8th Ed. Talisman of Preservation + Shield of the Old Ones

Discussion in 'Rules Help' started by Dog On Todd, Jan 15, 2012.

  1. Dog On Todd
    Kroxigor

    Dog On Todd Member

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    Hello once again!

    So I've heard that ward saves now stack in 8th (unlike when I played in 7th).

    Does this mean that a Slann with the Talisman of Preservation would have a 2+ ward save?

    Is there any point in have a 1+ ward save? Since a roll of 1 is always a fail?

    Thanks everyone!
     
  2. Stonecutter
    Terradon

    Stonecutter Member

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    Ward saves do not "stack" in 8th edition and, if anything, the variety of saves has actually been reduced since regeneration is taken in place of a ward save unless the ward save is better. However, a ward save can be created or improved versus spells that cause wounds through magic resistance. Each level of MR adds 1 to the save so a solo slaan with MR 3 would have a 2+ save against any wounds caused by magic missiles or other spells that inflict wounds vice causing instant death (i.e. dwellers, purple sun, etc.). If the slaan is in a unit of TG and the unit is targeted by a wound causing spell, then it would receive a 4+ ward save against any wounds caused.
     
  3. Dog On Todd
    Kroxigor

    Dog On Todd Member

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    Unfathomable Presence + Higher State of Consciousness + Shield of the old ones? Is this a 1+ Wardsave against magic missiles/magic wounds and most importantly for me, magical attacks? Like with a Burning Blade of Chotec (or insert magic sword X).

    Trying to find a way to not take Divine Plaque of protection and still have a really good save against magic missiles (like dwarf canonballs)
     
  4. Taipan
    Temple Guard

    Taipan Member

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    Nope


    Hit the nail on the head. The one mistake you make is with the nukes. The attack has to be a spell (magic weapons etc do not activate MR), and it has to cause wounds (to therefore trigger a ward save, and thus the MR bonus to that ward save). 'Dwellers', 'Pit', 'Gateway' on 11-12, 'Purple Sun' and 'Final Transmutation' are all characteristic test or simply say 'remove from battlefield'. Thus, MR cannot defend against them.

    MR is essentially useless, unless you routinely face Fire/Light Wizard batteries.

    Nope. Only spells activate MR. And most nuke magic doesn't care either.

    Honestly, the default 4+ ward the Slann comes with is protection enough. A better defense against cannonballs is 'Blizzard' from Priests, or taking Light magic and casting 'Pha's Protection' AOE.
     
  5. HoverBoy
    Ripperdactil

    HoverBoy New Member

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    If taking light using the cage spell compleetly shuts down a warmachine as they can't pass tests other then T and LD ;)
     
  6. Lord Tsunami
    Salamander

    Lord Tsunami Member

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    and just for the record, you cant have a 1+ save. a roll of 1 always fails, so in effect its a 2+ save
     
  7. skirder
    Skink

    skirder New Member

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    Plaque of protection protects against all spells that mr would protect against. don't get mr 3, it's cheaper in the rulebook, and you only actually need mr2 (60% of the cost). If you go for the MR, you are still in danger of cannonballs, but your entire squad of TG now have a 5++ vs spells that cause wounds (not the auto delete ones :/)
     
  8. Dog On Todd
    Kroxigor

    Dog On Todd Member

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    New question:

    Does shield of the old ones + divine plaque of protection affect the TGs/unit the Slann is in?

    Or just the Slann?
     
  9. HoverBoy
    Ripperdactil

    HoverBoy New Member

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    Only him, character ward saves don't transfer to the unit he's in but his MR does.
     

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