D
Deleted member 4411
Gast
Hallo die Herren! Eine Woche Diskussion bis zum 18.09.2011.
Gruß
General Grundmann
IMPERIAL GUARD
1. General
1.1 If a unit with a commissar is within 12' of a regimental banner and fails a leadership or pinning test, reroll it only once and apply the Regimental Banner reroll and no summary execution.
1.2 A Heavy Weapons team or Ogryn model firing out a Chimera's hatch does count as one model firing.
1.3 Heavyweapons teams are to be based on 60mm bases. Check LOS from the eyes of the guard crewing the weapon.
2. HQ
2.1 When an officer is issuing an order to a unit he is part of and that unit also contains a Vox-caster the Leadership test can be re-rolled if failed.
2.2 During Nightfight, an officier issuing 'Bring it down' or 'Fire on my target' orders must not check for Nightfight himself to the targeted unit for the order to be successfull.
2.3 Bring it Down!' order cannot be used against a unit that isn't entirely made up of Monstrous Creatures (for instance, a Tyrant with Tyrant Guard or Tomb Spyder with Scarabs).
2.4 Astropath and Officier of the fleet special rules apply as long as they are alive, including in reserve.
2.5 When a unit regroups in the shooting phase because of the 'Get Back in the Fight!' order, it gets to make the usual 3" move for regrouping. It then counts as having moved for the purpose of shooting.
3.Elites
3.1 Mindlocked servitors that are locked in combat fight normally and will also normally fall back, consolidate, pile in, or sweep and advance.
3.2 Psyker Battle Squad's Weaken Resolve is a negative Leadership modifier. As such, it does not affect stubborn unit taking Morale checks or units using the leadership of a model using a Saint Lucius book. It does not affect units rendered fearless by the mob rule either.
3.3 Weaken resolve' is not a psychic shooting attack, which means the Battle psyker unit casting it is still free to fire its pistols or run in the same phase.
3.4 Weaken resolve can be cast from the firepoint of a vehicle moving at cruising speed.
3.5 When shooting 'soulstorm', all the sanctionned psykers count as having fired this turn.
4.Troops
4.1 Penal custodians do benefit from the the 'Desperadoes' special rules.
4.2 Individual units from a Platoon can't be held in Reserve while others are deployed normally except platoon infantry units using a Valkyrie/Vendetta as a transport which are rolled for separatly from their platoon when held in reserves.
4.3 In case of DoW every part of the Platoon counts as separate unit. If any part (or parts) of the Platoon is deployed at the table before the battle begins, other parts of the platoon must enter on the 1st turn. Platoon may not be divided between 1st turn deployment and the reserves.
5. Fast Attack
5.1 While the Valkyrie/Vendetta is on its base, only if the base is actually in or on the terrain would the model count as being in or on the terrain.
5.2 As long as a Valkyrie/Vendetta doesn’t end its move with its base on top of any model or within 1” of any enemies, it is fine to have portions of the Valkyrie/Vendetta model end up over other models, provided they physically fit underneath the Valkyrie/Vendetta model. Reciprocally, other models can move under a Valkyrie/Vendetta. Enemy models must always keep 1' away from the Vendetta/Valkyrie base and hull.
5.3 If a Valkyrie/Vendetta is immobilized while over other models, mark it as such and leave it on its base.
5.4 As far as ramming, tankshocking and vehicle explosions are concerned, consider the Valkyrie/Vendetta base to be a part of the hull.
5.5 If a Vendetta/Valkyrie happens to be destroyed while models are underneath it, simply remove it from play.
5.6 When firing template and blast weapons at a Valkyrie/Vendetta, the firing player holds the template over the top of the Valkyrie/Vendetta, but only from a ‘top-down’ (twodimensional) standpoint, similar to how templates are held over ruins (see page 85 of the rulebook).
5.7 Players are allowed to deploy/move infantry models below the Vendetta/Valkyrie (Remember the 1" distance rule if the models are enemy ones).
5.8 Valkyrie/vendetta can scout eventhough it transports non-scouts passengers.
5.9 Valkyrie/vendetta moving flat out during scout move get a 4+ cover save during the first player turn.
5.10 Valkyrie/Vendetta hull must always be located above the table, so a scouting/reserving Vendetta must move above 6" to enter the battlefield.
5.11 When firing with the Devil Dog melta canon, apply the range after scatter for the melta weapon rule.
6. Heavy support
6.1 Lumbering Behemoth' does NOT allow a Leman Russ to fire its turret weapon if the vehicle would otherwise be unable to fire (Shaken/Stunned/used Smoke Launchers/moving at cruising speed...).
6.2 Auto Targeting System' applies to every weapon mounted on the hydra (including Heavy Bolter or Hunter Killer Missile).
6.3 Storm eagle rockets are all destroyed on a weapons result damage.
6.4 Manticore weapon has 45` arc of sight and fire.
Gruß
General Grundmann
IMPERIAL GUARD
1. General
1.1 If a unit with a commissar is within 12' of a regimental banner and fails a leadership or pinning test, reroll it only once and apply the Regimental Banner reroll and no summary execution.
1.2 A Heavy Weapons team or Ogryn model firing out a Chimera's hatch does count as one model firing.
1.3 Heavyweapons teams are to be based on 60mm bases. Check LOS from the eyes of the guard crewing the weapon.
2. HQ
2.1 When an officer is issuing an order to a unit he is part of and that unit also contains a Vox-caster the Leadership test can be re-rolled if failed.
2.2 During Nightfight, an officier issuing 'Bring it down' or 'Fire on my target' orders must not check for Nightfight himself to the targeted unit for the order to be successfull.
2.3 Bring it Down!' order cannot be used against a unit that isn't entirely made up of Monstrous Creatures (for instance, a Tyrant with Tyrant Guard or Tomb Spyder with Scarabs).
2.4 Astropath and Officier of the fleet special rules apply as long as they are alive, including in reserve.
2.5 When a unit regroups in the shooting phase because of the 'Get Back in the Fight!' order, it gets to make the usual 3" move for regrouping. It then counts as having moved for the purpose of shooting.
3.Elites
3.1 Mindlocked servitors that are locked in combat fight normally and will also normally fall back, consolidate, pile in, or sweep and advance.
3.2 Psyker Battle Squad's Weaken Resolve is a negative Leadership modifier. As such, it does not affect stubborn unit taking Morale checks or units using the leadership of a model using a Saint Lucius book. It does not affect units rendered fearless by the mob rule either.
3.3 Weaken resolve' is not a psychic shooting attack, which means the Battle psyker unit casting it is still free to fire its pistols or run in the same phase.
3.4 Weaken resolve can be cast from the firepoint of a vehicle moving at cruising speed.
3.5 When shooting 'soulstorm', all the sanctionned psykers count as having fired this turn.
4.Troops
4.1 Penal custodians do benefit from the the 'Desperadoes' special rules.
4.2 Individual units from a Platoon can't be held in Reserve while others are deployed normally except platoon infantry units using a Valkyrie/Vendetta as a transport which are rolled for separatly from their platoon when held in reserves.
4.3 In case of DoW every part of the Platoon counts as separate unit. If any part (or parts) of the Platoon is deployed at the table before the battle begins, other parts of the platoon must enter on the 1st turn. Platoon may not be divided between 1st turn deployment and the reserves.
5. Fast Attack
5.1 While the Valkyrie/Vendetta is on its base, only if the base is actually in or on the terrain would the model count as being in or on the terrain.
5.2 As long as a Valkyrie/Vendetta doesn’t end its move with its base on top of any model or within 1” of any enemies, it is fine to have portions of the Valkyrie/Vendetta model end up over other models, provided they physically fit underneath the Valkyrie/Vendetta model. Reciprocally, other models can move under a Valkyrie/Vendetta. Enemy models must always keep 1' away from the Vendetta/Valkyrie base and hull.
5.3 If a Valkyrie/Vendetta is immobilized while over other models, mark it as such and leave it on its base.
5.4 As far as ramming, tankshocking and vehicle explosions are concerned, consider the Valkyrie/Vendetta base to be a part of the hull.
5.5 If a Vendetta/Valkyrie happens to be destroyed while models are underneath it, simply remove it from play.
5.6 When firing template and blast weapons at a Valkyrie/Vendetta, the firing player holds the template over the top of the Valkyrie/Vendetta, but only from a ‘top-down’ (twodimensional) standpoint, similar to how templates are held over ruins (see page 85 of the rulebook).
5.7 Players are allowed to deploy/move infantry models below the Vendetta/Valkyrie (Remember the 1" distance rule if the models are enemy ones).
5.8 Valkyrie/vendetta can scout eventhough it transports non-scouts passengers.
5.9 Valkyrie/vendetta moving flat out during scout move get a 4+ cover save during the first player turn.
5.10 Valkyrie/Vendetta hull must always be located above the table, so a scouting/reserving Vendetta must move above 6" to enter the battlefield.
5.11 When firing with the Devil Dog melta canon, apply the range after scatter for the melta weapon rule.
6. Heavy support
6.1 Lumbering Behemoth' does NOT allow a Leman Russ to fire its turret weapon if the vehicle would otherwise be unable to fire (Shaken/Stunned/used Smoke Launchers/moving at cruising speed...).
6.2 Auto Targeting System' applies to every weapon mounted on the hydra (including Heavy Bolter or Hunter Killer Missile).
6.3 Storm eagle rockets are all destroyed on a weapons result damage.
6.4 Manticore weapon has 45` arc of sight and fire.