Editing
Warhammer 40,000/9th Edition Tactics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Penetrating Saves==== Basic saving throws work very intuitively, broadly identical to accuracy; a 6+ save works just like 6+ to hit - except that the target assigns which model takes the save in the unit and rolls the saving throw, which changes the looks of the math a little since we will be calculating how likely we are to penetrate our opponent's save rather than how likely we are to save. Many weapons have a negative AP value that increases the dice roll your opponent needs to beat to pass their saves, a cover save now adds a +1 modifier to the Sv of the unit rather than providing an alternate save like an invulnerable save like it did in the past. A saving throw roll of 1 is always a failure, but a roll of 6 is not necessarily a success. Invulnerable saves are unaffected by cover and AP but otherwise works exactly the same way as a normal save. Your odds of penetrating (oop) are <math display=block>\begin{align} oop &= \max\left(1,\frac{Sv - modifiers - AP - 1}{6}\right)\\ &= \frac{\max\left(6,Sv - modifiers - AP - 1\right)}{6}. \end{align}</math> If your opponent can re-roll failed saves of x or less (so re-rolling 1s means x is 1, while re-rolling all failures on a final 5+ save means x is 4), your odds from above become: <math display=block>\begin{align} oop(x) &= oop + \frac{x\left(oop-1\right)}{6}\\ &= oop\left(1+\frac{x}{6}\right)-\frac{x}{6},\\ x &\le \max\left(6,Sv - modifiers - AP - 1\right). \end{align}</math> *Note that since AP is negative (-1/-2...) the outcome of AP is actually positive: -(-1)=+1. *AP increases damage linearly, which means having AP0 or AP-1 against a 2+ Sv and a 6+ Sv are very different things. Against a 2+ Sv AP0 will usually need 6 wounds to penetrate the save once, while AP-1 will need 3 wounds to penetrate the save once (causing 100%, i.e. 2x) more damage). Against a 6+ Sv AP0 will need 1.2 wounds to penetrate the save once, while AP-1 will need 1 wound to penetrate the save once (causing 20% more damage). =====Cover===== Light cover improves the armour save of the unit that is in cover by 1 against Shooting attacks regardless of which phase that Shooting attack is made in or whether the target or firing unit is in combat, and Heavy cover may give the same armour save bonus against close combat attacks. A model cannot claim multiple cover saves, it is either in cover and receives the bonus, or it is not, and it does not benefit. If you have a unit that is partially eligible for cover the whole unit will not benefit, but if you remove all the models from the unit that are not eligible the unit benefits immediately; therefore, it can be beneficial to roll your saves one at a time and pick off the ones outside cover first. *Certain units and terrain types (see terrain 101 above) have special rules which can affect chances to hit or visibility.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information