Special Close Combat Attacks vs Different Armour Saves

Source: 3rd-A-Palooza (3.5) Rulebook v1.4, p. 24

If special close combat attacks come into play against a unit with different Armour Saves use the method of making majority Armour Saves noted on the previous pages but applying all special close combat attacks as early as possible. For example, the Black Templars squad noted previously suffer four power weapon hits and four normal hits in a single Initiative step. The six Neophytes with a 4+ Armour Save are in the majority so they suffer the four power weapon hits with no Armour Save allowed. Two more hits can be saved against, however, and one is made, resulting in one more casualty on the unfortunate Neophytes. The remaining two hits spill over and now the Initiates take Armour Saves using their Armour Save of 3+.