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Made in gb
Shunting Grey Knight Interceptor





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.
   
Made in bg
Cosmic Joe





Bulgaria

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.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in gb
Decrepit Dakkanaut




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.
   
Made in bg
Cosmic Joe





Bulgaria

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.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in gb
Decrepit Dakkanaut




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!
   
Made in bg
Cosmic Joe





Bulgaria

Sad part is 30 years from now someone will reinvent this term to use on me


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in gb
Shunting Grey Knight Interceptor





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?
   
Made in gb
Decrepit Dakkanaut




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

This message was edited 1 time. Last update was at 2011/02/20 20:42:07


 
   
Made in gb
Shunting Grey Knight Interceptor





Sorry didnt see it earlier. Thanks for clearing this up.
   
Made in us
Wraith





Raleigh, North Carolina

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.

 
   
Made in us
Cold-Blooded Saurus Warrior




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.

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.
 
   
Made in us
Evasive Eshin Assassin





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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