Source: Warhammer Fantasy: 4th Edition

Armour (Shooting)
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Models that are wounded still have a chance to avoid damage if they are wearing armour or carrying shields, or riding a horse or similar creature. These models have an armour saving roll. Roll a D6 for each wound your troops have suffered. If you roll greater than or equal to the armour saving throw of the model the wound has been absorbed or deflected by its armour.

Armour Worn

Armour Save

Armour Save if Cavalry

None

None

6+

Shield or light armour

6+

5+

Shield and light armour or heavy armour only

5+

4+

Shield and heavy armour

4+

3+

Riders with shield and heavy armour, riding armored mounts

2+

Cavalry models automatically have a saving throw of 6 even if the rider is wearing no armour. This represents the extra protection afforded by the horse or other mount. If the rider is wearing armour then his saving throw 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 a saving throw of 5+ on foot and 4+ when mounted.

Note that this bonus only applies to cavalry and not to big monsters with riders. Rules for big monsters and riders are discussed in the section on Monsters.

For example: A trooper carrying a shield and wearing light armour has a saving throw of a 5+. This means he must roll a 5 or 6 to be saved by his armour. 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 a shield their saving throw is 5+. The Elf player rolls a 2. Not surprisingly be has failed. If he bad scored a 5 or 6 the arrow would have bounced off and the Elf would have been unharmed.