N18 Hit/Wound/Save VS Hit/Save/Wound

Jul 23, 2022
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Has anyone tried playing with the order of armour save and wound switched it makes more sense in my head but im not sure if it breaks some rules. the main issue i can see with playing hit save wound is that its player roll, opponent roll, player roll rather than player rollx2, opponent roll
main reason i ask is im using necromunda to run a lowlevel superpowerd gangfighting rpg and a lot of the rules make more sense hit/save/wound, theres quite a few powers that need additional lines to account for save being last, touch based abilitys that only work on touching skin for instance.
 
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GW's explanation when asked about the order as used in their other games was that they like saves being last because they like the idea of the owner of the model being the one that makes the last roll that determines their fate. Usually... then they went and made Fields, Parry, Step Aside, the Caryatid Omen of Fortune ability and maybe some other things I'm forgetting all happen before the wound roll... Also the armour save isn't even the end of the sequence in Necromunda since there's then the Injury roll and potentially Lasting Injury roll that are made by the attacker.

Anyway... Statistically, I don't think it makes a difference as the same rolls need to come up in sequence, it just means the players will need to roll more dice when under attack (as they'll need to roll for attacks that would normally have failed to wound first) and less dice when attacking (as they won't need to roll to wound for hits that are saved first).
 
Shred and Seismic require the Wound roll to happen before Save as they trigger off a 6 on Wound and affects the weapon's AP.

There are probably a handful other effects that rely on the usual order that would need rework. Off the top of my head Ablative Overlay as you're now doing more saves as some failed saves will fail to wound.

None of those are too problematic, for the weapon traits just revert to the original order for those weapons, and just delete Overlay as it's a terrible idea anyway...
 
GW's explanation when asked about the order as used in their other games was that they like saves being last because they like the idea of the owner of the model being the one that makes the last roll that determines their fate.

I'm not sure who said this or where. Maybe there's some truth in it, but I think the OP already hit on the main factor:

the main issue i can see with playing hit save wound is that its player roll, opponent roll, player roll rather than player rollx2, opponent roll

It's easier to have one person roll hits then wounds - particularly when dealing with lots of dice (e.g. 40k/WFB). It's less of an issue for a skirmish game.

Try swapping the order if you want and see whether it breaks anything.