Armor

Many soldiers on the battlefield wear armor which may greatly increase their survival chances from eslewise a fatal strikes.

Contents

Image result for plate shield helm

TT armor


If a model has equipped armor there is a chance for her to completely deflect wound. Such chance called Armor save and is calculated by comparing Armor save value of model with a 6-sided dice (D6) saving throw result. If D6 saving throw is equal or more than Armor save value then save is successful and model avoids being wounded. 

Armor save is cumulative from different type of armor, i.e. light armor (6) + shield (6) will give armor save 5+, i.e. on saving throw with result 5 or 6 (pls. see saving throw chart).

For example, an Elf has light armor and a shield. Thus, Elf armor save value is 5+ which means that Elf needs to make D6 saving throw with result 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 an 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 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


Saving throw chart

Armor in Dark Omen


Since SoTHR, developers decided to simplify TT rules and replaced Armor save with Armor Rating (AR) equivalent (Pls. see the comparative table). DO developers used the same approach and any model in the game has base AR from AR 0 (no armor) to AR 5 (full armor). Each one AR gives 16.6% chance to avoid wound, thus:

AR = 0 - 0%
AR = 1 - 16.6%
AR = 2 - 33.3%
AR = 3 - 50%
AR = 4 - 66.6%
AR = 5 - 83.3%

It is not possible to equip/unequip armor in DO and it is just unit parameter which can be changed by buying/selling additional armor pieces (shields) in the game withing unit min, max AR limit. 


For infantry the limit is AR 1-3. It can be additionally boosted by magic item such as magic shield to AR 4. For cavalry the limit is AR 2-5. The minimum AR is 2 because cavalry gets AR 1 for horse and AR 1 for barding.  

Same as in TT, Armor rating can be decreased by Strength of the model that delivers hit starting from S4.

For example, Elf with AR 1 was hit by Orc with S4 (-1 modifier). Due to powerful strike of Ork Elf armor is disregarded as he has no armor save, i.e. 1 - 1 = 0 

Special armor type

In DO there are 3 units that have special armor type:

In addition to Armor rating, special armor type also gives special traits. For example, Troll armor type provides resistance to magic (from spells and items) as well as weakness to fire. Wraith armor provides immunity from mundane weapon, so only magic can damage this ethereal creature.

There is also special armor type for all cavalry in the game which is called "mounted armor". "Mounted armor" overrides unit m characteristic with m of unit's mount. m of mount is hard-coded to m7 for all mounts in game (horse and boar).
For reference: in 4thE TT rules boar mount has m7 and gives AR+2 to its rider, while horse has m8 and gives AR +1.

It is unknown why DO devs implemented traits and mount speed via special armor types.

Armor and speed

According to TT rules, heavy armor and shield decreases infantry and cavalry speed by 1 point, i.e. from m4 to m3 for infantry and from m8 to m7 for cavalry (with horse mount). If horse has barded armor its speed is further decreased by 1 point. Thus, rider in heavy armor+shield on barded horse will have m6 (8 - 2) .  

in DO increasing unit Armor rating via upgrade doesn't decrease its speed. But play-tests shown that cavalry units has base speed equal to m7, while in TT horse has m8 value. Since GB cavalry has base AR 2 it might mean that DO devs intentionally decreased its speed to m7 to replicate TT armor penalty for horse with barding (Armor save 5+ which is equivalent of AR 2).

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Armor save formula


can't be found in this page that describes melee combat



Armor save and armor rating comparative table

Strength of attacker => 4 decreases Armor Rating:


SOTHR armor

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4thE armor

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