Saves

(Rule)
Description: When wounds are inflicted on a unit, there are two types of saves that the defender can make to potentially negate the damage: Armour Saves and Special Saves.

When taking saves, the owner of the attacked model rolls a D6 and compares it with the needed score to pass the save. See the details below for how to pass Armour Saves and Special Saves.

If successful, the wound is ignored. First roll Armour Save, and then, if this is not passed, roll the Special Save. If the Special Save is failed, or the model does not have a Special Save, a wound is inflicted. Proceed to Losing Health Points and Casualties.

h2 class='ruleTitle'>Armour Saves
The defender rolls Armour Saves, by rolling a D6 for each wound, and comparing the result with the model’s Armour Value, reduced by the Attack's Armour Penetration.

The modified Armour Value describes the number of sides on a D6, counting down from the highest value, that will result in a successful roll, see tables below. If the Armor Save is successful, the wound is ignored. However, a natural roll of ‘1’ is considered a failure.

Arm - AP Armour Save Roll
5 or above 2+
4 3+
3 4+
2 5+
1 6+
0 Cannot be passed



AP 0 AP 1 AP 2 AP 3 AP 4 AP 5 AP 6

Arm 0 N/A N/A N/A N/A N/A N/A N/A
Arm 1 6+ N/A N/A N/A N/A N/A N/A
Arm 2 5+ 6+ N/A N/A N/A N/A N/A
Arm 3 4+ 5+ 6+ N/A N/A N/A N/A
Arm 4 3+ 4+ 5+ 6+ N/A N/A N/A
Arm 5 2+ 3+ 4+ 5+ 6+ N/A N/A
Arm 6 2+ 2+ 3+ 4+ 5+ 6+ N/A



For example, Armour 3, means that ‘6’, ‘5’, and ‘4’ would be successful Armour Save rolls. If the model is attacked by Armour Penetration 1, its Armour is reduced to Armour 2, which now means that ‘6’ and ‘5’ are successful Armour Save rolls.

This is equivalent with using the formula below to determine the required roll to negate the wound:
7 - (Defender’s Armor)

+ (Attacker’s Armour Penetration)

Combined Armour

Each model has a base Armour value in its profile, and some models may have additional equipment, rules, or are under the effect of spells that modify the Armour values. Different sources of Armour can be combined, adding up to the total combined Armour.

For example, a model with a base Armour of 3 that is under the effect of a spell that grants +1 Armour, has a combined Armour of 4. When wounded by an attack with Armour Penetration 1, the Armour Save roll would be ‘4’, ‘5’, or ‘6’ (or 4+).
h2 class='ruleTitle'>Special Saves
If a wound is not saved by the Armour Save, the defender may negate the attack with its Special Save, if it has one. Special Saves work like Armour saves, except they are unaffected by Armour Penetration.

A natural roll of ‘1’ or ‘2’ is always considered a failure.

There are two main types of Special Saves; Aegis and Regeneration, each explained in more detail in the Model Rules section. A model is only allowed to roll one Special Save roll for each attack.