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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.
Vehicles
1.Vehicles Movement
1.1 Turning on the spot is fully part of vehicle movement rules (p57) and it is perfectly legal for a vehicle to "gain" some movement as compared to former movement habits in the preceeding edition.
1.2 A vehicle is not able to move laterally : it must pivot and then move forward and backward. Beware you cannot pivot above other models if you're not a skimmer or a vehicle in tank-shock mode (see also 1.1 and 4.11).
1.3 If a vehicle is immobilised during the start of its movement, it counts as stationary (as opposed to having moved at another speed).
1.4 A vehicle which arrives from reserve,doesn't declare a ramming or rank shock, and is immobilised by difficult terrain, is allowed to move until the vehicle is completely onto the table, but no turning is allowed.
1.5 If a vehicle is immobilised during its movement, the actual distance moved (as opposed to the distance initially declared) is used to determine the speed of the vehicle for firing vehicle weapons or passenger weapons.
1.6 Turning doesn't count as moving. But if a vehicle either is at least partially inside difficult terrain and wants to pivot or wants to pivot into difficult terrain, it must pass a dangerous terrain test.
1.7 A walker can run and fire smoke launchers.
2.Vehicles Damages
2.1 If a vehicle is damaged several times at the same time, roll all the dices and apply each and every result rolled for on the damage table and not only the highest one.
2.2 In case of a "Destroyed - Wrecked" result (5) and a "Destroyed – Explodes" result (6) happening at the same time, or in case of several "Destroyed – Explodes" result (6) happening at the same time, apply the effects of only one "Destroyed - Explodes" result (6).
2.3 When exploding, only armor and invulnerable save may be used for models inside the vehicle. Cover save are allowed for models within the blast radius.
2.4 When a transport vehicle suffers a Destroyed – explodes! result its passengers must be placed where the vehicle used to be”so passengers must be placed wholly inside the area of the table that the vehicles hull previously occupied and are NOT allowed to have parts of their base outside the original hull (Any models that cannot fit entirely within this area or are within 1” of an enemy model are removed from play as a casualty ).
2.5 When a vehicle ‘explodes’ it is replaced with an area of “difficult ground”. Unless both players agree otherwise, this terrain provides a 4+ cover save for models inside it and blocks line of sight based on the actual piece of terrain. If an appropriate piece of terrain is not available then the vehicle is just removed from play. The area of difficult terrain is area terrain, but does not count as a forest base.
2.6 A player can replace the vehicle by a crater or appropriate marker if he posseses one. Material provided by opponent must be used if he offers it or agrees upon being asked.
2.7 If a skimmer moves flat out and is immobilised during this movement, it counts as destroyed and not as immobilised.
3.Embarking/Disembarking/Embarked units
3.1Disembarking is not working like movements: disembarking models must be placed within 2' of the vehicle. They can do so even if the vehicle is surrounded as long as they can find a spot more than 1' away of an enemy model. Remark that units, which embark or disembark during their moving phase, always count as moved.
3.2 If a skimmer moving flat out is destroyed during his own movement phase then embarked unit cannot disembark and count as destroyed.If a skimmer moving flat out is destroyed during the opponent's movement phase then embarked unit can disembark as normal.
3.3 In case of Emergency Disembark, caused by Vehicle Destroyed - Wrecked effect (5), unit may disembark partially. Models cannot disembark on the vehicle's hull, within 1” of enemy models or in impassable terrain. Models that are unable to disembark are removed from play.
3.4 A unit that performs an emergency disembarkation can’t do “anything else for the rest of that turn” means they cannot take any voluntary actions but will react normally if affected by enemy actions (just like a unit that has gone to ground).
3.5 Notice that when a unit performs an emergency disembarkation in the opponent's turn it is free to act as normal in its own following turn (p67).
3.6 Embarked models can shoot from fire points if their transport used smoke launchers that turn.
3.7 Passengers can fire template weapons from their fire point, starting the small end of the template at any edge of the fire point. The template can cover the transporting vehicle without affecting it.
3.8 When firing from a vehice firepoint, consider the firing models to have their torso above the roof so LOS is measured approximatly 1/2 an inch from above the vehicle's roof above the firepoint surface. We recommand players to bring the torso models provided in the transport vehicle sprues in order to solve easily and quickly any LOS issues that may arise with embarked units.
4.Vehicles and assault,tank-shock & ramming
4.1 When a unit is fighting a multiple combat against a (non-walker) vehicle and another non-vehicle enemy unit and the combat is drawn, the unit must pile-in towards the enemy non-vehicle unit and (if possible) move at least 1” away from the vehicle. In case of wipeout, any consolidating model that moves must end its move more than 1” away from the vehicle. However models that are already within 1” of the enemy vehicle may remain there provided they are not moved.
4.2 A vehicle can ram and then have troops disembark from it in the same turn if the vehicle speed allows it.
4.3 If a unit is Tank Shocked and passes its Morale check, but the shortest route to move models from underneath the vehicle would take them off the table, move the models the shortest route from underneath the vehicle that will keep them on the table. Otherwise, move the unit the minimum distance necessary to be more than 1” away from the tank.
4.4 A tank moving on from reserves may Tank Shock and/or Ram but if it is stopped before it can fully enter the table it, along with any passengers onboard, counts as being destroyed. Passengers may disembark if there is enough space, and do not count as destroyed.
4.5 A ramming vehicle that moves through difficult terrain will have to take a dangerous terrain test as normal. The ramming move ends when the vehicle moves into a friendly unit, impassable terrain or reaches the table edge.
4.6 A skimmer can't selectively choose units to tank shock/ramm or not, either it moves at "ground level", and have to tank shock/ram each unit in its way.
4.7 Ramming and Tank shock- A skimmer vehicle moving "flat out" does not benefit from a cover save during a "death or glory" attack from a ranged weapon.
4.8 If a walker unit finds itself not locked in combat after Pile-In moves are completed, then it no longer counts as being part of the combat.
4.9 If a walker fires smoke launchers in the shooting phase, then assaults an enemy unit and wipes them out, the walker does count as obscured in the subsequent enemy shooting phase.
4.10 A walker must always assault in forward direction, but of course can turn before the move starts.
4.11 A vehicle can't tank shock or ram by moving laterally or backward. However units standing in the way of the tank during its initial "rotation on the spot" do count as tankshocked normally.
4.12 Skimmer which tank shock/rams a unit in difficult terrain must pass a dangerous terrain test if it enters the terrain (only if it didnt already take a dangerous terrain test in this phase).
5.Vehicles and Shooting
5.1 In the case of non-rectangular vehicles (such as an Eldar Falcon), determine their armor facing by drawing a line at a 45-degree angle to the axis of the vehicle.
5.2 Vehicle-mounted template weapons never damage the vehicle on which they are mounted and can be placed partly over the vehicle.
5.3 Walkers arriving on the battlefield by deep strike are able to shoot this turn (and do not count as having moved at cruising speed).
5.4 Concerning template or blast weapons, Walkers with bases count as filling out the whole base with their hull.
5.5 When firing a twin-linked weapon, LOS needs to be traced from one weapon barrel, not both.
5.6 Like Predator, Chimera or Immolators turrets, Razorback weapon mounts are considered part of the hull and as such can be targeted in shooting.
5.7 It is not allowed to fire indirectly to a target outside the arc of fire.
5.8 Vehicle weapon mounts can be targeted in shooting as if they were part of the hull, gun barrels are ignored for that purpose.This is to clarify that a vehicle cannot sticks its sponson /turret-weapon from behind a LOS blocker to its hull, shoot at a target but not be shot at in return.
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.
Vehicles
1.Vehicles Movement
1.1 Turning on the spot is fully part of vehicle movement rules (p57) and it is perfectly legal for a vehicle to "gain" some movement as compared to former movement habits in the preceeding edition.
1.2 A vehicle is not able to move laterally : it must pivot and then move forward and backward. Beware you cannot pivot above other models if you're not a skimmer or a vehicle in tank-shock mode (see also 1.1 and 4.11).
1.3 If a vehicle is immobilised during the start of its movement, it counts as stationary (as opposed to having moved at another speed).
1.4 A vehicle which arrives from reserve,doesn't declare a ramming or rank shock, and is immobilised by difficult terrain, is allowed to move until the vehicle is completely onto the table, but no turning is allowed.
1.5 If a vehicle is immobilised during its movement, the actual distance moved (as opposed to the distance initially declared) is used to determine the speed of the vehicle for firing vehicle weapons or passenger weapons.
1.6 Turning doesn't count as moving. But if a vehicle either is at least partially inside difficult terrain and wants to pivot or wants to pivot into difficult terrain, it must pass a dangerous terrain test.
1.7 A walker can run and fire smoke launchers.
2.Vehicles Damages
2.1 If a vehicle is damaged several times at the same time, roll all the dices and apply each and every result rolled for on the damage table and not only the highest one.
2.2 In case of a "Destroyed - Wrecked" result (5) and a "Destroyed – Explodes" result (6) happening at the same time, or in case of several "Destroyed – Explodes" result (6) happening at the same time, apply the effects of only one "Destroyed - Explodes" result (6).
2.3 When exploding, only armor and invulnerable save may be used for models inside the vehicle. Cover save are allowed for models within the blast radius.
2.4 When a transport vehicle suffers a Destroyed – explodes! result its passengers must be placed where the vehicle used to be”so passengers must be placed wholly inside the area of the table that the vehicles hull previously occupied and are NOT allowed to have parts of their base outside the original hull (Any models that cannot fit entirely within this area or are within 1” of an enemy model are removed from play as a casualty ).
2.5 When a vehicle ‘explodes’ it is replaced with an area of “difficult ground”. Unless both players agree otherwise, this terrain provides a 4+ cover save for models inside it and blocks line of sight based on the actual piece of terrain. If an appropriate piece of terrain is not available then the vehicle is just removed from play. The area of difficult terrain is area terrain, but does not count as a forest base.
2.6 A player can replace the vehicle by a crater or appropriate marker if he posseses one. Material provided by opponent must be used if he offers it or agrees upon being asked.
2.7 If a skimmer moves flat out and is immobilised during this movement, it counts as destroyed and not as immobilised.
3.Embarking/Disembarking/Embarked units
3.1Disembarking is not working like movements: disembarking models must be placed within 2' of the vehicle. They can do so even if the vehicle is surrounded as long as they can find a spot more than 1' away of an enemy model. Remark that units, which embark or disembark during their moving phase, always count as moved.
3.2 If a skimmer moving flat out is destroyed during his own movement phase then embarked unit cannot disembark and count as destroyed.If a skimmer moving flat out is destroyed during the opponent's movement phase then embarked unit can disembark as normal.
3.3 In case of Emergency Disembark, caused by Vehicle Destroyed - Wrecked effect (5), unit may disembark partially. Models cannot disembark on the vehicle's hull, within 1” of enemy models or in impassable terrain. Models that are unable to disembark are removed from play.
3.4 A unit that performs an emergency disembarkation can’t do “anything else for the rest of that turn” means they cannot take any voluntary actions but will react normally if affected by enemy actions (just like a unit that has gone to ground).
3.5 Notice that when a unit performs an emergency disembarkation in the opponent's turn it is free to act as normal in its own following turn (p67).
3.6 Embarked models can shoot from fire points if their transport used smoke launchers that turn.
3.7 Passengers can fire template weapons from their fire point, starting the small end of the template at any edge of the fire point. The template can cover the transporting vehicle without affecting it.
3.8 When firing from a vehice firepoint, consider the firing models to have their torso above the roof so LOS is measured approximatly 1/2 an inch from above the vehicle's roof above the firepoint surface. We recommand players to bring the torso models provided in the transport vehicle sprues in order to solve easily and quickly any LOS issues that may arise with embarked units.
4.Vehicles and assault,tank-shock & ramming
4.1 When a unit is fighting a multiple combat against a (non-walker) vehicle and another non-vehicle enemy unit and the combat is drawn, the unit must pile-in towards the enemy non-vehicle unit and (if possible) move at least 1” away from the vehicle. In case of wipeout, any consolidating model that moves must end its move more than 1” away from the vehicle. However models that are already within 1” of the enemy vehicle may remain there provided they are not moved.
4.2 A vehicle can ram and then have troops disembark from it in the same turn if the vehicle speed allows it.
4.3 If a unit is Tank Shocked and passes its Morale check, but the shortest route to move models from underneath the vehicle would take them off the table, move the models the shortest route from underneath the vehicle that will keep them on the table. Otherwise, move the unit the minimum distance necessary to be more than 1” away from the tank.
4.4 A tank moving on from reserves may Tank Shock and/or Ram but if it is stopped before it can fully enter the table it, along with any passengers onboard, counts as being destroyed. Passengers may disembark if there is enough space, and do not count as destroyed.
4.5 A ramming vehicle that moves through difficult terrain will have to take a dangerous terrain test as normal. The ramming move ends when the vehicle moves into a friendly unit, impassable terrain or reaches the table edge.
4.6 A skimmer can't selectively choose units to tank shock/ramm or not, either it moves at "ground level", and have to tank shock/ram each unit in its way.
4.7 Ramming and Tank shock- A skimmer vehicle moving "flat out" does not benefit from a cover save during a "death or glory" attack from a ranged weapon.
4.8 If a walker unit finds itself not locked in combat after Pile-In moves are completed, then it no longer counts as being part of the combat.
4.9 If a walker fires smoke launchers in the shooting phase, then assaults an enemy unit and wipes them out, the walker does count as obscured in the subsequent enemy shooting phase.
4.10 A walker must always assault in forward direction, but of course can turn before the move starts.
4.11 A vehicle can't tank shock or ram by moving laterally or backward. However units standing in the way of the tank during its initial "rotation on the spot" do count as tankshocked normally.
4.12 Skimmer which tank shock/rams a unit in difficult terrain must pass a dangerous terrain test if it enters the terrain (only if it didnt already take a dangerous terrain test in this phase).
5.Vehicles and Shooting
5.1 In the case of non-rectangular vehicles (such as an Eldar Falcon), determine their armor facing by drawing a line at a 45-degree angle to the axis of the vehicle.
5.2 Vehicle-mounted template weapons never damage the vehicle on which they are mounted and can be placed partly over the vehicle.
5.3 Walkers arriving on the battlefield by deep strike are able to shoot this turn (and do not count as having moved at cruising speed).
5.4 Concerning template or blast weapons, Walkers with bases count as filling out the whole base with their hull.
5.5 When firing a twin-linked weapon, LOS needs to be traced from one weapon barrel, not both.
5.6 Like Predator, Chimera or Immolators turrets, Razorback weapon mounts are considered part of the hull and as such can be targeted in shooting.
5.7 It is not allowed to fire indirectly to a target outside the arc of fire.
5.8 Vehicle weapon mounts can be targeted in shooting as if they were part of the hull, gun barrels are ignored for that purpose.This is to clarify that a vehicle cannot sticks its sponson /turret-weapon from behind a LOS blocker to its hull, shoot at a target but not be shot at in return.
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