Source: Warhammer Fantasy: 5th Edition

Armour (Close Combat)
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Combatants that are wounded have a chance to avoid damage if they are wearing armour or carrying shields. This is exactly the same as described for shooting, and the same rules apply.

For each wound suffered the player rolls a D6. If he rolls greater than or equal to the armour save of his troops then that wound has been absorbed or deflected by the warrior's armour.

For example, an Elf wearing light armour has an armour save of 6 so you will need to roll a 6 to save him. If he had a shield as well he would save on a 5 or 6, and so on. You may find it helpful to re-read the section on armour and the description in the Shooting section.

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