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 dieses Thema bereits erfolgt ist (http://www.gw-fanworld.net/showthread.php?t=158864), 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 6.07.2011.
Abstimmungsmöglichkeiten
1 = JA (11)
2 = NEIN (0)
3 = Enthaltung (0)
Orks
1. General
1.1 Waagh may be called at any moment of the shooting phase. Unit that run before Waagh has been called benefit from this rule (as fleet allows to charge after running).
1.2 It is always an option to substitute the number of orks in a mob with their normal leadership value.
1.3 The maximum leadership for a mob of 10 or more is 10.
1.4 Unit's ammo runt may be used by unit's upgrade characters. Ammo runts don't affect template weapons, but may be used to re-roll scatter dice (together with 2d6) while firing blast weapons.
2. HQ
2.1 If a Shokk Attack Gun suffers a "Oops", "Gah", "Sploosh", "Bzaap" or "Raargh" result the player still have to roll with the Scatter dice. LOS isn't required to a unit suffering the effect of 'Gah'. When rolling a zoink and the target is a vehicle, the Mek is considered having charged from the place is was before firing, and models that may have been screening the vehicle are set aside to allow for the placement of the assaulting Mek.
2.2 If any part of a model in a non-vehicle unit (or any part of a vehicle) is within 6” of a Mek with Kustom Force Field the unit gets the benefit.
2.4 Two units of Nobs can be chosen as troops if there is two Warbosses in the army.
2.5 Warboss can replace his choppa for a Big Choppa or a Power Klaw, however he can only have one as he only has one choppa that he can replace.
2.6 If a Weirdboy embarked on a vehicle that is moving at cruising speed (or faster) rolls either ‘Frazzle’ or ‘Zzap’, nothing happens.
2.7 Independent characters benefits from the effects of a Waaagh banner of an unit he has joined.
3. Elites
3.2 More than one Nob may be equipped with Waagh! Banner, but effects of banners are not cumulative.
3.3 Vehicle cannot use cover saves against Bomb-squigs.
3.4 A Bomb-Squig released from inside a transport vehicle, that rolls a 1 upon being released, inflicts a S8 hit against said transport's rear armour value.
4. Fast Attack
4.1 Big-bomm's scatter distance is not reduced by dehtkoptas BS. Cover and vehicle armor facings are determined like a barrage weapon (from the center hole of the blast). A Bigbomm is not a shooting attack per se, so is not affected by Night Fighting, Veil of Tears, etc, and does not affect the Deffkopta’s choice of target in the subsequent shooting and/or assault phase
5. Heavy Support
5.1 You do not need to buy crew for the Battlewagon's Big Guns.
6. Vehicles
6.1 If a Trukk is already inside area terrain when suffering a ramshackle result it does not move.
6.2 When determining the distance of a Grabbin' Klaw / Wreckin' Ball /Boarding Plank ,use the edge of the Ork Vehicle's hull to determine 2" distance from the enemy vehicle.
6.3 Looted wagon/ Battlewagon Ard Case's firepoinst may be used by one model each.
6.4 If a vehicle with a Stikkbomb Chukka is destroyed (by driving through a minefield, for example) and its embarked passengers charge into combat the ensuing Assault phase they do not benefit from the Chukka.
6.6 If a Trukk suffers a ‘Kaboom!’ result, it is removed and replaced with an area of difficult ground.
6.8 If Wreckin'Ball is used against a vehicle, use AV facing Wreckin'Ball's mounting. Wreckin'Ball cannot be used in opponent's assault phase.
Bitte beachtet, dass die Diskussion um dieses Thema bereits erfolgt ist (http://www.gw-fanworld.net/showthread.php?t=158864), 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 6.07.2011.
Abstimmungsmöglichkeiten
1 = JA (11)
2 = NEIN (0)
3 = Enthaltung (0)
Orks
1. General
1.1 Waagh may be called at any moment of the shooting phase. Unit that run before Waagh has been called benefit from this rule (as fleet allows to charge after running).
1.2 It is always an option to substitute the number of orks in a mob with their normal leadership value.
1.3 The maximum leadership for a mob of 10 or more is 10.
1.4 Unit's ammo runt may be used by unit's upgrade characters. Ammo runts don't affect template weapons, but may be used to re-roll scatter dice (together with 2d6) while firing blast weapons.
2. HQ
2.1 If a Shokk Attack Gun suffers a "Oops", "Gah", "Sploosh", "Bzaap" or "Raargh" result the player still have to roll with the Scatter dice. LOS isn't required to a unit suffering the effect of 'Gah'. When rolling a zoink and the target is a vehicle, the Mek is considered having charged from the place is was before firing, and models that may have been screening the vehicle are set aside to allow for the placement of the assaulting Mek.
2.2 If any part of a model in a non-vehicle unit (or any part of a vehicle) is within 6” of a Mek with Kustom Force Field the unit gets the benefit.
2.4 Two units of Nobs can be chosen as troops if there is two Warbosses in the army.
2.5 Warboss can replace his choppa for a Big Choppa or a Power Klaw, however he can only have one as he only has one choppa that he can replace.
2.6 If a Weirdboy embarked on a vehicle that is moving at cruising speed (or faster) rolls either ‘Frazzle’ or ‘Zzap’, nothing happens.
2.7 Independent characters benefits from the effects of a Waaagh banner of an unit he has joined.
3. Elites
3.2 More than one Nob may be equipped with Waagh! Banner, but effects of banners are not cumulative.
3.3 Vehicle cannot use cover saves against Bomb-squigs.
3.4 A Bomb-Squig released from inside a transport vehicle, that rolls a 1 upon being released, inflicts a S8 hit against said transport's rear armour value.
4. Fast Attack
4.1 Big-bomm's scatter distance is not reduced by dehtkoptas BS. Cover and vehicle armor facings are determined like a barrage weapon (from the center hole of the blast). A Bigbomm is not a shooting attack per se, so is not affected by Night Fighting, Veil of Tears, etc, and does not affect the Deffkopta’s choice of target in the subsequent shooting and/or assault phase
5. Heavy Support
5.1 You do not need to buy crew for the Battlewagon's Big Guns.
6. Vehicles
6.1 If a Trukk is already inside area terrain when suffering a ramshackle result it does not move.
6.2 When determining the distance of a Grabbin' Klaw / Wreckin' Ball /Boarding Plank ,use the edge of the Ork Vehicle's hull to determine 2" distance from the enemy vehicle.
6.3 Looted wagon/ Battlewagon Ard Case's firepoinst may be used by one model each.
6.4 If a vehicle with a Stikkbomb Chukka is destroyed (by driving through a minefield, for example) and its embarked passengers charge into combat the ensuing Assault phase they do not benefit from the Chukka.
6.6 If a Trukk suffers a ‘Kaboom!’ result, it is removed and replaced with an area of difficult ground.
6.8 If Wreckin'Ball is used against a vehicle, use AV facing Wreckin'Ball's mounting. Wreckin'Ball cannot be used in opponent's assault phase.
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