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.
Movement
1. Reserves and moving Reserves
1.1 If a unit arrives from reserve or outflank and is not able to move onto the table due to enemy units or impassable terrain, it cannot enter and goes back to reserves. If the unit can't arrive before the end of the game, it counts as destroyed.
1.2 Teleport homers and similar items (chaos or demons icons, locator beacons...) have to be present on the table at the beginning of the turn in order to be used. As such, only items present on the table at the end of the preceding turn can be used at the beginning of a turn.
2. Difficult and Dangerous terrain
2.1 A single unit never makes more than one dangerous terrain test per phase, unless it is forced to move twice from external reasons (i.e. Lash).
2.2 When models suffer wounds from dangerous terrain test, you must allocate these wound to the models which failed the dangerous terrain test, so roll for each model individually if you have complex units.
2.3 A unit or walker that arrives from reserves or outflank and moves into difficult terrain is always allowed to move completely onto the table, even if the allowed movement distance is too small.
3. Random Movement
3.1 Unless specified in the rule itself, if random/involuntary movement would take any part of a model off the table, it stops moving at the edge of the table instead.
3.2 Unless specific movement rules state otherwise, models moving at a random rate are not slowed by difficult terrain but still take dangerous terrain tests as normal.
4. Other
4.1 Turboboosting Bikes - Bikes, which made a boost as a scout move, get the 3+ cover save for this action, but only if the enemy starts the game.
4.2 Falling Back - If an unit has a special move outside its movement phase (such as models with jetpack, eldar warp spiders, etc), they can use it while falling back, provided they do so in the same direction as the fall back move.
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.
Movement
1. Reserves and moving Reserves
1.1 If a unit arrives from reserve or outflank and is not able to move onto the table due to enemy units or impassable terrain, it cannot enter and goes back to reserves. If the unit can't arrive before the end of the game, it counts as destroyed.
1.2 Teleport homers and similar items (chaos or demons icons, locator beacons...) have to be present on the table at the beginning of the turn in order to be used. As such, only items present on the table at the end of the preceding turn can be used at the beginning of a turn.
2. Difficult and Dangerous terrain
2.1 A single unit never makes more than one dangerous terrain test per phase, unless it is forced to move twice from external reasons (i.e. Lash).
2.2 When models suffer wounds from dangerous terrain test, you must allocate these wound to the models which failed the dangerous terrain test, so roll for each model individually if you have complex units.
2.3 A unit or walker that arrives from reserves or outflank and moves into difficult terrain is always allowed to move completely onto the table, even if the allowed movement distance is too small.
3. Random Movement
3.1 Unless specified in the rule itself, if random/involuntary movement would take any part of a model off the table, it stops moving at the edge of the table instead.
3.2 Unless specific movement rules state otherwise, models moving at a random rate are not slowed by difficult terrain but still take dangerous terrain tests as normal.
4. Other
4.1 Turboboosting Bikes - Bikes, which made a boost as a scout move, get the 3+ cover save for this action, but only if the enemy starts the game.
4.2 Falling Back - If an unit has a special move outside its movement phase (such as models with jetpack, eldar warp spiders, etc), they can use it while falling back, provided they do so in the same direction as the fall back move.
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