TT armor
If a model has equipped armor there is a chance for her to completely deflect wound. Such chance called Armor save throw and is calculated by comparing Armor save value of model with a 6-sided dice saving throw result. If Armor save throw result is equal or more of Armor save value then save is successful and model avoids being wounded
Armor save value is cumulative from different type of armor, i.e. light armor (6) + shield (6) will give armor save on dice throw of 5 or 6 (pls. see saving throw chart).
For example, an Elf has light armor and a shield. Elf armor save value is 5+ which means that in case of being hit and wounded Elf needs to make saving throw 5 or 6 to avoid the wound.
Armor save throw can be additionally modified by hit delivered with strength 4 or more (please, see the chart).
For example, if the same Elf in light armor with shield which give 5+ armor save value was hit by Orc with S4 then it will modify Elf saving throw result by -1, i.e. 5 - 1 = 4 and 6 - 1 = 5. This means that due to powerful strike of Orc, Elf needs to make saving throw with result 6 to avoid being wounded.
Heavily armored soldier is better protected and has better chances to survive. The downside of heavy armor is that soldier's movement is hindered and he gets penalty to his Movement characteristic.