Armour Saves
(Rule) Description: The defender rolls Armour Saves, by rolling a D6 for each wound, and comparing the result with the model’s Armour Value, reduced by the Attack's Armour Penetration.
The modified Armour Value describes the number of sides on a D6, counting down from the highest value, that will result in a successful roll, see tables below. If the Armor Save is successful, the wound is ignored. However, a natural roll of ‘1’ is considered a failure.
Arm - AP | Armour Save Roll
|
5 or above | 2+
|
4 | 3+
|
3 | 4+
|
2 | 5+
|
1 | 6+
|
0 | Cannot be passed |
| AP 0 | AP 1 | AP 2 | AP 3 | AP 4 | AP 5 | AP 6
|
Arm 0 | N/A | N/A | N/A | N/A | N/A | N/A | N/A
|
Arm 1 | 6+ | N/A | N/A | N/A | N/A | N/A | N/A
|
Arm 2 | 5+ | 6+ | N/A | N/A | N/A | N/A | N/A
|
Arm 3 | 4+ | 5+ | 6+ | N/A | N/A | N/A | N/A
|
Arm 4 | 3+ | 4+ | 5+ | 6+ | N/A | N/A | N/A
|
Arm 5 | 2+ | 3+ | 4+ | 5+ | 6+ | N/A | N/A
|
Arm 6 | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | N/A |
For example, Armour 3, means that ‘6’, ‘5’, and ‘4’ would be successful Armour Save rolls. If the model is attacked by Armour Penetration 1, its Armour is reduced to Armour 2, which now means that ‘6’ and ‘5’ are successful Armour Save rolls.
This is equivalent with using the formula below to determine the required roll to negate the wound:
7 - (Defender’s Armor)
+ (Attacker’s Armour Penetration)
Combined Armour
Each model has a base Armour value in its profile, and some models may have additional equipment, rules, or are under the effect of spells that modify the Armour values. Different sources of Armour can be combined, adding up to the total combined Armour.
For example, a model with a base Armour of 3 that is under the effect of a spell that grants +1 Armour, has a combined Armour of 4. When wounded by an attack with Armour Penetration 1, the Armour Save roll would be ‘4’, ‘5’, or ‘6’ (or 4+).