Saving Throws are special dice throws that allow creatures and units to save themselves from grave harm. In general, the use of saving throws depends on the abilities of the defending creature and require the GM's explicit permission. As such, they are mainly a tool to give players one more chance during roleplay. The only exception is the Armour Saving Throw, which is always available (even in Wargame Mode) and relies on the University of Cestlep Ballistic Metrics. The following saving throws exist:
Fortitude Saving Throw (STR/END)
This creature can still be saved from danger by their enormous brawn or physical resistance alone.
Reflex Saving Throw (PER/DEX)
This creature can still be saved from danger by sensing danger well ahead or performing a graceful evasion.
Cunning Saving Throw (INT/WIS)
This creature can still be saved from danger by rapidly employing their vast knowledge or by quick wits and creativity.
Willpower Saving Throw (DET)
This creature can still be saved from danger by their unwavering spirit.
Armour Saving Throw
This character or vehicle can still be saved from damage by their armour in accordance with the University of Cestlep Ballistic Metrics. Can be used against all melee and ranged attacks unless specified otherwise. The defender rolls 1d6 for each shot or attack.
- If ARM is 3 points greater than PEN, this target is immune.
- If ARM is 2 points greater than PEN, save on a 2+. No critical hits and x0.5 DMG.
- If ARM is 1 point greater than PEN, save on a 3+. No critical hits.
- If ARM is equal to PEN, save on a 4+. Critical hit on 1.
- If ARM is 1 point lower than PEN, save on a 5+. Critical hit on 1.
- If ARM is 2 points lower than PEN, save on a 6+. Critical hit on 2-.
- If ARM is 3 points lower than PEN, automatically wound. Critical hit on 3-.