Hier die Zusammenstellung aller Regeln, die von den Abgesandten des GRC nicht bemängelt worden sind. Sie werden nun zuerst abgestimmt und bei Annahme in das GRC-FAQ übernommen. (Sämtliche anderen bemängelten Regeln und Ergänzungsvorschläge werden in naher Zukunft nacheinander, teilweise auch parallel diskutiert und anschließend abgestimmt.)
Bitte beachtet, dass die Diskussion um diese Themen bereits http://www.gw-fanworld.net/showthread.php?t=155844 erfolgt ist, und es sich jetzt nur noch um eine ABSTIMMUNG handelt. INHALTLICHE Diskussionen sind also bitte zu unterlassen. FORMELLE Hinweise (z.B. fehlende Abstimmungsalternativen) können hier aber gerne gepostet werden, damit es nicht zu Verfahrensfehlern kommt.
Jeder Abgesandte hat eine Stimme. Annahme der Abstimmung mit relativer Mehrheit.
Abstimmungsende ist der 10.05.2011.
Abstimmungsmöglichkeiten
1 = JA (15)
2 = NEIN (0)
3 = Enthaltung (0)
Außerdem suchen wir noch jemanden, der den Text übersetzt. Falls das jemand machen möchte, bitte bei der Abstimmung mit angeben. (Falls sich mehrere melden, darf der, der sich zuerst gemeldet hat)
1. In Game
1.2 Rules issues troubleshooting guidelines: GRC-FAQ > 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.
(VON DER ABSTIMMUNG AUSGENOMMEN, DA NOCH DISKUSSIONSBEDARF BESTEHT: 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
2.3 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).
2.6 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).
3. Scenery
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.
4. Missions
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.
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.
6. Morale
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
7.2 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.
9. Bikes, jetbikes and jetpacks
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 (Platzhalter für spätere Einträge)
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.
13. Psychic Powers
13.1 A unit that is pinned cannot pass or cast psychic powers.
Bitte beachtet, dass die Diskussion um diese Themen bereits http://www.gw-fanworld.net/showthread.php?t=155844 erfolgt ist, und es sich jetzt nur noch um eine ABSTIMMUNG handelt. INHALTLICHE Diskussionen sind also bitte zu unterlassen. FORMELLE Hinweise (z.B. fehlende Abstimmungsalternativen) können hier aber gerne gepostet werden, damit es nicht zu Verfahrensfehlern kommt.
Jeder Abgesandte hat eine Stimme. Annahme der Abstimmung mit relativer Mehrheit.
Abstimmungsende ist der 10.05.2011.
Abstimmungsmöglichkeiten
1 = JA (15)
2 = NEIN (0)
3 = Enthaltung (0)
Außerdem suchen wir noch jemanden, der den Text übersetzt. Falls das jemand machen möchte, bitte bei der Abstimmung mit angeben. (Falls sich mehrere melden, darf der, der sich zuerst gemeldet hat)
1. In Game
1.2 Rules issues troubleshooting guidelines: GRC-FAQ > 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.
(VON DER ABSTIMMUNG AUSGENOMMEN, DA NOCH DISKUSSIONSBEDARF BESTEHT: 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
2.3 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).
2.6 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).
3. Scenery
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.
4. Missions
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.
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.
6. Morale
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
7.2 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.
9. Bikes, jetbikes and jetpacks
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 (Platzhalter für spätere Einträge)
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.
13. Psychic Powers
13.1 A unit that is pinned cannot pass or cast psychic powers.
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