death or glory faq

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  • 8/13/2019 Death or Glory FAQ

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    If you have a rules query during the tournament, make sure to check the codex, the codex FAQ, the rulebook,

    the rulebook faq, the GT FAQ and the DoG2 FAQ prior to asking one of the judges (Mike or Rupert) for their

    input.

    Rules heirarchy

    Dog2 FAQ > GT FAQ

    Objectives Objectives should be no larger than a terminator size base, measure all distances from the base itself, notanything modelled upon the base. When determining if a flyer is within 3 of an objective measure from the hull of the flyer (this includes thewings), not the base. In the big guns never tire and the scouring missions the heavy metal and fast recon rules respecitvely grantscoring status only, they do not grant denial status.

    Al lies When determining how a model interacts with a unit (a independent character joining a unit, psychicpowers cast on a unit, the desperate allies rule and so on) the lowest level of alliance in the unit is taken intoaccount. For example an Inquisitor cannot join a Space Marine unit that includes a Tau Commander as the unitwould be considered a desperate ally. It would also have to roll off to determine if the unit would be able to doanything that turn, (envisage the Inquisitor not trusting the Marines as they have allowed an alien amongst them)

    Armies that contain inquisition allies cannot also include an army that inquisition themselves cannot allywith. For example you cant take chaos allies in an imperial guard if inquisition are present and vice versa.

    Vehicles When assessing which facing of a vehicle a model is in, drawan imaginary rectangle around the vehicle and imagine lines connectingopposite corners of this rectangle, as shown in the diagram to the right: Hull mounted weapons follow the 45 vertical and 45horizontal gun arc as per page 72 of the rulebook (that's 22.5 in anydirection from where the stock model's gun points). Vehicle hulls are counted as any part of the model minusweapons, antennas and banners.

    Special Rules Weapons with special rules that affect vehicles may use thesebonuses when attacking fortifications.

    Movement

    Unit's containing models with different movement speeds can usetheir differing movement speeds provided they maintain unit

    coherency, they are not restricted to the speed of the slowestmodel. This includes the assault and shooting phases.

    Chaos Daemons Fateweaver cannot use his re-roll for dice rolled outside of player turns, for example random game lengthand night fight rolls. Fateweaver's re-roll works even if Fateweaver is off the table, however the re-roll is not permitted ifFateweaver is dead.

  • 8/13/2019 Death or Glory FAQ

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    Grey Knights Dark Excommunication affects all chaos gifts including hellforged artefacts listed on pages 61-65 with the

    exception of steeds. It does not affect chaos rewards. If a unit is under the effect of the grimoire of true

    names then the bonus/penalty is removed if the bearer of the grimoire is dark excommunicated.

    Tau O'vesa uses up the 0-1 earth caste pilot array allowance for a Farsight Enclave.

    Stronghold Assault Fortification UpdatesBuildings update When deploying a quad gun or icarus lascannon, the weapon emplacement base must be fully within 6 ofpart of the aegis line. Bought Fortifications start claimed by their respective armies. The building remains claimed by that armyunless the opponent embarks into the building or has an unopposed unit on the battlements, at which point theyhave now claimed the building for their own army. A claimed building remains claimed if the unit then leaves thebuilding. Claimed buildings gain the sentry defence system rule: this allows them to use automated fire againstenemy units. However enemy can shoot or assault the building even if it's unoccupied. Battlements count as the upper levels of a ruin. Skimmers/jetbikes/jet infantry and jump units don't need totake a dangerous terrain test for moving onto or off of a battlement. Bought gun emplacements that are placed on battlements (quad gun, icarus lascannon for example) countas an additional emplaced weapon. You can charge the turn you leave a fortification. Jump and Jet Infantry can now embark into and disembark out of a fortification,

    Updated damage chart:

    0-1: Buildings AV is reduced by 1 for the remainder of the battle (this is cumulative)

    2: Embarked units can only snap shot and can only disembark 3 inches until the next turn.

    3: Embarked unit takes D6 Str6 hits with ignore cover. Emplaced weapons can only snap fire until the next turn.

    4: Embarked unit takes 2D6 Str6 hits with ignore cover. Emplaced weapons can only snap fire until the next turn

    and one emplaced weapon is destroyed

    5: Buildings AV is reduced by d3 for the remainder of the battle (this is cumulative) Emplaced weapons can only

    snap fire until the next turn and one emplaced weapon is destroyed

    6: Building is destroyed: All emplaced weapons are destroyed. Units inside suffer 2d6 str 6 hits and units on the

    battlements suffer d6 str 6 hits all with ignores cover. Embarked units immediately disembark. (emergency

    disembark if they have to) Any models that cant disembark are destroyed. Units on the battlements anddisembarked units both have to take a pinning test. The building is now turned into a normal ruin. (4+ cover)

    7: Building is destroyed:All emplaced weapons are destroyed. Units inside suffer 4d6 str 6 hits and units on the

    battlements suffer 2d6 str 6 hits all with ignores cover. Embarked units immediately disembark (emergency

    disembark if they have to) Any models that cant disembark are destroyed. Units on the battlements move up to 6

    to get off the battlements. Any models still on the battlements after the 6 move are destroyed. Units on the

    battlements and disembarked units both have to take a pinning test. The building is now turned into a crater.

    Replace it with the appropriate terrain. If you dont have a crater just remove the building.