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Made in gb
Ultramarine Chaplain with Hate to Spare





So I was looking at the chariot rules and as it stands only 1 model counts as a chariot so I'll be talking about the Command barge specifically but the interpretation would follow if any other units become available.

So Lets say you have an Overlord on a Command Barge. He has a 3+ save it gives him "+1 on his armour saves" pg82 since a model cannot have multiple armour saves this must refer to his armour save rolls. Hence should I be hit by a normal weapon A roll of a 2 has +1 making a 3 and therefore passes. However should I get hit in the face by a power weapon which is AP3 I receive no save as my armour save is still 3+.

However should I put a Sempiternal Weave on the Overlord he now has a 2+ save. This save cannot be increased above 2+ as per pg2. Fortunately a Chariot does not improve my armour save instead it gives me +1 on my armour save rolls. Hence any 1 I roll becomes a 2 and therefore passes as there is no natural 1s always fail rule anymore (unless I missed it please quote page if you find it). Thus unless I'm being hit by AP2 I cannot be harmed in combat whilst on the Command Barge (obviously you can blow up the command barge and then hit the Overlord in the face with a relicblade).

This is what I believe to be the RaW of how this rule works does anyone agree or disagree plaese quotes rules to back up your argument (preferably with page numbers as we're all learning the book still).

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Raging-on-the-Inside Blood Angel Sergeant




Ohio

A roll of 1 always fails when rolling armor saves. Even if you modify it with a plus 1, 2, 3 etc. The fact is you still rolled a 1 which means you fail automatically.

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Made in us
Fell Caller - Child of Bragg







"+1 to your armor save" actually decreases the number you have to roll a successful save. So a 3+ save becomes a 2+ save in a chariot. You are incorrect about power swords @ AP3 being able to deny a Lord on a CCB an armor save. A lord with Weave on a chariot gains no additional benefit.

See the way cover saves and stealth/shrouded work.

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Made in gb
Ultramarine Chaplain with Hate to Spare





A roll of 1 always fails when rolling armor saves. Even if you modify it with a plus 1, 2, 3 etc. The fact is you still rolled a 1 which means you fail automatically.


What page is this on? Or have you just made that rule up?

"+1 to your armor save" actually decreases the number you have to roll a successful save.


Please explain this how can +1 decrease a number? Where are you getting this from?

Both shrouding and Stealth state that they improve your save by one. The Chariot does not improve your save by 1 it gives you "+1 on your armour saves". The 2 are subtally different unless you can provide some evidence to backup your interpretation?

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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






FlingitNow wrote:
A roll of 1 always fails when rolling armor saves. Even if you modify it with a plus 1, 2, 3 etc. The fact is you still rolled a 1 which means you fail automatically.


What page is this on? Or have you just made that rule up?

"+1 to your armor save" actually decreases the number you have to roll a successful save.


Please explain this how can +1 decrease a number? Where are you getting this from?

Both shrouding and Stealth state that they improve your save by one. The Chariot does not improve your save by 1 it gives you "+1 on your armour saves". The 2 are subtally different unless you can provide some evidence to backup your interpretation?


A save can never be better than 2+. It has been in the rules about taking saves for at least two editions.

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A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
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Made in za
Sister Oh-So Repentia



South Africa

FlingitNow wrote:
Both shrouding and Stealth state that they improve your save by one. The Chariot does not improve your save by 1 it gives you "+1 on your armour saves". The 2 are subtally different unless you can provide some evidence to backup your interpretation?


Well you have two choices if you want to read it like that.
I am pretty sure that in the chaos codex they also use +1 to invulnerable saves, but I digress.

The text says +1 to armour saves, however it does not say +1 to armour save rolls. Hence you are not adding 1 to the dice roll. As such your armour should be 2+ as it can never be less even with that necron weave. Option 2 though is that you +1 your save and make it a 4+ armour save despite this never happening in any other case it would be the closest to the point you are trying to make.

Remember it adds to the save, not the roll.

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Made in gb
Ultramarine Chaplain with Hate to Spare





A save can never be better than 2+. It has been in the rules about taking saves for at least two editions.


And the save isn't better than 2+. Have you even read the initial post? It is a 2+ save but the chariot rules adds 1 to any armour save roll I take so I still have to roll 2 or higher to pass the save but any roll of a 1 counts as a 2 and therefore passes.

Thus say I had a 7+ armour save normally it is no use to me but on a Chariot a roll of a 6 would pass that save. Whereas if I have no armour save standing on a Chariot gives me no benefit.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Agile Revenant Titan





Scotland

FlingitNow wrote:
A save can never be better than 2+. It has been in the rules about taking saves for at least two editions.


And the save isn't better than 2+. Have you even read the initial post? It is a 2+ save but the chariot rules adds 1 to any armour save roll I take so I still have to roll 2 or higher to pass the save but any roll of a 1 counts as a 2 and therefore passes.

Thus say I had a 7+ armour save normally it is no use to me but on a Chariot a roll of a 6 would pass that save. Whereas if I have no armour save standing on a Chariot gives me no benefit.


Well, you're theory wouldn't work thanks to the wording of the rule:

"Chariots inevitably have a protective cowling or a series of force fields in their design, which we represent by allowing the rider +1 to his armour saves against wounds caused in close combat" (Pg. 82)

Note, you are not given permission to add +1 to your armour save ROLLS. You gain a +1 (i.e 1 'better') to your armour save while in close combat.

It's pretty cut and dry to be honest.

Iranna.

 
   
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Decrepit Dakkanaut




You armour SAVE is improved by 1, not the ROLL you make. Subtle difference.
   
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Daemonic Dreadnought





Derby, UK.

The Chariot improves your save by +1. So a Lord with a 3+ save actually has a 2+ save when he is in the Chariot.

Hence the reason why Weave is now a little pointless for BargeLords. I have started giving mine WS/MSS and a Shifter instead.

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Ork Admiral Kroozin Da Kosmos on Da Hulk






n/m

This message was edited 1 time. Last update was at 2012/07/10 13:14:24


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

"no save (armour, cover or invulnerable) can ever be improved beyond 2+. Regardless of what is giving the model its save, a roll of 1 always fails"

P.19 Maximum save section

This message was edited 3 times. Last update was at 2012/07/10 14:24:22


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Martial Arts Fiday






Nashville, TN

Sometimes I think people are hoping "Asinine Rules Interpretation" will become an Olympic event. This would definitely get you to London.

This message was edited 1 time. Last update was at 2012/07/10 14:27:06


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Daemonic Dreadnought






AL

As others have said, a 2+ is the best you can get. Admittingly, it would be amusing (and downright evil) if you could get a 1+ save, only deniable via AP1 weaponry

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Land Raider Pilot on Cruise Control





Utah

Page 19 under Maximum Save section. Last sentence says "Regardless of what is giving the model its save, a roll of 1 always fails."

Ninja'd!

This message was edited 1 time. Last update was at 2012/07/10 14:34:42


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Cool page 19 thanks. However that still doesn't answer whether i get a save against ap3 without the weave.

Also how is +1 to your saveS in anyway the same as improves your save by 1. You only have 1 armour save; multiples must refer to rolls! So if you've no weave on a command barge and i'm hitting you with a power weapon then no save for you...

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Numerous times it's been stated in the rulebook you can't have a save lower than 2+ (2-3 times on page 2 alone).

Furthermore it is common knowledge (and I'm sure it says it in the book I just can't find where) that +1 results in improving the stat by 1, and -1 reduces it by one.

With WS / BS / S / T / W / I / A / Ld / HP / AV theres are all generally a value of 0-10 ( or 0-14 ) with it being the higher the better.

But with saves it's the lower the better, so +1 reduces the number, from - to 6+ to 5+ to 4+ to 3+ to 2+. (and a -1 increases the number, i.e. from 3+ to 4+ )

I.E - going to ground increases your coversave by +1, normally from 5+ to 4+, or 4+ to 3+.

The +1 to saves, will be that it'll increase both your standard and invulnerable save (i.e. - a terminator has a 2+ save and a 5+* save, ghostplate armour is a 4+ save and a 6+* save.)

This message was edited 1 time. Last update was at 2012/07/10 14:57:18


   
Made in gb
Ultramarine Chaplain with Hate to Spare





It's not plus 1 to saves it is plus 1 to armour saves. Gives no benefit to any other type of save. Also your theory is based on an assumption that +1 is always the same as improved by 1. Cover saves stealth etc all use the later wording...

Also as pointed out the save is always not improved beyond 2+ and a 1 would fail but fortunately rolling d6+1 i doubt a final result of 1 would come up often...

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
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Nasty Nob on Warbike with Klaw





Liverpool

FlingitNow wrote:rolling d6+1 i doubt a final result of 1 would come up often...

Except that's not how saves work.
   
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Daemonic Dreadnought





Derby, UK.

if you normally have a 5+ cover save and you have something that says "gives +1 to cover saves" - the result is that you have a 4+ cover save.

In the case of the Chariot - if you have a 3+ save, and the Chariot gives you +1 to armour saves.....Then you have a 2+ armour save when you are in the Chariot. Thus you get an armour against AP3 weapons.


How is this being argued over?

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Land Raider Pilot on Cruise Control





Utah

grendel083 wrote:
FlingitNow wrote:rolling d6+1 i doubt a final result of 1 would come up often...

Except that's not how saves work.

Or the special rule. The rule, as previously stated, does not modify the roll but the save. The save is now a 2+. Notice that the rule I quoted earlier says specifically "a roll of 1 always fails." Not a result of 1 but a roll of 1. Even if the rule in question modified the result the rules say that if you roll a 1 you fail.

This message was edited 1 time. Last update was at 2012/07/10 15:19:54


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Praxiss on what rules are you basing your argument? You say this is how saves work but have no evidence to back your theory.

I think some of you must be trolling as you aren't stating any rules like i am.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Decrepit Dakkanaut




what, like the rule where you make up that it applies to the armour save rolls?

If you armour saves are improved by 1, then if you gain multiple armour saves (entirely possible, think psychic powers) then each save gets +1

Or, you could play it that your save is worse on a chariot.

You will not, however, ever get to play that you "rolls" are improved by 1. Because the rule doesnt say that.
   
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Ichor-Dripping Talos Monstrosity






Because FlingItNow wants necron lords in a chariot to be immortal for some reason.

   
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Helpful Sophotect





Hampshire

Praxiss wrote:if you normally have a 5+ cover save and you have something that says "gives +1 to cover saves" - the result is that you have a 4+ cover save.

In the case of the Chariot - if you have a 3+ save, and the Chariot gives you +1 to armour saves.....Then you have a 2+ armour save when you are in the Chariot. Thus you get an armour against AP3 weapons.


How is this being argued over?


Not sure really, it's pretty cut and dry as far as I can tell.

Now, I'm just waiting for someone to suggest a way to read it so that with a weave and on a chariot you get a 2+ save vs AP2 weapons, only losing out to AP1... (real easter egg hunting there )
   
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Daemonic Dreadnought





Derby, UK.

I woudln't be able to give you a page number off the top of my head....

But my basis for what i said is based on.....the rulebook?

Example: Shrouded (or Stealth, can't rememeber which now) gives you +2 to your cover save. It says in the book (in the USR section) +2 means you will always have at least a 5+ cover save if in open ground. If you already have a 5+, this becomes a 3+. It does not say "add 2 to any cover saves you roll".



Either way, the point of this convo is taht you can't have a 1+ armoru save. Ever. A roll of 1 is always a fail.

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.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

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Made in gb
Ultramarine Chaplain with Hate to Spare





Captain antivas a roll of 1 is exactly that. A roll of d6+1 gives results between 2 and 7. 1 is not possible just as a roll of 1 is not possible on 2d6. Had the rule stated a natural roll of 1 you'd have been correct.

I'm still not seeing any rules evidence that suggests that the chariot improves your save by 1. Everything points towards it giving you +1 to your armour saves instead.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Decrepit Dakkanaut




No, you are trying to claim it improves your roll. With no rules to back that up.

It improves your armour save by +1. Making a 3+ armour save a 2+ armour save.

Attempting to alter your armour save ROLLS (note the new word there - the one not in the chariot rules) by +1 is cheating.
   
Made in gb
Ichor-Dripping Talos Monstrosity






And +1 to your armour saves = improves by 1... it's been that way for the last 3 editions (and I assume it was the same in 2nd ed and rogue trader.)

   
Made in gb
Ultramarine Chaplain with Hate to Spare





Praxiss as pointed out stealth and shrouded do not say that. You must be trolling. Particularly as you mention 1+ saves and rolling a 1 always fail when neither has relevance to this debate on a 2+ save taken on a d6+1.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

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