D
Deleted member 4411
Gast
Offen bis zum 26.04.2011, danach Abstimmung)
Thematisiert nicht die Dingen, denen ihr zustimmt!
Nennt nur die Entscheidungen, die ihr so nicht gut heißt, bitte immer gleich mit Nummer und Änderungsvorschlag senden.
Von euch vorgesehene Ergänzungen bitte einfach mit einer neuen Nummer versehen und auch posten.
Assault
1. Moving Assaulting units
1.1 The first model to move in an assault cannot take a longer path to avoid making a difficult or dangerous terrain test. When assaulting units partially in cover the assaulting player must still try to engage as many models as possible.when the first assaulting model does not enter difficult terrain but other unit members may have to do so in order to engage the enemy, the owning player must declare whether he is going to attempt to engage models in cover or not.
If he is attempting to charge models in cover, his unit must take a difficult terrain check.
If he is attempting not to charge models in cover, proceed to move the models in order to check that the assault rules will not force any charging models to go throught terrain. If the latest happens, the charging player must then take a difficult terrain check and apply the result to the charging unit as a whole (meaning some models may have to move back, or the charge can be cancelled).
1.2 Charging models that roll enough distance to reach enemies behind difficult terrain, are assumed to be in “base contact” even if a piece of terrain prevents them from actually touching bases.
2. Pile in
2.1 After a multiple combat, if a unit has absolutely no way of engaging the enemy even after both sides’ pile-in moves, that unit is considered no longer locked in combat and may make a consolidation move instead.
3. Rolling to hit
3.1 If a unit doesn’t have a majority WS, the highest WS is used even if there are “relative majority WSs”; i.e. if you have two models with WS4, two models with WS3 and one with WS5, there is no absolute majority and while there are more models with WS4 and WS3, the WS5 characteristic is used.
4. Combat Resolution
4.1 Wounds caused by exploding vehicles during the assault phase do not count towards combat resolution.
5. Number of attacks
5.1 A model armed with two or more special weapons AND a normal single-handed weapon can choose to fight with a special and normal weapon. The model must use at least one of his special weapons but may also utilize the normal weapon in order to gain the +1 Attack bonus.
5.2 A model with a Powerfist can gain attacks granted by wargear / special abilities (such as Mark of Khorne or ork attack squig).
6. Close Combat Weapons
6.1 Hits from Poisoned weapons must be re-rolled if the strength of their wielders is higher than or equal to the defender’s toughness (translation problem in some countries).
6.2 Force Weapons works for all armies as described in the Warhammer 40.000 rulebook, except for Daemonhunters and Witch Hunters, who have their own rules - and aren't affected by eternal warriors.
6.3 Unless specified otherwise, only weapons defined as a single-handed weapon that can be used in close combat, along with ‘pistols’ and ‘close combat weapons’, can be used to get the +1 attack bonus for having two weapons.
7. Other
7.1 Defenders react and Counter-attack: neither counts as assaulting. The counter-attacking models just receive +1 A as if they had assaulted, but do not gain other benefits granted by assaulting such as the S and I bonuses by Furious Charge.
7.2 The assault rules explicitly state that it is possible for assaulters to engage multiple units, provided that each model is in squad coherency with another that has already moved at the end of its move (barring the first). It is not possible, then, to leave models as "bridges" to ease multiple assaults.
Thematisiert nicht die Dingen, denen ihr zustimmt!
Nennt nur die Entscheidungen, die ihr so nicht gut heißt, bitte immer gleich mit Nummer und Änderungsvorschlag senden.
Von euch vorgesehene Ergänzungen bitte einfach mit einer neuen Nummer versehen und auch posten.
Assault
1. Moving Assaulting units
1.1 The first model to move in an assault cannot take a longer path to avoid making a difficult or dangerous terrain test. When assaulting units partially in cover the assaulting player must still try to engage as many models as possible.when the first assaulting model does not enter difficult terrain but other unit members may have to do so in order to engage the enemy, the owning player must declare whether he is going to attempt to engage models in cover or not.
If he is attempting to charge models in cover, his unit must take a difficult terrain check.
If he is attempting not to charge models in cover, proceed to move the models in order to check that the assault rules will not force any charging models to go throught terrain. If the latest happens, the charging player must then take a difficult terrain check and apply the result to the charging unit as a whole (meaning some models may have to move back, or the charge can be cancelled).
1.2 Charging models that roll enough distance to reach enemies behind difficult terrain, are assumed to be in “base contact” even if a piece of terrain prevents them from actually touching bases.
2. Pile in
2.1 After a multiple combat, if a unit has absolutely no way of engaging the enemy even after both sides’ pile-in moves, that unit is considered no longer locked in combat and may make a consolidation move instead.
3. Rolling to hit
3.1 If a unit doesn’t have a majority WS, the highest WS is used even if there are “relative majority WSs”; i.e. if you have two models with WS4, two models with WS3 and one with WS5, there is no absolute majority and while there are more models with WS4 and WS3, the WS5 characteristic is used.
4. Combat Resolution
4.1 Wounds caused by exploding vehicles during the assault phase do not count towards combat resolution.
5. Number of attacks
5.1 A model armed with two or more special weapons AND a normal single-handed weapon can choose to fight with a special and normal weapon. The model must use at least one of his special weapons but may also utilize the normal weapon in order to gain the +1 Attack bonus.
5.2 A model with a Powerfist can gain attacks granted by wargear / special abilities (such as Mark of Khorne or ork attack squig).
6. Close Combat Weapons
6.1 Hits from Poisoned weapons must be re-rolled if the strength of their wielders is higher than or equal to the defender’s toughness (translation problem in some countries).
6.2 Force Weapons works for all armies as described in the Warhammer 40.000 rulebook, except for Daemonhunters and Witch Hunters, who have their own rules - and aren't affected by eternal warriors.
6.3 Unless specified otherwise, only weapons defined as a single-handed weapon that can be used in close combat, along with ‘pistols’ and ‘close combat weapons’, can be used to get the +1 attack bonus for having two weapons.
7. Other
7.1 Defenders react and Counter-attack: neither counts as assaulting. The counter-attacking models just receive +1 A as if they had assaulted, but do not gain other benefits granted by assaulting such as the S and I bonuses by Furious Charge.
7.2 The assault rules explicitly state that it is possible for assaulters to engage multiple units, provided that each model is in squad coherency with another that has already moved at the end of its move (barring the first). It is not possible, then, to leave models as "bridges" to ease multiple assaults.
Zuletzt bearbeitet von einem Moderator: