What about a roll of 2-5 on the second D6 roll? Is that just treated as a roll of 41-55 (full recovery) on the serious injury chart?
In our next campaign that we are starting soon we have decided to use the save against serious injury for armour as per one of the options in the experimental rules that can still be found on the Mordheim Yahoo email group website (we are not reducing the cost of armour). Do you view this save against serious injury overpowered or a bit boring? I don't mind your suggestion and I'll have to think about it some more.
Edited to add...I'm thinking of doing this in our house rules (based on a thread on
Tom's Boring Mordheim Forum (sorry Ram

that you cannot see this but I'll include it for anyone else who might be reading)). As per your suggested rules but slightly different result based on the second D6 roll.
HeroesOn a 1 the hero gains the serious injury roll of 66 "survives against the odds" but the armour has been destroyed.
On a 2-3 the hero rolls for serious injuries like normal but rerolls results of 11-16 and 61-66 (not sure about 61-66 yet).
On a 4-6, the hero fully recovers.
Toughened leather, shields, bucklers and helmets does not grant a save against serious injuries.
HenchmenIf armour grants a successful save against serious injury then still roll on serious injury table but add +1 to the roll (which means that henchmen will die on a roll of 1 and survive on a roll of 2-6)