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The slayers have a magic rune that can be taken by multiple characters. This rune affects all spells with"6 of the bearer, gaining +1 magic resistance. Lets say he has two dwarf characters and they each have one of these runes. Both characters will be in separate units and a unit of slayers will be in the middle of them. Now since both characters have the rune and spell cast at the center unit will be within 6" of both characters. How many extra dice are rolled due to magic resistance. I would assume the answer is 2 one for each character, but I'm not sure if Magic Resistance Stacks or not. I have looked in the SOC FAQ and BRB, but can't find any answer. Does anyone know?
Reason I ask is I just found out the Dwarf Player did this to a Ogre Kingdoms army a few weeks ago. He gave every character a rune and kept them all tight together. At one point claiming 5 extra dispel dice for a spell cast at his unit. Is this correct?
Normally Magic Resistance (MR) does not stack. If you had a unit that had MR(2) and that unit had a magic banner that gave MR(1), you would not get three extra dispel dice against spells cast at that unit. You would in fact use the highest of all the values and get that many extra dispel dice (so 2 in this example).
So after reading the entry for Wards of Grimnir (which is the item you're referring to) in the Storm of Chaos book, they appear to be normal MR(1), but with the added bonus that it can be used against spells within 6" of the bearer. This dwarf player was therefore cheating by claiming 5 extra dispel dice, because even these Wards of Grimnir do not stack with other Wards or with normal MR.
Remember though that MR can be used against each spell that directly affects a target under it's protection. So the only advantage of taking more than one Ward of Grimnir is so a player can spread his heroes out and cover more of the army with the magic resistance they provide.
"Peace, through superior firepower."
Because I need proof, when I show up to play. Otherwise, there will be an argument.
Don't play against those types of players...
I know it's cliche, but it works.
Use Light, Beasts, Metal instead of Heavens
NecroLords: Use at least one Death Mage
Brets: Use Peasants&Damsels
Skaven: Don't use Skryre SAD
Thats why I want to present documented evidence that Magic Resistance doesn't stack. So everyone in the League will know it also.
No problem, the ruling is in the Direwolves FAQ and here's a link to it:
Scroll down (past halfway) until you find this little bit;
Q. If a unit has multiple sources of Magic Resistance (e.g. MR(1)
from a character and MR(2) from a magic banner) do we add the
sources together for the MR value to apply or do we simply
apply the highest value?
A. Apply the highest value.
S. Gav Thorpe - Warhammer Design Team
If your opponent(s) are anal about this stuff, I recommend that you print off the whole Magic FAQ (I get free printing at university, so I've abused my priviledge and printed the entire rules FAQ!) to show them that you haven't just made it up!
"Peace, through superior firepower."
Q. Regarding spells which affect all enemy units in sight, within
a defined range, and/or on the battlefield, etc. (e.g. Storm of
Cronos, Drain Life, Fog of Death, etc.) do units with Magic
Resistance get to add their dispel dice to any attempts to dispel
A. If a unit with Magic Resistance is a potential target for one
of these spells its Magic Resistance may be used. If multiple
units with Magic Resistance are targeted, use the highest Magic
Resistance value, NOT all of them added together.
S. Warhammer Chronicles 2004 page 115
Bingo, Now I'm Happy.
Can't wait to show this to my group.
I will post a report after the battle. It should be sometime next week