturous prison for the Hell Knights that are forced to wear it.

Iron Wall Kalkan

Hands
1 Hands (Ranged)
1 Hands (Melee)
Rules

Takes always one hand to use in both melee and in ranged combat and cannot be switched out. The target is always considered to be in Cover when shot, and counts as fighting behind a defended obstacle when an enemy charges them. In addition, when the Brazen bull is Activated and it is in combat with only 1 model on a 40mm or smaller base, the Bull can Move normally (though not Charge or Dash), pushing its opponent in the same direction as the Bull is moving and travelling the same distance as the Bull moves if it moves directly towards the enemy that is in front half of its base. This can push the enemies so they fall as per Falling rules), and if the Bull pushes the opponent against a terrain piece higher than 2", both models stop and the opponent immediately rolls on the injury table.

Lore

It is rare that even the greatest artillery bombardments manage to even dent the Invincible Iron Wall, but sometimes when the most powerful of enemy Sorcerers Such shards and slivers of the divine metal are carefully gathered by the Alchemists and incorporated into mighty shields of the Brazen Bulls, to be used solely by the defenders of the Iron Wall.

Machine Armour

Rules

Grants a -3 modifier to all injury rolls against the model wearing this armour, and treats Down Injury results as a Minor Hit instead (note that the TOUGH Keyword ability to avoid Out of Action with Down overrides this). Due to its bulk the wearer rolls D3 for a charge extra distance instead of D6. Machine armour cannot be combined with any shield. Models wearing Machine Armour may have a base size of 40mm if you wish, unless the model wearing it is already on 50mm or bigger base.

If worn by a model that is not part of a New Antioch force/subfaction, the only bonus the armour gives is the -3 injury modifier, as the chemical treatment that allows the wearer to withstand the rigors of the armour is a carefully guarded military secret. D3 charge distance remains in force.

Lore

Combining the rarest of divine metal alloys and the latest technology of New Antioch, Machine Armour makes its wearer a virtual mobile tank.

Reinforced Armour

Rules

Grants a -2 modifier to all injury rolls against the model wearing this armour.

Lore

Reinforced armour is a master-crafted suit made individually for the most important and elite troops. Each one is richly decorated and often carries the personal device of the warrior who wears it.

Standard Armour

Rules

-1 to all Injury Chart rolls against the model. Can be combined with any shield.

Lore

With the advancements in metallurgy and technology, both Faithful and Heretic armies are well-equipped with suits of alloy armour that can withstand an impact from a bullet or turn aside the sharpest of blades. Standard armour is usually mass-produced, but highly effective even against high-calibre weapons.

Tank Palanquin

Rules

Grants a -3 modifier to all injury rolls against the model wearing this armour. Due to its bulk the wearer rolls D3 for a charge extra distance instead of D6. Tank Palanquins cannot be combined with any shield.

The Priest riding it has a 50mm base, and counts as being on a 2” high platform. While on a Tank Palanquin, the Priest gains the Keyword STRONG.

Tarnished Armour

Rules

The suit counts as Reinforced Armour, a helmet and a gas mask. When an enemy declares a charge, they must charge the model wearing this armour if it is visible, not in cover and within 12” of the wearer. The charging model must be able to reach this model without climbing, leaping or crossing dangerous terrain. If the wearer of the armour is already in melee combat, this power has no effect.

Lore

This suit of armour gilded with gleaming gold comes with a helmet often with a beautiful, cherub-like face warped or corrupted in some way, such as with inhuman eyes or with the whole face twisted upside-down. Despite its splendour the armour is always tarnished by blood, offal or other kind of corruption. Merely seeing it fills mortals with incredible greed and makes the wearer an immediate target of their wrath as they attempt to tear it from them.

Trench Shield

Hands
1 Hands (Ranged)
1 Hands (Melee)
Rules

Always takes one hand to use in both melee and in ranged combat, and cannot be switched out. Grants -1 to all injury rolls against the model. This bonus stacks with any armour the model wears, unless otherwise indicated. For the purposes of wielding a 2-handed weapon with the ‘Shield Combo’ indicator, the Trench Shield does not take a hand to wield but still functions as normal.

Lore

Shields used in trench warfare are made of steel reinforced with Orichalcum to allow them to withstand even high-calibre bullets, or from metal mined from Infernal bedrock and shaped in the armouries of Pandæmonium, the Capital of Hell.