Many soldiers on the battlefield wear armor which may greatly increase their survival chances from eslewise a fatal strikes.
DO armor
SoTHR developers decided to simplify TT rules and replaced Armor saves with Armor Rating (AR) equivalent (Pls. see the picture)
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 modified by buying/selling additional armor piece 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
Armor and speed
DO playtest shown that GB cavalry unit has base speed equal to M7, while in TT horse has M8 value. Since GB cavalry has base 2 AR it may 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).
Armor save formula
can't be found in this page that describes melee combat
Strength of attacker => 4 decreases Armor Rating: