Join Date: Oct 2012
Location: Over the rainbow
As for me I use this rule for armour:
Strenght gives penalty to armour saves from St5 and not from St4
Armours give the same save in game, but after the game, a model taken Out of Action, if wearing armour, can make a "Survival save"
basically, if yuou roll 1-2 for an henchmen or an injury for an hero you can make another armour save with a +1 bonus (the survival save) to be instead considered fully recovered.
For instance a warrior with shield and light armour would benefit of a 4+ Survival save
An hero can still be captured or sold to the arenas or lost etc, you can only avoid an injury or the death.
this, i found, justifies the high cost of armours, and makes very hard to get rid of an heavy armoured hero (or henchmen!)
The Legion of Perfects Project
The calls of Slaneesh stir so deeply within me, as if I was birthed from the very essence of it. For my ambition to infinitely ascend above all is never ending, like fire within it burns me to ever cindering ash. Lord of light and ascension is who I am, realities burn to ash at my very passing. My luminescence is unparalleled for I am luminosity itself, all light is but a shadow of my silhouette