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Do i have this right re: saves?; Armor, wards, etc
Topic Started: 22nd January 2012 - 12:47 AM (2,768 Views)
Ratatak Gristlegouger
Stormvermin
I'm relatively new to warhammer...been collecting for about a year or 2, but only have a few games in since we're a busy bunch in the real world.

So, sometimes we get confused with saves.

Here is what I understand..if its correct please verify! If I've got something wrong, please correct.


1)Armor saves can be taken when you receive a wound. This can be modified or negated based on the strength of the attack starting at S4 (or armor piercing) or if the attack says "no armor saves." OR "no saves of any kind"

2)If you fail or can't take your armor save, you can take your ward save (if you have one.) Ward saves cannot be modified by strength of an attack and only negated if the attack says "no saves of any kind."
2B) Against magic spells, ONLY your ward save can be taken, NOT an armor save. If you have Magic resistance X, it is a bonus to your ward save, or gives you one if you don't have one.

3)Finally, magic weapons or items can be saved with an armor save and/or ward save (unless rules specify otherwise.) Its only magic missiles and some direct damage spells that don't allow armor, and require only your ward.

Is this correct?


thanks!
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Scarr, Reincarnated
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Right on everything except that you can take Armour Saves against Magic Spells if it is allowed and the Strength of the hits don't negate it.
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Warlock Matik
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(Z–>)90º – (E–N²W)90ºt = 1

1) and 2) are correct.

2B) is wrong, you get armour saves against spells unless the spell has a high enough strength or says "no armor saves." OR "no saves of any kind". You are correct about how Magic Resistance works though.

3) is correct apart from the bit about magic missiles.

Also something to note is if you have both Regeneration and a Ward save, you can use one or the other but not both (after armour saves).

:)

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Ratatak Gristlegouger
Stormvermin
Interesting. OK...got it! Thanks guys!

So unless strength negates it, or there is a rule that says it, you can always take your armor save.

Same for a ward if you have one.

And magic resistance is just a bonus to your ward vs. spells (or gives you a ward vs. spells if you don't have a ward to begin with.)

And if you have a ward and regen, or two wards for any reason, you can't take them all...you just choose the best one for the situation.


Coming from 40k, this plethora of saves is pretty cool.

Edited by Ratatak Gristlegouger, 22nd January 2012 - 01:07 AM.
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SkavenDan
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40k used the same system but with all the guns the mods soon got overly complicated so they removed modifiers from 40k

Your only question seemed to be ward + MR and yes you can use a ward save and magic resistance to get to 2+ vs magical
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CapAmr05
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Also, in the odd circumstance that you have both a Ward Save and a Regen save, you are only allowed to take one (the best one available). They're basically interchangeable, but keep reading;

As an example let's say you have a 5+ Ward and a 4+ Regen.

If you take a wound you'd make your save with the best possible (remember you can't roll both Ward and Regen).

Non-flaming wounds you would take Regen's 4+ instead of the ward.
Flaming wounds eliminate regen, so you'd take the 5+ ward.

Also note that Magic resistance cannot boost a Regen (unlike a ward).

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koffietje
Warlord
And then there's also the parry saves. But those can only be taken in close combat, after you've taken the armour save (but before you took the ward save?)
against.................. won ............ lost

Skaven...................1...................0
High Elfs.................1....................1
dark elfs.................0....................0
chaos warriors.......0....................0
demons..................0....................0
dwarves.................2....................1
bretonian................0....................0
empire....................0....................0
lizards.....................0...................0
tomb king................0...................0
vampires.................1...................0
beast men...............1...................0
wood elfs................0....................0
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Rein bringer of the cheese
Warlord
Parry save is a ward save
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