When anointed with the blood of the enemy, this armour becomes ever more endurable.
Source: Warhammer Fantasy: 6th Edition
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Magic Armour20 points
Blood Armour is treated as a suit of normal heavy armour (5+ save) and can be combined with other armour as normal. For every unsaved wound the wearer inflicts, their save is improved by 1 point (to 4+ then 3+, etc) up to a maximum total save of 1+.