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.
General Clarifications
1. In Game
1.1 Players are required to give full disclosure of their army list to their opponents, including weapons, wargear, special rules and the contents of any transport vehicles.
1.2 Rules issues troubleshooting guidelines: ETC Clarifications > English GW Official FAQs > Codex > Main Rulebook. Beware that clarifications are often relating to specific gaming situations, wargear, abilities or units, and will more often than not interact with other rules. Beware of specific gaming situations, wargear, abilities or units governed by special rules, which are not legitimately applied to others, being exceptions to the standard rules.
1.3 Army specific special rules do not affect an opponents army, especially in the case of two players using the same type of army.
1.4 Actions that happen at the “start of the turn” take place at the beginning of the movement phase; there is no pre-movement phase. All events or actions that occur at the start of the turn/movement phase must be performed before any voluntary movement/actions are taken by the player. Beyond that restriction, a player is allowed to perform all “start of the turn/movement phase” actions in any order he wishes, unless specified otherwise.
2. Models
2.1 Models are expected to be WYSIWYG (What you see is what you get). Referee will ask non compliant models to be removed from the table upon inspection or opponent’s request. There’s will be a margin of tolerance for non-weapon wargear but please make sure that differentiated models can easily be differentiated by your opponent.
2.2 Players may only convert their models for aesthetic purposes. Any players, in the opinion of the Tournament organizers/judges that have converted their models specifically to gain a gameplay advantage may be penalized up to, and including ejection from the tournament.
2.3 Players may only alter their models during the game for aesthetic purposes. For all aspects of gameplay a model must remain the same dimensions for the entirety of the game, with the exception of skimmer flying bases (see rulebook).
2.4 In case of ruling required where the size of the model must be taken into account, the size dimensions of the latest range of citadel warhammer 40000 miniatures models will be used. Players using converted or alternate models are expected to be able to provide the model from the latest range upon referee or opponent’s request.
2.5 True Measure of Distances - Measuring distances must sometimes be done in 3 dimensions, especially in the case of models placed in terrain sporting several levels, or vehicles hulls which have vertical parts. Measure the distance from base and hull to base and hull, holding your tape measure at an angle as necessary. When measuring so, any part of the body of a based model is also taken into account. For ‘body’ we mean a model's head, torso, legs and arms, but not overly outstretched or oversized parts of the models like wings, tails, weapons, backpacks,banners, etc. These rule is intended to ensure that models don’t get penalized or advantaged for having impressive standards, blades, guns, majestic wings, etc.
2.6 True Measure of Distances - Using True Measure of Distances to check for the usual 1” space required between models, it is allowed to leave models standing below others (or move them below others).
2.7 Bases - Model bases reference sizes are :
-25mm : Infantry and jump infantry
-40mm : Beasts and cavalry, bikes and jetbikes, swarms, Terminators, Obliterators, Mega-armor, exo-armor. Jetbikes must be based 20mm high at minimum. Bikes, beasts and cavalry can also use the new "bike bases" with round edges
-60mm : Monstrous Creatures, artillery or heavy weapons teams, walkers, skimmers, trikes. Skimmers must be based 30mm high at minimum.
-Large oval base (Valkyrie base): Valkyrie, Vendetta, Stormraven, Tervigon, Trygon, Mawlock, Tyrannofex.
Independent characters must be based on the type of base from the corresponding unit reference base.
3. Scenery
3.1 Unoccupied buildings cannot be assaulted and/or damaged unless both players agree otherwise.
3.2 If a unit on an upper level of a ruin Falls Back, but doesn’t roll enough distance to move vertically down a level (double 1’s), the unit isn't automatically “Trapped” unless it is actually completely surrounded by enemy units and/or impassable terrain.
3.3 Every unit which is neither a vehicle nor a monstrous creature gets a 4+ cover save if LOS to it goes through or crosses over a forest base. Monstrous creatures and vehicles in the same position get a 5+ cover save.
4. Missions
4.1 Where a codex entry allows you to take a number of units/models as one choice (for example 2 Deathcult Assassins taken as one elite choice), these units operate and count as separate units in all respects. As a result each unit is worth 1 kill point
4.2 A unit can contest and/or control more than one objective.
4.3 Objective markers are considered 15mm high as far as measuring distances in 3 dimensions is concerned. To measure distance to the objective, measure distance to the closes part of the marker.
4.4 "Crew Shaken" and "Crew Stunned" don't count for VP calculation purposes, only "Weapon destroyed" and "Immobilized" provide half the victory points for damaged vehicles.
4.5 If the game has to be stopped before turn 5 because of time out or referee decision, units still in reserve do not count as destroyed for KP and VP calculation purpose. Otherwise units that are off the table at the end of the game automatically count as being destroyed for Kill Point & Victory points purposes.
4.6 A player tabling his opponent (every enemy units are destroyed) receives 20 battle points and his opponent scores 0.
5. Deployment
5.1 When deploying forces, units can be deployed into impassable terrain only if it has a special rule allowing it to do so or if it would be allowed to move there during the game (such as a skimmer on top of an impassable building).
5.2 If a model in Reserve has an ability that occurs at the start of the turn it can't arrive from Reserves and utilize that ability in the same turn.
5.3 Deployment- If a vehicle is so large it cannot totally fit onto the table when moving onto the table at combat speed or is limited due to terrain tests, it must use as much of their speed as necessary to fully enter the table. If they get immobilized due to terrain, delay the effect until there effective entry on the table.
5.4 A unit may only utilize Deep Strike if all models in the unit have the ability.
5.5 Right after deployment, proceed to scout moves and only then "seize initiative".
5.6 Units which can fly/jump over enemy units (Skimmers, Jump/Jet Pack Infantry, Jet Bikes etc.) may enter the board from Reserves through a board edge blocked by enemy units.
2.7 Models off the table have no effect on the game unless a rule specifies otherwise. Conversely, models off the table are not affected by any rule unless specified that it affects models off the table.
6. Morale
6.1 If a unit suffers 25% casualties in any phase (for example, by scattering blast weapons, vehicle explosions or by moving through dangerous terrain) it does take a morale check. This includes units not having fought in close combat during an assault phase.
6.2 A falling back unit is only ‘Trapped!’ if it is completely surrounded. As long as it can make its full fall back move in any direction (including away from the table edge they have to fall back towards) it will not be ‘Trapped!’.
6.3 It can happen that a unit has to make multiple fall back moves in the same player turn.
7. Embarked units
7.1 Embarked units are treated as present on the table when usage of their equipment, special rules or psychic powers is considered.
7.2 Embarked units- Measure range to and from the transporting vehicle's hull and base instead of the transported unit. Embarked units are generally immune to shooting, psychic shooting attacks or any normal attack that will have to target their transport instead. They can however be targeted by special rules which only require range to the unit (Necron Pharias Psychic Abomination for example).
7.3 Embarked units failing Morale checks do disembark and count the 2' disembarkation in the distance fled.
8. Characters
8.1 When an Independent Character is part of a unit, and that unit is wiped out by shooting or close combat, the character still does take Morale and Pinning tests as if he was part of the unit.
8.2 Universal Special Rules are lost when an Independent Characters joins a unit as per p74 of the Warhammer 40.000 rulebook. Any other special rule with wordings such as “conferred to all members of that unit” or “the X and his unit” are gained by ICs as well (such as Veil of Tears or Dok's Tools).
8.3 An Independent Character can be deployed joined to a unit inside their transport vehicle with them, provided he would be allowed to embark onto the vehicle during the game.
8.4 Independent Characters can only join embarked units by embarking themselves in the same transport as said unit.
8.5 During the game, Independent Characters (and any other models) that join a unit count fully towards the unit’s ‘strength’. So for instance if an Independent Character is joined to a 5-man squad they can attempt to regroup as long as 3 models (including the IC) are still alive.
8.6 An independent character cannot leave and rejoin the same unit during a Movement phase to enjoy the benefits of moving alone, as he has to move out of coherency at the end of the Movement phase in order to leave it.
9. Bikes, jetbikes and jetpacks
9.1 Bikes and jetbikes do assault six inches.
9.2 A Jet Pack model can move 6 inches in the Assault phase on the same turn it arrives via Deep Strike, provided it doesn’t actually declare an assault. This includes Tau Stealth & Crisis suits.
9.3 A Jet Pack model can disembark from an enclosed vehicle and still move 6 inches in the Assault phase, provided it doesn’t actually declare an assault.
10. Wargear
10.1 Every model in Terminator Armour uses Relentless universal special rule.
10.2 Every model in Terminator Armour has a 5+ invulnerable save.
10.3 All Meltaguns and Multi-Meltas use the Melta rule from the rulebook.
10.4 All Plasma Guns, Plasma Pistols, Plasma Cannons and Combi-Plasmas use the Gets hot! rule from the rulebook.
10.5 All weapons described as sniper rifle use sniper rules from the rulebook.
10.6 Smoke Launchers works as stated in said army's codex.
11. Universal Special Rules
11.1 USRs marked with an asterisk (*) are lost if the unit is “joined” by an independent character that doesn’t also have it (or vice-versa). Unless specified otherwise, anytime models in a unit don’t have an asterisked USR while other models in the unit do, the USR is not followed while the models without it remain.
11.2 When a unit making a Hit & Run move encounters an obstacle it cannot normally move through, including the edge of the board, it stops moving instead.
11.3 If a Jump Infantry or Jetbike unit makes a Hit & Run move, it can pass over intervening terrain and models during the move. However if the final position of the unit would end in impassable terrain, over friendly models or within 1” of an enemy model reduce the Hit & Run move the minimum distance needed so the unit can be legally placed.
11.4 Any hits inflicted by the models with the Tankhunter USR benefit from this ability.
11.5 Rulebook versions of the Universal Special Rules fully replace their codex counter-parts, permissions and restrictions remain in effect.
11.6 Independent characters in a unit not enjoying the Turbobooster special rule cannot leave it by turbo-boosting.
12. Imperial Vehicles
12.1 All Land Raiders have three access points – one on each side and one at the front ramp.
12.2 All rhinos have single fire point, that may be used by two passengers.
12.3 All rhinos and razorback possess three access points – one on each side and one on the back.
12.4 The Arc of fire of Storm- or Combi-Boltguns of Rhinos is 360°.
12.5 Only Hunter-killer-missiles, which are still able to fire can be regarded for the "Weapon destroyed" result.
13. Psychic Powers
13.1 A unit that is pinned cannot pass or cast psychic powers.
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.
General Clarifications
1. In Game
1.1 Players are required to give full disclosure of their army list to their opponents, including weapons, wargear, special rules and the contents of any transport vehicles.
1.2 Rules issues troubleshooting guidelines: ETC Clarifications > English GW Official FAQs > Codex > Main Rulebook. Beware that clarifications are often relating to specific gaming situations, wargear, abilities or units, and will more often than not interact with other rules. Beware of specific gaming situations, wargear, abilities or units governed by special rules, which are not legitimately applied to others, being exceptions to the standard rules.
1.3 Army specific special rules do not affect an opponents army, especially in the case of two players using the same type of army.
1.4 Actions that happen at the “start of the turn” take place at the beginning of the movement phase; there is no pre-movement phase. All events or actions that occur at the start of the turn/movement phase must be performed before any voluntary movement/actions are taken by the player. Beyond that restriction, a player is allowed to perform all “start of the turn/movement phase” actions in any order he wishes, unless specified otherwise.
2. Models
2.1 Models are expected to be WYSIWYG (What you see is what you get). Referee will ask non compliant models to be removed from the table upon inspection or opponent’s request. There’s will be a margin of tolerance for non-weapon wargear but please make sure that differentiated models can easily be differentiated by your opponent.
2.2 Players may only convert their models for aesthetic purposes. Any players, in the opinion of the Tournament organizers/judges that have converted their models specifically to gain a gameplay advantage may be penalized up to, and including ejection from the tournament.
2.3 Players may only alter their models during the game for aesthetic purposes. For all aspects of gameplay a model must remain the same dimensions for the entirety of the game, with the exception of skimmer flying bases (see rulebook).
2.4 In case of ruling required where the size of the model must be taken into account, the size dimensions of the latest range of citadel warhammer 40000 miniatures models will be used. Players using converted or alternate models are expected to be able to provide the model from the latest range upon referee or opponent’s request.
2.5 True Measure of Distances - Measuring distances must sometimes be done in 3 dimensions, especially in the case of models placed in terrain sporting several levels, or vehicles hulls which have vertical parts. Measure the distance from base and hull to base and hull, holding your tape measure at an angle as necessary. When measuring so, any part of the body of a based model is also taken into account. For ‘body’ we mean a model's head, torso, legs and arms, but not overly outstretched or oversized parts of the models like wings, tails, weapons, backpacks,banners, etc. These rule is intended to ensure that models don’t get penalized or advantaged for having impressive standards, blades, guns, majestic wings, etc.
2.6 True Measure of Distances - Using True Measure of Distances to check for the usual 1” space required between models, it is allowed to leave models standing below others (or move them below others).
2.7 Bases - Model bases reference sizes are :
-25mm : Infantry and jump infantry
-40mm : Beasts and cavalry, bikes and jetbikes, swarms, Terminators, Obliterators, Mega-armor, exo-armor. Jetbikes must be based 20mm high at minimum. Bikes, beasts and cavalry can also use the new "bike bases" with round edges
-60mm : Monstrous Creatures, artillery or heavy weapons teams, walkers, skimmers, trikes. Skimmers must be based 30mm high at minimum.
-Large oval base (Valkyrie base): Valkyrie, Vendetta, Stormraven, Tervigon, Trygon, Mawlock, Tyrannofex.
Independent characters must be based on the type of base from the corresponding unit reference base.
3. Scenery
3.1 Unoccupied buildings cannot be assaulted and/or damaged unless both players agree otherwise.
3.2 If a unit on an upper level of a ruin Falls Back, but doesn’t roll enough distance to move vertically down a level (double 1’s), the unit isn't automatically “Trapped” unless it is actually completely surrounded by enemy units and/or impassable terrain.
3.3 Every unit which is neither a vehicle nor a monstrous creature gets a 4+ cover save if LOS to it goes through or crosses over a forest base. Monstrous creatures and vehicles in the same position get a 5+ cover save.
4. Missions
4.1 Where a codex entry allows you to take a number of units/models as one choice (for example 2 Deathcult Assassins taken as one elite choice), these units operate and count as separate units in all respects. As a result each unit is worth 1 kill point
4.2 A unit can contest and/or control more than one objective.
4.3 Objective markers are considered 15mm high as far as measuring distances in 3 dimensions is concerned. To measure distance to the objective, measure distance to the closes part of the marker.
4.4 "Crew Shaken" and "Crew Stunned" don't count for VP calculation purposes, only "Weapon destroyed" and "Immobilized" provide half the victory points for damaged vehicles.
4.5 If the game has to be stopped before turn 5 because of time out or referee decision, units still in reserve do not count as destroyed for KP and VP calculation purpose. Otherwise units that are off the table at the end of the game automatically count as being destroyed for Kill Point & Victory points purposes.
4.6 A player tabling his opponent (every enemy units are destroyed) receives 20 battle points and his opponent scores 0.
5. Deployment
5.1 When deploying forces, units can be deployed into impassable terrain only if it has a special rule allowing it to do so or if it would be allowed to move there during the game (such as a skimmer on top of an impassable building).
5.2 If a model in Reserve has an ability that occurs at the start of the turn it can't arrive from Reserves and utilize that ability in the same turn.
5.3 Deployment- If a vehicle is so large it cannot totally fit onto the table when moving onto the table at combat speed or is limited due to terrain tests, it must use as much of their speed as necessary to fully enter the table. If they get immobilized due to terrain, delay the effect until there effective entry on the table.
5.4 A unit may only utilize Deep Strike if all models in the unit have the ability.
5.5 Right after deployment, proceed to scout moves and only then "seize initiative".
5.6 Units which can fly/jump over enemy units (Skimmers, Jump/Jet Pack Infantry, Jet Bikes etc.) may enter the board from Reserves through a board edge blocked by enemy units.
2.7 Models off the table have no effect on the game unless a rule specifies otherwise. Conversely, models off the table are not affected by any rule unless specified that it affects models off the table.
6. Morale
6.1 If a unit suffers 25% casualties in any phase (for example, by scattering blast weapons, vehicle explosions or by moving through dangerous terrain) it does take a morale check. This includes units not having fought in close combat during an assault phase.
6.2 A falling back unit is only ‘Trapped!’ if it is completely surrounded. As long as it can make its full fall back move in any direction (including away from the table edge they have to fall back towards) it will not be ‘Trapped!’.
6.3 It can happen that a unit has to make multiple fall back moves in the same player turn.
7. Embarked units
7.1 Embarked units are treated as present on the table when usage of their equipment, special rules or psychic powers is considered.
7.2 Embarked units- Measure range to and from the transporting vehicle's hull and base instead of the transported unit. Embarked units are generally immune to shooting, psychic shooting attacks or any normal attack that will have to target their transport instead. They can however be targeted by special rules which only require range to the unit (Necron Pharias Psychic Abomination for example).
7.3 Embarked units failing Morale checks do disembark and count the 2' disembarkation in the distance fled.
8. Characters
8.1 When an Independent Character is part of a unit, and that unit is wiped out by shooting or close combat, the character still does take Morale and Pinning tests as if he was part of the unit.
8.2 Universal Special Rules are lost when an Independent Characters joins a unit as per p74 of the Warhammer 40.000 rulebook. Any other special rule with wordings such as “conferred to all members of that unit” or “the X and his unit” are gained by ICs as well (such as Veil of Tears or Dok's Tools).
8.3 An Independent Character can be deployed joined to a unit inside their transport vehicle with them, provided he would be allowed to embark onto the vehicle during the game.
8.4 Independent Characters can only join embarked units by embarking themselves in the same transport as said unit.
8.5 During the game, Independent Characters (and any other models) that join a unit count fully towards the unit’s ‘strength’. So for instance if an Independent Character is joined to a 5-man squad they can attempt to regroup as long as 3 models (including the IC) are still alive.
8.6 An independent character cannot leave and rejoin the same unit during a Movement phase to enjoy the benefits of moving alone, as he has to move out of coherency at the end of the Movement phase in order to leave it.
9. Bikes, jetbikes and jetpacks
9.1 Bikes and jetbikes do assault six inches.
9.2 A Jet Pack model can move 6 inches in the Assault phase on the same turn it arrives via Deep Strike, provided it doesn’t actually declare an assault. This includes Tau Stealth & Crisis suits.
9.3 A Jet Pack model can disembark from an enclosed vehicle and still move 6 inches in the Assault phase, provided it doesn’t actually declare an assault.
10. Wargear
10.1 Every model in Terminator Armour uses Relentless universal special rule.
10.2 Every model in Terminator Armour has a 5+ invulnerable save.
10.3 All Meltaguns and Multi-Meltas use the Melta rule from the rulebook.
10.4 All Plasma Guns, Plasma Pistols, Plasma Cannons and Combi-Plasmas use the Gets hot! rule from the rulebook.
10.5 All weapons described as sniper rifle use sniper rules from the rulebook.
10.6 Smoke Launchers works as stated in said army's codex.
11. Universal Special Rules
11.1 USRs marked with an asterisk (*) are lost if the unit is “joined” by an independent character that doesn’t also have it (or vice-versa). Unless specified otherwise, anytime models in a unit don’t have an asterisked USR while other models in the unit do, the USR is not followed while the models without it remain.
11.2 When a unit making a Hit & Run move encounters an obstacle it cannot normally move through, including the edge of the board, it stops moving instead.
11.3 If a Jump Infantry or Jetbike unit makes a Hit & Run move, it can pass over intervening terrain and models during the move. However if the final position of the unit would end in impassable terrain, over friendly models or within 1” of an enemy model reduce the Hit & Run move the minimum distance needed so the unit can be legally placed.
11.4 Any hits inflicted by the models with the Tankhunter USR benefit from this ability.
11.5 Rulebook versions of the Universal Special Rules fully replace their codex counter-parts, permissions and restrictions remain in effect.
11.6 Independent characters in a unit not enjoying the Turbobooster special rule cannot leave it by turbo-boosting.
12. Imperial Vehicles
12.1 All Land Raiders have three access points – one on each side and one at the front ramp.
12.2 All rhinos have single fire point, that may be used by two passengers.
12.3 All rhinos and razorback possess three access points – one on each side and one on the back.
12.4 The Arc of fire of Storm- or Combi-Boltguns of Rhinos is 360°.
12.5 Only Hunter-killer-missiles, which are still able to fire can be regarded for the "Weapon destroyed" result.
13. Psychic Powers
13.1 A unit that is pinned cannot pass or cast psychic powers.
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