Source: Warhammer Armies Project

Magic Resistance (*)
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Enemy spells directly targeting a model (not including templates that are placed on top of it) with Magic Resistance suffers a casting penalty equal to the number shown in brackets after the Magic Resistance special rule. So, Magic Resistance (1) would give a -1 penalty to the casting roll, Magic Resistance (2) would give a -2 penalty to the casting roll, and Magic Resistance (3) would give a -3 penalty to the casting roll, and so on.

In addition, models with Magical Resistance gains a Ward save against all spells based on the number in the brackets. So, Magic Resistance (1) would give a 6+ Ward save, Magic Resistance (2) would give a 5+ Ward save, and Magic Resistance (3) would give a 4+ Ward save, and so on. Note that Magical Resistance does not offer protection against Miscasts.

If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.

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