Source: Warhammer Fantasy: 7th Edition

Blood Armour
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Magic Armour15 points

When anointed with the blood of the foe, this armour becomes ever more endurable.

Heavy armour. For every unsaved wound the wearer inflicts in close combat, this save is improved by one point (to 4+ then 3+, etc) to a maximum total of 1+ (including any other bonuses for a shield, Sea Dragon cloak, and so on).