Models that are wounded still have a chance to avoid damage if they are wearing armour or carrying shields, or if they are riding a horse or similar creature. These models have an armour saving roll.
Roll a D6 for each wound suffered by your troops. If you roll greater than or equal to the model's armour save, the wound has been deflected by its armour.
For example: A warrior carrying a shield and wearing light armour has an armour save of 5+, so be must roll a 5 or 6 to be saved by his armour.
Cavalry models automatically have an armour save of 6 even if the rider is wearing no armour. This represents the extra protection afforded by the mount. If the rider is armoured then his armour save will be +1 better than it would be if he were on foot.
For example, a Man wearing light armour and carrying a shield has an armour save of 5+ on foot and 4+ when mounted. Note that this bonus only applies to cavalry and not to characters or other models riding monsters. Rules for monsters and riders are discussed in the section on Monsters.
To continue our example from above, the Goblin archers have scored 1 wound on the Elf troops. Since the Elves are wearing light armour and have shields their armour saving throw is 5+. The Elf player rolls a 2. Not surprisingly he has failed. If he had scored a 5 or 6, the arrow would have bounced off and the Elf would have been unharmed.
Armour Worn | Armour Save | Armour Save if Cavalry |
None | None | 6+ |
Shield or light armour | 6+ | 5+ |
Shield & light armour or heavy armour only | 5+ | 4+ |
Shield & heavy armour | 4+ | 3+ |
Riders with shields & heavy armour, riding armoured mounts | - | 2+ |