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![[Post New]](/s/i/i.gif) 2011/02/20 14:24:19
Subject: Armour saves and magic resistance
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Shunting Grey Knight Interceptor
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Hello, can you help clarify.
When a hero/unit has magic resistance (1), does that mean it gets a +6 ward vs magic missiles etc, or +1 to dispel magic againts the bearer? Also, is magic resistance stackable (if it is a ward) with existing saves? Ie 4+ ward, MoTzeench and magic resistance (1) mean I can get 2+ save? Lastly does it count agaibst magic weapons or just spells?
Can a units armour save go below 0? Can you get -1 save?
Thanks for taking the time to answer.
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![[Post New]](/s/i/i.gif) 2011/02/20 15:06:01
Subject: Armour saves and magic resistance
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Cosmic Joe
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You can take as many armour as you wish but the BRB clearly states no save exists that is better than a 1+, anything you add to improve it after that is wasted.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/02/20 18:37:15
Subject: Armour saves and magic resistance
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Decrepit Dakkanaut
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MR1 USED to mean that spells targeted at the unit allowed you to roll an additional dice to dispel, HOWEVER this changed in 8th ed to give youa 6+ ward save
It specifically states in the rules for MR that this stacks. If you have the BRB this is clearly spelled out - you may be playing with 7th ed era players who get confused
It only counts against spells.
As Hover said: no ifs', buts' or maybes', the best save you can have is a +1.
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![[Post New]](/s/i/i.gif) 2011/02/20 19:43:28
Subject: Armour saves and magic resistance
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Cosmic Joe
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It's the law of the new era
In fact i find this a nice opportunity to reinstate a term i invented when 5th ed of 40k came out – Editionsaurus.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/02/20 20:07:44
Subject: Armour saves and magic resistance
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Decrepit Dakkanaut
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Worse is when you've played 2nd through to 5th ed 40k, and they start bringing back terms from 2nd ed but with (obviously) different rules....confusion reigns!
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![[Post New]](/s/i/i.gif) 2011/02/20 20:08:57
Subject: Armour saves and magic resistance
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Cosmic Joe
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Sad part is 30 years from now someone will reinvent this term to use on me
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/02/20 20:33:15
Subject: Re:Armour saves and magic resistance
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Shunting Grey Knight Interceptor
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This is promising, was thinking of MoTz, 4+ ward item and with MR 1 from a juggernaught ill be looking at 1+ AS and a 2+ WS from magic. This combo with the chosen +3 Ward 'expliot', could infer a 2+ ward and 4+ wards vs shooting with blasted standard.
Still, any info if magic resist gives you a ward vs magic weapons?
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![[Post New]](/s/i/i.gif) 2011/02/20 20:41:43
Subject: Armour saves and magic resistance
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Decrepit Dakkanaut
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I've already answered that - no, you only have fun with spells with MR. Nothing else. Impossible to think otherwise if you read the BRB entry on MR, as it only ever mentions spells....
Blasted standard is a 5+ ward. Combined with MoT gives you 4+, but MR1 does nothing as blasted standard is shooting only
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This message was edited 1 time. Last update was at 2011/02/20 20:42:07
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![[Post New]](/s/i/i.gif) 2011/02/21 11:19:32
Subject: Re:Armour saves and magic resistance
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Shunting Grey Knight Interceptor
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Sorry didnt see it earlier. Thanks for clearing this up.
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![[Post New]](/s/i/i.gif) 2011/02/21 15:39:55
Subject: Re:Armour saves and magic resistance
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Wraith
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Also a thing to keep in mind is that MR only works against things specifically targeting you that you can take ward saves against. Things like templates, AoE, or non-wounding spells (hexes, etc) do not trigger MR.
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![[Post New]](/s/i/i.gif) 2011/02/21 16:28:23
Subject: Re:Armour saves and magic resistance
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Cold-Blooded Saurus Warrior
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Kirbinator wrote:Also a thing to keep in mind is that MR only works against things specifically targeting you that you can take ward saves against. Things like templates, AoE, or non-wounding spells (hexes, etc) do not trigger MR.
It doesn't matter if it specifically targets the unit with MR or not. If a spell causes a wound that allows for a Ward Save, MR comes into effect. You are mixing up old 7th rules in with the current.
The big thing is, the spell must cause a wound that allows for a Ward Save. If it does, MR applies.
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I suggest you don't believe anything posted by thedarkavenger unless confirmed by other regular posters here at Dakka. He has shown he is incapable of basic English comprehension.
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![[Post New]](/s/i/i.gif) 2011/02/24 20:15:41
Subject: Armour saves and magic resistance
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Evasive Eshin Assassin
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Yeah; MR got a little better in that respect (spells that don't specifically target units don't bypass), and the +1 Ward is generally better than the extra dispel dice...but not always. Of course, the most commonly used spells are Hexes, Augments, and the Big Spells that don't allow saves anyway.
Poor Magic Resistance.
Also...can you put a Juggernaut in a unit with the Mark of Tzeentch?
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