TEXT: Warzone 2 FAQ
  02/15/2002
  Hi All,
  A bit of FAQ policy review. The FAQ will not answer questions if the rules of 
  forces are correct as printed. It won’t answer questions on the release sche-
  dule. Such submissions will be discarded. I attempt to follow the various posts 
  on the forum and the mailing lists but the FAQ submission forms is the only 
  way to make sure your question is read.
  Entries are book by book then alphabetically by subject. As before I’ve avoided 
  leaving submissions in the form of questions. I feel that answering them in 
  sentence form, stating what the rule is keeps things clearer and allows for 
  more explanation than a yes or no answer.
  Below is what should be a complete list of gamers who helped out with the 
  creation of this FAQ. If I missed anyone please let me know. I’d like to thank 
  them for helping. Good Gaming to all.
  Mancer
  Mark Theurer
  Tim Steed
  Ed Smith
  Les Robertson
  Dave Poole
  Chris Smith
  Dave Shepard
  Alex Kanous 
  Rich Johnson
  Matt England
  Mike J. Murtha
  The Rules of War
  Active models : Rules Change : If an active model is charged by a waiting 
  model it can use a remaining action(s) to countercharge. pg. 28
  The Big Stick Rule : All players and spectators are encouraged to use com-
  mon sense, fair play, and their sense of humor before, during, and after the 
  game.
  Charge : Clarification : A model can charge another model even if the enemy 
  is not in it's firing arc. pg. 27
  Charge : Rules Addition : If a model is active, not already engaged in CC, has 
  remaining actions and is charged by a waiting model it may always counter-
  charge. For example, take model A, five inches away from model B which is 
  on wait. Model A uses its first action to move three inches toward model B, 
  model B declares a charge, model A can then use its remaining action to 
  countercharge. pg. 27
  Close Combat : Clarifications : If for any reason both models involved in CC 
  have First Strike (as a Special Ability and/or as a result of charging) it will 
  cancel out and the combat is resolved simultaneously. Having First Strike as 
  a SA does not take precedence over having it because the model is charging. 
  Models that are armed with a one handed missile weapon and a one handed 
  melee weapon that are engaging another model in CC over an obstruction will 
  only suffer the -3 penalty if they are using the melee weapon as their primary 
  weapon. pg. 26-28
  Dive for Cover : Clarification : Is handled one of two ways : pg.15
  If Diving for cover from a ram attempt
  • The model does NOT need to be on wait
  • The model must make one leadership roll to dive for cover
  • If successful the model is moved out of the path of the ramming vehi-
  cle, the model cannot move further than it’s MV stat
  If Diving for Cover from a template weapon
  • The model MUST have a wait action
  • Only the normal leadership roll to use the wait action needs to be 
  made
  • If successful the model is moved out of the path of the ramming vehi-
  cle, the model cannot move further than it’s MV stat
  Extra CC Attack : Clarifications : pg. 56
  • Cannot be used to perform a charge
  • Can be used to add bonuses to your CC
  First Strike : Errata : the first sentence should read "Models with this Special 
  Ability always get to attack first in Close Combat. pg 56
  Friendly Fire : New Rule : If control of one of your troops is transferred to 
  your opponent, by a supernatural power for example, you are allowed to at-
  tempt to kill the model.
  Min-Max Rule : Gaming Suggestion : As an optional rule to further balance
  the playing field try the following with one of the two variations. Any elite
  squad cannot be larger either in A) number of models or B) number of points 
  than the grunt squad that is "supporting" it. For example if you have a Impe-
  rial Trencher squad with five members you cannot use it to qualify to buy a 
  Imperial Blood Beret squad with more than five members if you are using the 
  option A. All players should agree to this rule before army construction is be-
  gun.
  Multiple Hit Modifier : Clarifications : pg. 18
  You may aim while firing a weapon with multiple hit modifiers.
  If you are firing a weapon with multiple hit modifiers in CC then any extra hits 
  may only be allocated to models in base to base contact with your model. The 
  enemy models must also be within your model’s firing arc.
  If you have surplus hit(s) and your next legal target to carry the hits over to is in 
  a different range band which has a different modifier subtract the appropriate 
  number of dice rolls starting with the misses first. If you were left with no sur-
  plus hits in the new range bands you lose the hits you would have been able to 
  carry over. For Example, a Chasseur is firing an HMG at PB range with a (x3) 
  multiplier, it scores two hits and a miss, the target model fails a save and dies. 
  The next target is in the Short range band where the HMG has a (x2) multi-
  plier, so you "subtract" one of the dice rolls which was a miss and score a hit 
  on the target. If the target has been in Medium range where there is no multi-
  plier, you would subtract two dice rolls and the surplus hit would have been 
  lost. Gaming Note : Changing from one range band to another might also cause 
  misses due to increased negative to hit modifiers. For ease of play we decided 
  not to account for this. If you want to do the extra bookkeeping, use the above 
  system and re-roll any carry over hits with the new to hit modifiers. 
  Out Of Command Distance : Clarification : If a model is activated out of 
  command distance and then moves into command distance it does not conti-
  nue to suffer the penalties for being out of command distance during the rest of 
  its actions. pg. 10
  Panic : Clarification : Depending on the situation, none, some, or all of a squad 
  can be panicked. Most commonly an entire squad will be forced to make a 
  morale test and failure results in their being panicked. A single model or multi-
  ple models might find themselves out of command distance and be forced to 
  make a morale test without the benefit of the squad leader and subsequently 
  fail. In this instance it is possible for some members of a squad to be panicked 
  while others are not. pg. 11
  Prone : Errata : Prone models do not block LOS and you may fire past or 
  "over" them without a one inch gap. pg. 22
  Squad Leaders : Clarification : Specific Squad Leaders such as a Sergeant 
  are optional unless stated otherwise. pg. 7
  Tactical Sense : Errata and Clarification :
  With a successful roll the model may target any unit not any model.
  May not be used by a model with indirect fire weapons to ignore a model in 
  LOS and perform speculative fire. pg 59
  Template Weapons : Clarification : A model would get the benefit of hard co-
  ver with respects to damage when affected by a template weapon. pg 21
  Natural Weaponry : Clarification : Natural weaponry such as teeth or claws 
  are not considered to be a secondary weapons for purposes of the CC bonus 
  for using two one handed CC weapons. pg. 16
  Sniper : Clarification : A model with this special ability must still roll on the 
  vehicles hit location chart when targeting a vehicle. pg. 58 Gaming Note : Apo-
  logies for the reversal of this rule, I don’t like the FAQ answers to swing back 
  and forth but it seemed important enough in this case. Vehicle clarifications are 
  still being discussed and more information will be included in the next FAQ. 
  One gaming suggestion, if you want to allow a sniper a little more control over 
  their shots when targeting a vehicle, allow them to adjust the result on the hit 
  location chart. If they use one action to aim allow them to adjust the result by 
  two, if they use two actions allow them to adjust the result by four.
  Speculative Fire : Clarifications : pg. 23-24
  You may not attempt to target a point that is outside the weapons maximum 
  range.
  The -3 penalty for speculative fire is in addition to any range penalties.
  Supernatural Powers : Clarifications :
  A model may cast LOS range Supernatural Powers on itself.
  You may attempt to cast a Supernatural Power on friendly or enemy models 
  engaged in CC without any targeting restrictions.
  The Underling Rule : It is permissible to change, delete, bend, fold, spindle, 
  or mutilate any rule for the purposes of running a scenario or when using 
  "house rules". All players must be made aware of any changes before the 
  game.
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  Vehicles : Errata and Clarifications : pg 31-36
  Crew actions do not need to be sequential, one crew member may use all 
  their actions before another takes any of theirs
  If a vehicle moves during its activation, the crew will suffer the appropriate 
  penalties for the rest of the turn. Gaming note, although it would be logical to 
  assess the penalty for firing while moving at the start of a new activation if the 
  vehicle moved the turn before we have chosen to ignore this to simplify book 
  keeping. If both players agree you can mark vehicles as moving or stopped 
  and assess the penalty as needed.
  Unless otherwise specified any crewmember can fire any vehicle-mounted 
  weapon.
  Only one crew member can fire any given vehicle mounted weapon during a 
  turn.
  The driver may fire any vehicle mounted or personal one-handed weapons, at 
  the -3 to hit penalty, while driving the vehicle.
  Even when hit by a template weapon you must roll on the hit location chart and 
  apply the damage normally.
  A vehicle may break away from CC and ram the model it was in CC with.
  You can only be rammed by a vehicle on its activation
  Vehicle mounted weapons suffer the -3 penalty to RC when firing from a mo-
  ving vehicle.
  Wait : Clarification : Using a wait action does not allow you to ignore targeting 
  priority rules. pg.12
  Weapon Immunity : Errata and Clarification : Any damage which requires a 
  model to make an armor roll is considered Anti-personnel unless otherwise 
  stated. 
  Weapon Immunity functions per hit, if a weapon has multiple hit modifiers the 
  model would need to make a roll for each hit. If the weapon has wound modi-
  fiers the model would only get one roll, this includes incendiary weapons. pg. 
  60
  The Forces of War
  Capitol
  Sunset Striker Hero : Errata : The Sunset Striker Hero is armed with 2 Ka-
  tana’s in addition to the listed weaponry. pg. 7
  Great Grey : Errata : MV is 0/6. pg 8
  Bauhaus
  Ducal Militia Sergeant : Errata : The Ducal Militia Sergeant is armed with a 
  pistol in addition to the listed weaponry. pg. 13
  Expolsive Charges : Errata : The Bauhaus Explosive Charges are Anti-Tank 
  weapons. pg. 19
  Mishima
  Hatamoto Hero : Errata : The Hatamoto Hero is armed with 2 Katana’s in 
  addition to the listed weaponry. pg. 23
  Imperial Wolfbanes
  Headhunter Hero : Errata : The Headhunter Hero is armed with a pistol in 
  addition to the listed weaponry. pg. 36
  Berserker Chieftain : Errata : The Berserker Chieftain should cost 24 points, 
  not 23. pg. 36
  Chain : Clarification : When the Chain is used as the primary CC weapon it 
  cancels out any and all bonuses from any type of Charge, e.g. normal, Fero-
  cious, Enhanced, it does not affect a charge that the model wielding it is una-
  ware of, e.g., Stalk, Unseen Assailant. pg. 39
  The Tribes of Earth
  Buying Criteria : Clarifications :
  The various tribes currently have no grunt/elite squad designations, you must 
  simply follow the squad to individual ratio when buying a Tribe force.
  When allying an army with a Tribe army each must follow their own buying 
  criteria. You may not use a non-Tribe squad to qualify for buying a Tribe indivi-
  dual and vice-versa. pg. 48 
  Brotherhood
  Crucifiers : Clarification : Since the Crucifier is armed with four one handed 
  weapons that can be used in CC it is entitled to a +3 CC bonus while engaging 
  in close combat. pg 26
  Keeper of the Art : Errata : The "heavy sword" under the Keeper listing is the 
  same weapon as the "one handed heavy sword" in the Brotherhood armory. pg. 
  64
  Valkyries, Vestal, Blessed Vestal Laura : Errata : The "two handed power 
  spear" under their listings is the same weapon as the "power spear" in the 
  Brotherhood armory. pg. 65
  Supernatural Powers : Clarification : Any power which states "This Superna-
  tural Power can not be used on a unit that is already under the influence of X 
  Supernatural Power :" should be taken to mean that the effects cannot be 
  stacked or made cumulative. This does not prevent a Brotherhood model from 
  casting the same Supernatural Power on the unit to "continue" the effects of the 
  Power for another turn. pg. 66-67
  Dark Legion
  Bloodfest : Errata : This Supernatural Power can only be cast on your own 
  units. pg 90
  Buying Criteria : Errata :
  • You may never have more Greater squads than Lesser squads.
  • You may never have more Individuals than squads.
  • For every two units that do not have supernatural powers you may 
  have one that does.
  • You may never have more than one of a particular Personality. pg. 70
  Choosing a Dark Legion Army : Errata :
  When choosing a Dark Legion army you must first decide on the Dark Apostle 
  you are going to play. The Dark Legion is divided into two main bodies – the 
  Horde and the Cults. Each of the Dark Apostles also have their own specific 
  servants. Once you have decided on a Dark Apostle you may then choose for-
  ces from the Horde, the Cults, and the servants of your chosen Apostle. A Dark 
  Legion army is made up of Lesser squads, Greater squads and Individuals. A 
  Dark Legion army may consist of any proportion of Horde, Cults and a single 
  Apostle’s forces so long as you follow the buying criteria. Gaming note : Ob-
  viously you are free to play a "generic Dark Legion army" simply by not taking 
  any servants of a Dark Apostle. pg. 70
  Ilian Nepharite w/Dimension Blade and Pistol : Clarification : Since the 
  Nepharite is armed with three one handed weapons that can be used in CC it is 
  entitled to a +2 CC bonus while engaging in close combat. pg 26
  Supernatural Powers : Clarification : Any power which states "This Superna-
  tural Power can not be used on a unit that is already under the influence of X 
  Supernatural Power :" should be taken to mean that the effects cannot be 
  stacked or made cumulative. This does not prevent a Dark Legion model from 
  casting the same Supernatural Power on the unit to "continue" the effects of the 
  Power for another turn. pg. 90-94
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  Venus : Bauhaus Forces of 
  War
  Bauhaus Force Lists : Clarification : The force list from the Venus FOW 
  book is not designed to be mixed with the force list from the 2nd Ed. FOW 
  book. Players must use one list OR the other and they may not be combined. 
  Gaming Note : This restriction is to enhance competitive play, as long as all 
  players agree, units from either force list could be used in a generic (non-du-
  cal) Bauhaus army without upsetting game balance.
  Ducal Militia Sergeant : Errata : The Ducal Militia Sergeant is armed with a 
  pistol in addition to the listed weaponry. pg. 13
  Muzzle Flash : Errata : The Muzzle Flash counter is removed at the start of 
  the unit’s next activation. pg 61
  Vulcan Battlesuits : Clarification : Since the Vulkan Battlesuit can use its 
  HMG one handed it is counted as being armed with two one handed weapons 
  that can be used in CC and receives the +1 CC bonus when engaging in close 
  combat. pg 85
  Shadow Hunters : Errata : The Predators squad are mistakenly equipped 
  with the Enhanced Weapons upgrade, this is not a legal enhancement for this 
  squad type in this duke’s forces. pg.94
  Personalities : Clarification : Valerie Duval is an Etoiles Mortant, Max Stei-
  ner is a Venusian Ranger, Konrad von Juntz is a Dragoon, and Johan 
  Emigholtz is a Mounted Hussar, and may purchase legal enhancements for 
  their troop types. pg. 88-89 
  Supplemental Squads : Clarification : Supplemental squads are considered 
  to be the same squad type as the one they are supplementing. So a Ducal Mi-
  litia HMG team are considered Ducal Militia and are eligible to buy legal en-
  hancements for that type of unit.
  Squad Type Individuals : Clarification : Individual that are associated with a 
  squad type are considered to be the same squad type. So a Dragoon Kapitan 
  is considered to be a Dragoon and is eligible to buy legal enhancements for 
  that type of unit.
  Yohan Emigholtz : Errata : His correct point value is 68. pg. 89 
  Mars :Capitol Forces of 
  War
  Capitol Force Lists : Clarification : The force list from the Mars FOW book 
  is not designed to be mixed with the force list from the 2nd Ed. FOW book. 
  Players must use one list OR the other and they may not be combined. Ga-
  ming Note : This restriction is to enhance competitive play, as long as all 
  players agree, units from either force list could be used in a generic (non-con-
  figuration) Capitolian army without upsetting game balance.
  Hard Armor : Clarification : The Partial Anti-Tank ability of the HMG-85/T 
  affects the Vulkan/Orca reroll save with the first Armor roll calculated with the 
  5-point armor penalty applied. The 2nd roll is made using the  target's full Ar-
  mor rating.
  Maria Del Torres : Clarrification : it’s ability to re-roll Initiative dice takes 
  place AFTER the opponents have rolled Initiative die.
  Orcas : Clarification : Inspite of many shared abilities, Orcas aren’t vehicles 
  so that the Orca and its Gunner don’t mix their actions during their activation.
  Orcas and Purple Sharks : Clarification : Concerning how units of models 
  made up of multiple crew (Orca, Purple Shark) panic, squads are calculated 
  on a per model basis. Count only the number of models purchased. When the 
  squad is reduced to 50% or less of it's original number, it makes a test.
  Supernatural Powers : Clarification : Closed Vehicles are affected normally 
  by Supernatural Powers with the exception it is always the Vehicle that is da-
  maged by any Wounding/Killing affects. Any non-Wounding/Killing affects are 
  applied to the Crew. All Armor Tests are  made using the Vehicles Armor, 
  and all Power and Leadership Tests are made using the Crews values.
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