Privateer Logo HORDES™ Errata & FAQ
Table of Contents

General topics

General Rules

Erratum: Primal p.21 : Rule Priority
Add the following to Rule Priority: 'Unless otherwise specified, multiple instances of the same effect are not cumulative. However, different effects are cumulative with each other, even if they have the same net effect on a model. For example, a model only suffers –2 to attack rolls due to being in a Fog Cloud regardless of the number of clouds affecting it. The model does, however, suffer a further –2 to attack rolls if it is also affected by Cacophony. Multiple instances of the same effect are not cumulative even when the effect comes from different sources. For example, a Diminish animus from a Titan Cannoneer is not cumulative with Diminish cast by a warlock.'

Erratum: Primal p.21 : General Guidelines
Add the following to General Guidelines:

Measuring Distances – When measuring the distance from a model, measure from the edge of the model’s base. Similarly, when measuring the distance to a model, measure to the edge of that model’s base. Thus, a model is within a given distance when the nearest edge of its base is within that distance, or equivalently, when any part of its base is within the given distance.

A model is completely within a given distance when its entire base is within that distance. Equivalently, a model is completely within a given distance when the farthest edge of its base is within that distance.

When determining the effects of a spell or ability that affects other models within a specified number of inches of a model, unless the spell or ability says otherwise, that model is not considered to be within the distance. For example, when a Fell Caller uses Inspire, it affects friendly Trollblood warrior models/units within 6” of him, but it does not affect the Fell Caller himself.

Erratum: Primal p.26 : Creating a Horde
Add the following to the end of Creating a Horde:

Generally at least one warlock must be included in every horde.

Erratum: Primal p.29 : Victory Points
Replace first paragraph of Victory Points with the following:

Every model and unit is worth a set number of victory points. A player or team scores victory points for each of its opponents’ models that have been destroyed or removed from play regardless of which player controls the model at the time it leaves the table.

Award victory points for models destroyed or removed from play when the models leave the table. All other victory points for eliminating models are awarded at the end of the game. Additionally, award victory points for each enemy warbeast that is wild at the end of the game. If a player accidentally or intentionally eliminates a friendly model or unit, award its victory points to his opponent. Once a player has been awarded victory points for eliminating a model or unit, these points are never lost even if the model subsequently returns to play. If returned models are later eliminated, award victory points for them again.

In a team game, victory points for eliminating models are awarded to an entire team instead of its individual players. When there are more than two opposing sides, be they teams or individual players, only the side that was responsible for the elimination of a model or unit is awarded the victory points for it. However, should a player eliminate a friendly model, whether his own or a teammate’s, award its victory points to all of his opponents. In the case of a wild warbeast, the side that last caused the warbeast to become wild will receive the victory points for it unless that was the side which controls the warbeast, in which case all opponents receive the victory points.

Erratum: Primal p.30 : Activation Phase
Add the following to the end of the first paragraph of Activation Phase:

A model must be on the table to activate.

Erratum: Primal p.31 : Activating Units
Add the following to the end of the first paragraph of Activating Units:

However, when part of a unit is fleeing, the fleeing troopers activate during the maintenance phase and the rest of the unit activates during the activation phase.

Erratum: Primal p.33 : Movement
Replace third and fourth paragraphs of Movement with the following:
A model can voluntarily forfeit its movement by not changing its position or facing. If it does so, the model can perform one action and gains an aiming bonus for any ranged attack rolls made during that activation.
A model unable to move cannot change its position or facing. It may or may not be able to perform an action depending on the effect preventing its movement. A model that cannot move cannot forfeit its movement and therefore does not receive the aiming bonus for doing so. Sometimes models are placed in a new location as a result of an ability or spell. When a model is placed it is not considered to have moved and cannot be targeted by free strikes.

Erratum: Primal p.33 : Advancing
Replace first sentence of Advancing with the following:

An advancing model may move up to its current speed (SPD) in inches.

Erratum: Primal p.33 : Running
Add the following to the first paragraph of Running:

A model that was knocked down but forfeited its action to stand this activation cannot run. Though a model cannot perform an action if it runs, it does not have to be able to perform an action in order to run.

Erratum: Primal p.33 : Charging
Add the following to the end of the first paragraph of Charging: A model without a melee range cannot charge.

Erratum: Primal p.33 : Charging
Second Paragraph. Replace fourth sentence of Charging with the following:

The charging model then moves its current SPD plus 3” in that direction in a straight line and must stop while its target is in melee range, but it may end this movement at any point while its target is in its melee range.

Erratum: Primal p.33 : Charging
Replace third sentence of the second paragraph of Charging with the following:

After declaring a charge, the charging model turns to face in any direction which, ignoring terrain and other models, will bring the charging model to within its melee range of its target.

Erratum: Primal p.33 : Charging
Replace third paragraph of Charging with the following:

Some effects require a model to charge. A model required to charge must charge a model in line of sight. If there are no models in line of sight, the model activates but must forfeit its movement and action.

Erratum: Primal p.33 : Charging
Replace second sentence of the fourth paragraph of Charging with the following: 'If the charging model moved at least 3”, its first attack must target the model charged and is a charge attack.'

Erratum: Primal p.34 : Charging
Add the following to the end of Charging:

When the charging model performs its combat action, if the intended target of the charge is no longer in melee range, as is the case when another model in a charging unit destroys the intended target, the charging model may make melee attacks against other eligible targets but does not make a charge attack.

Erratum: Primal p.34 : Unit Formation
Add the following to the first paragraph of Unit Formation:

A unit’s controller may measure the distance between the models in a unit anytime during that unit’s activation.

Erratum: Primal p.36 : Out of Formation
Replace second sentence of the fourth paragraph of Out of Formation with the following:

Unlike most other command checks made by troopers, an out-of-formation trooper makes this command check individually. If he fails the check, he does not cause the entire unit to flee.

Erratum: Primal p.36 : Moving Units
Replace second sentence of Moving Units with the following:

A unit required to make a command check as a result of its movement, other than from Massive Casualties (pg. 61), does not do so until after every trooper has completed its movement.

Erratum: Primal p.37 : Combat Actions
Add the following to the first bullet point of Combat Actions:

These attacks are called initial attacks.

Erratum: Primal p.37 : Combat Actions
Replace second bullet point of Combat Actions with the following:

A model can make one special attack (*Attack) allowed by its special rules instead of making initial attacks.

Erratum: Primal p.37 : Combat Actions
Add the following to the fourth bullet point of Combat Actions:

These attacks are called initial attacks.

Erratum: Primal p.38 : Melee Combat
Replace first sentence of the first paragraph of Melee Combat with the following:

A model using its combat action for melee attacks can make one initial attack with each of its melee weapons.

Erratum: Primal p.38 : Melee Range
Add the following to the end of Melee Range:

A model cannot target another model with a melee attack if the attacking model's LOS to the target is completely obstructed by terrain.

Erratum: Primal p.39 : Melee Attack Rolls
Replace third paragraph of Melee Attack Rolls with the following:

A target is directly hit by an attack if the attack roll equals or exceeds the target's defense (DEF). If the attack roll is less than the target's DEF, the attack misses. A roll of all 1's on the dice is a miss. A roll of all 6's is a direct hit unless you are rolling only one die, regardless of the attacker's MAT or his target's DEF. Sometimes a special rule causes an attack to hit automatically. Such automatic hits are also direct hits.

Erratum: Primal p.39 : Melee Attack Rolls
Delete fourth paragraph of Melee Attack Rolls.

Erratum: Primal p.39 : Power Attacks
Add the following to the end of the first paragraph:

Power Attacks are melee attacks with a 1/2” melee range.

Erratum: Primal p.39 : Headlock/Weaponlock
Replace third sentence of the first paragraph of Headlock/Weapon Lock with the following:

A knocked down model cannot be locked.

Erratum: Primal p.40 : Headlock/Weaponlock
Replace fifth paragraph of Headlock/Weapon Lock with the following: 'A warbeast may release a lock it is holding at any time during its own activation. Neither model may move while involved in a lock. Any effect that causes either model to move, places either model, knocks down the defender, or causes the attacker to become stationary automatically breaks the lock. A lock is also broken once either model is destroyed or removed from play. A successful lock against a warbeast that is already locking another model does not break the existing lock.'

Erratum: Primal p.40 : Push
Replace second paragraph of Push with the following:

A pushed model moves at half rate through rough terrain, suffers the effects of any hazards, and stops if it comes in contact with an obstacle, obstruction, or another model. A pushed model cannot be targeted by free strikes during this movement.

Erratum: Primal p.40 : Slam
Replace third sentence of the second paragraph of Slam with the following:

A knocked down model cannot be slammed.

Erratum: Primal p.41 : Slam - Collateral Damage
Add the following to Collateral Damage:

Collateral damage is simultaneous with slam damage.

Erratum: Primal p.42 : Throw
Delete the following sentence from Throw:

Knocked down models cannot be thrown.

Erratum: Primal p.42 : Being Thrown
Replace first paragraph of Being Thrown with the following:

After a successful throw attack, the attacker throws the target. Measure a distance from the target equal to half the attacker’s current STR in inches in a direction chosen by the attacker’s controller away from the throwing model. A large-based model throwing a small-based model adds 1” to this distance. From that point, determine where the thrown model actually lands by rolling for deviation. Referencing the deviation rules (pg. 48), roll a d6 for direction and a d3 for distance in inches. The thrown model is moved directly from its current location in a straight line to the determined point of impact, ending centered on that point. The thrown model is then knocked down.

Erratum: Primal p.42 : Being Thrown
Replace fourth paragraph of Being Thrown with the following:

A thrown model moves over a model with a smaller base without contacting it. If its impact point ends up on top of a smaller model, the smaller model is contacted and its controller pushes it back to make room for the thrown model.

A thrown model falls off elevated terrain if it ends its throw movement with less than 1” of ground under its base. See Falling (pg. 50) for detailed rules on determining damage from a fall. Resolve falling damage, if any, before resolving throw damage. Thrown models travel over wrecks.

Erratum: Primal p.42 : Throw - Collateral Damage
Add the following to Collateral Damage:

Collateral damage is simultaneous with throw damage.

Erratum: Primal p.42 : Double-Hand Throw
Replace second paragraph of Double-Hand Throw with the following:

Follow the guidelines in Being Thrown above for resolving a double-hand throw.

Erratum: Primal p.43 : Double-Hand Throw
Add the following to the third paragraph of Double-Hand Throw:

The ranged attack roll part of a double-hand throw at a specific target is not a ranged or melee attack, but it is still an attack.

Erratum: Primal p.43 : Double-Hand Throw
Replace third sentence of the fourth paragraph of Double-Hand Throw with the following:

Referencing the deviation rules (pg. 48), roll a d6 for the direction and a d3 for distance in inches.

Erratum: Primal p.43 : Double-Hand Throw
Replace sixth paragraph of Double-Hand Throw with the following:

A thrown model moves over a model with a smaller base without contacting it. If its impact point ends up on top of a smaller model, the smaller model is contacted and its controller pushes it back to make room for the thrown model.

Erratum: Primal p.44 : Ranged Combat
Replace first sentence of the second paragraph of Ranged Combat with the following:

A model using its combat action for ranged attacks makes one initial attack with each of its ranged weapons.

Erratum: Primal p.45 : Ranged Attack Rolls
Replace third paragraph of Ranged Attack Rolls with the following:

A target is directly hit by an attack if the attack roll equals or exceeds the target's defense (DEF). If the attack roll is less than the target's DEF, the attack misses. A roll of all 1's on the dice is a miss. A roll of all 6's is a direct hit unless you are rolling only one die, regardless of the attacker's RAT or his target's DEF.

Sometimes a special rule causes an attack to hit automatically. Such automatic hits are also direct hits.

Erratum: Primal p.45 : Ranged Attack Rolls
Delete fourth paragraph of Ranged Attack Rolls.

Erratum: Primal p.48 : Area-of-Effect Attacks
Add the following to the first paragraph of Area-of-Effect Attacks: 'A ranged attack with an AOE is a ranged attack. A magic attack with an AOE is a magic attack. A melee attack with an AOE is a melee attack.'

Erratum: Primal p.48 : Area-of-Effect Attacks
Replace second paragraph of Area-of-Effect Attacks with the following:

An AOE attack follows all normal targeting restrictions. A successful attack roll indicates a direct hit on the intended target, which suffers a direct hit damage roll of 2d6+POW. Center the AOE template over the point of impact—in the case of a direct hit, the center of the targeted model’s base. Every other model with any part of its base covered by the AOE template is hit by the attack and suffers a blast damage roll of 2d6+1/2 POW. Make separate damage rolls against each model in the AOE; each roll must be boosted individually. Every model caught in an attack’s area-of-effect is subject to its special effects.

Erratum: Primal p.49 : Spray Attacks
Replace the sixth paragraph of Spray Attacks with the following:
Every model hit by a spray attack suffers a direct hit and is subject to its special effects. Make separate damage rolls against each model hit; each roll must be boosted individually.

Erratum: Primal p.49 : Special Combat Situation - Origin of Damage
Add the following to Special Combat Situations:

Damage that is the direct result of an attack originates from the origin of the attack, typically the attacking model. This is also the origin of the damage for a spray attack or a Strafe attack. In the case of a special ability that allows a model to damage another directly without making an attack, the origin of the damage is again the effect’s origin. The origin of damage for a direct hit with an AOE attack is the attack’s origin, but the origin of damage for any other damage caused by an AOE attack is the attack’s point of impact. Finally, some non-AOE attacks, such as Forked Lightning, have special rules that allow it to damage other models besides the attack’s target. The origin of damage in those cases is the model or point from which you measure the range to other affected models. When Forked Lightning arcs to another model, the previous model hit by the spell is the origin of that damage.

Erratum: Primal p.49 : Special Combat Situation - Replacing Models
Add the following to Special Combat Situations:

When replacing one model with another, place the new model so that the area covered by the smaller of the bases is completely within the area covered by the larger. If the two bases are the same size, place the new model in the same location as the one being replaced.

Erratum: Primal p.50 : Attacks that Hit or Miss Automatically
Add the following after Attacks that Hit or Miss Automatically:

Similarly, if a special rule will cause an attack to miss automatically, you do not have to make an attack roll unless there’s a possibility that the attacker will suffer a detrimental effect because of the die roll. If you do make an attack roll, the attack will miss regardless of the result of the roll.

In cases of conflicting special rules, one causing an attack to hit automatically takes precedence over one causing an attack to miss automatically. In such a case, you do not have to make an attack roll even if there is a possible detriment to the attacker because of the roll. The rules for automatic hits take precedence over the rules for automatic misses.

Erratum: Primal p.50 : Falling
Add the following after the second paragraph of Falling:

If a falling model lands on top of a smaller model, the smaller model’s controller pushes it back to make room for the falling model.

If a falling model contacts a model with an equal or smaller-sized base, that model is knocked down and suffers the same damage roll as the falling model. A model with a larger-sized base than the falling model, however, does not suffer damage and is not knocked down. All damage resulting from the fall is simultaneous.

Erratum: Primal p.52 : Soul Tokens
Replace last sentence of Soul Tokens with the following:

Models removed from play but not also destroyed do not generate soul tokens.

Erratum: Primal p.52 : Weapon Crews
Replace Weapon Crews with the following:

Weapon crews are small units that operate large or cumbersome weapons. Weapon crews are made up of a gunner and one or more crewmen. Unlike other units, weapon crews do not have leaders. Weapon crews may not have attachments. A weapon crew cannot run or charge. The gunner gains +2” of movement for each crewman from his own unit in base-to-base contact with him when he begins his activation. If the gunner is destroyed or removed from play, a crewman in the same unit within 1” can take the destroyed gunner’s place immediately and become the new gunner. Remove the crewman from the table instead of the gunner. Effects, spells, and animi on the damaged gunner expire. Effects, spells, and animi on the removed crewman are applied to the new gunner.

A gunner is generally treated as a small-based model unless its rules say otherwise.

Erratum: Primal p.52 : Damage Rolls
Delete fourth paragraph of Damage Rolls.

Erratum: Primal p.52 : Damage Rolls
Replace fifth paragraph of Damage Rolls with the following:

Attacks that generate multiple attack and/or damage rolls do so simultaneously. Completely resolve all of the attack and damage rolls before applying any of the target’s special rules that are triggered by suffering damage, being destroyed, or being removed from play. For example, suppose a Carnivean uses his Dragon Breath spray attack against some Praetorians with Death March. Praetorians destroyed by the attack do not make their movement and attack from Death March until after all of the attack and damage rolls generated by the spray attack have been resolved.

Some attacks, such as the Seraph’s Strafe and the Troll Axer’s Thresher abilities, are not resolved simultaneously. Attacks that are not simultaneous will state, “Completely resolve each attack individually and apply the targets’ special rules immediately as each attack is resolved.

Erratum: Primal p.53 : Destroyed vs. Removed From Play
Add the following to the first paragraph of Destroyed vs. Removed From Play:

A destroyed model’s activation immediately ends.

Erratum: Primal p.53 : Destroyed vs. Removed From Play
Add the following to the end of Destroyed vs. Removed From Play:

When a model is both destroyed and removed from play, effects triggered by its destruction still occur.

Erratum: Primal p.53 : Warlock Death
Replace third sentence of the second paragraph with the following:

A wild warbeast cannot perform actions, make free strikes, be forced, and cannot have damage transferred to it.

Erratum: Primal p.55 : Damage Transfer
Add the following to the end of Damage Transference:

Damage can only be transferred once. Models unable to suffer transferred damage cannot have damage transferred to them.

Erratum: Primal p.55 : Feats
Add the following to Feats:

A warlock may use his feat before or after moving but not in the middle of his movement. Likewise, he may use his feat before and after each attack, but he cannot interrupt an unresolved attack, nor can he use his feat between the movement and attack portions of a charge. Feats may be used prior to initiating an attack or after completely resolving an attack, including determining hits, damage, and special effects.

Erratum: Primal p.56 : Spell Caster
Add the following to Spell Caster:

A warlock may cast a spell before or after moving but not in the middle of his movement. Likewise, he may cast a spell before and after each attack, but he cannot interrupt an unresolved attack, nor can he cast a spell between the movement and attack portions of a charge. Spells may be cast prior to initiating an attack or after completely resolving an attack, including determining hits, damage, and special effects.

Erratum: Primal p.56 : Measuring Control Areas
Replace Measuring Control Areas with the following:

A player may measure his warlock’s control area at any time for any reason. While measuring a warlock’s control area, the controller may determine the proximity of other models to his warlock. Specifically, a player may measure the distance from his warlock to any point within the warlock’s control area at any time.

For control area effects against opposing models, a player does not have to measure his warlock’s control area until after the enemy model commits to its movement or action. For example, say a warlock casts a spell that turns his control area into rough terrain. That warlock’s controller does not have to measure his control area prior to an enemy model entering it. The opposing player will have to adjust his model’s position after completing its movement if it entered the warlock’s control area and had its movement reduced by the spell’s effect.

Erratum: Primal p.58 : Threshold Checks & Frenzy
Replace fourth paragraph with the following:

A frenzied model immediately activates and attempts to attack another model. If there are models in its melee range, it will attack one of them, enemy models first. If there are no models in the frenzied model’s melee range but it is in another model's melee range, the frenzied model will advance toward and attack the closest model, moving as close to the model as possible. If a friendly and an enemy model are equidistant, the frenzied model will attack the enemy model first. Otherwise, the frenzied model will charge and attack the nearest model in line of sight, friendly or enemy, moving as close to the model as possible. If the frenzied model cannot charge, it will advance toward the selected model instead. If there are no models in the frenzied model’s line of sight, it will advance toward and attack the nearest model, friendly or enemy, moving as close to the model as possible. Where there is a choice of models, select one of them at random. A frenzied model that is knocked down will forfeit its movement to stand up and attack if possible. Otherwise it will forfeit its action and advance toward the nearest model, moving as close to the model as possible. A frenzying model never selects an Incorporeal model to attack unless it can damage models only affected by magic attacks. A frenzying model never selects a model that cannot be targeted by melee attacks.

Erratum: Primal p.59 : Threshold Checks & Frenzy
Replace fifth paragraph with the following:

A frenzied model performs a combat action and chooses to make its initial melee attacks. Its attack and damage rolls during this combat action are automatically boosted. If a model is eligible to make a chain attack or any other additional attacks after making its initial melee attacks, it must make them. If it destroys its target before it has made all of its initial attacks, it will attack another model in melee range, enemy models first.

Erratum: Primal p.59 : Casting Spells and Using Animi - Spell Targeting
Add the following to Casting Spells and Using Animi:

Many spells can only be cast on certain types of models such as warbeasts or enemy troopers. Such restrictions are noted in a spell’s description. A shorthand is commonly used to denote these targeting restrictions. When a spell’s description mentions an effect against a “target something,” the spell may only be cast on that type of model. For example, Hoarluk’s Rampager spell states that a “target enemy warbeast must make an additional threshold check during its controller’s next Maintenance Phase,” therefore, this spell may only target an enemy warbeast. Some spells mention two or more target types. These spells may be cast on models that match any of the designated types. When attacking a structure with an offensive spell, ignore the spell’s targeting restrictions.

Note that this shorthand for targeting restrictions only applies to spells and magic attacks. Even if a weapon’s special rules describe an effect that affects only certain types of models, attacks with that weapon may target any type of model.

When an offensive spell or magic attack targeting a model in melee misses, ignore its targeting restrictions when determining which model in the combat might be hit instead. If the new target is an invalid one for the spell or magic attack, it has no further effect. (See Targeting a Model in Melee, pg. 46-47, and Offensive Spells & Magic Attacks, pg. 59-60, for details on resolving a magic attack against a model in melee.) An area-of-effect spell that misses will deviate normally instead.

For example, Hexeris attempts to cast The Suffering on a Legion Carnivean in melee with a Praetorian, itself in melee with two Shredders. Thus, there are four models in the combat. If he misses, determine which of the other three models might be hit by the spell instead as usual. If one of the Shredders is chosen, make another attack roll and resolve the attack normally. If, on the other hand, the Praetorian is chosen, do not make another attack roll. The spell simply fizzles with no effect at all.

Erratum: Primal p.59 : Casting Spells and Using Animi - Multiple Spell Effects
Add the following section to Casting Spells and Using Animi:

Although it is not possible to have more than one upkeep spell on a model or unit, it is possible for a model or unit to be affected by more than one spell or animus at a time. For example, Madrak Ironhide casts Surefoot on a Trollkin Champion in a unit already under the effects of Hoarluk Doomshaper’s Fortune spell. Fortune does not expire when Surefoot is cast because Surefoot is not an upkeep spell. A model can be affected by any number of non-upkeep spells and enemy animus effects at the same time.

Erratum: Primal p.59 : Warlock Spell Casting
Add the following to Warlock Spell Casting:

Warlocks cannot target themselves with offensive spells. Any spell, including offensive spells, may be cast while the warlock is in melee. Likewise, he may cast spells before and after each attack, but he cannot interrupt an unresolved attack, nor can he cast spells between the movement and attack portions of a charge. Spells may be cast prior to initiating an attack or after completely resolving an attack, including determining hits, damage, and special effects.

Erratum: Primal p.60 : Offensive Spells & Magic Attacks
Replace third paragraph of Offensive Spells & Magic Attacks with the following:

A target is directly hit by a magic attack if the attack roll equals or exceeds the target’s DEF. If the attack roll is less than the target’s DEF, the attack misses. A roll of all 1's on the dice causes an automatic miss. A roll of all 6's causes an automatic hit regardless of the attacker’s FOC or his target’s DEF, unless you are rolling only one die. Sometimes a special rule causes an attack to hit automatically. Such automatic hits are also direct hits.

Erratum: Primal p.61 : Massive Casualties
Add the following to Massive Casualties:

A unit will only make up to one command check per turn due to massive casualties.

Erratum: Primal p.61 : Terrifying Entity
Replace first paragraph of Terrifying Entity with the following:

A terrifying entity is one with either the Terror or Abomination special ability. A model/unit in melee range of an enemy model with Terror, a model/unit with an enemy model with Terror in its melee range, or a model/unit within 3” of an abomination—friendly or enemy—must pass a command check or flee. Make this command check after the active model or unit completes its movement but before it performs any actions. If a model or unit encounters a terrifying entity at some other time, such as when an enemy model gains the Terror ability or a terrifying entity is placed near the model or unit, make the command check immediately after resolving the attack or effect that caused the encounter.

Erratum: Primal p.61 : Fleeing
Add the following to the first paragraph of Fleeing:

A fleeing model will not flee again, nor does it make command checks against fleeing.

Erratum: Primal p.61 : Fleeing
Replace the text of Fleeing after the first paragraph with the following:

A fleeing model activates during its controller’s Maintenance Phase. All fleeing models in a unit activate at the same time. If there are also models in the unit that are not fleeing, those other models will activate normally during the Activation Phase. A fleeing model automatically runs away from its nearest threat toward its deployment edge using the most direct route that does not take it through a damaging effect or allows enemies to engage it. When playing games without defined deployment edges, fleeing models run toward the nearest table edge. Fleeing troopers are not required to remain in formation. A fleeing model cannot perform any actions. A fleeing model that leaves the battlefield is removed from play. A fleeing model with no escape route will cower in its current position and forfeit its activation. Engaged models cannot cower to avoid free strikes. Models engaged at the time they flee will incur free strikes normally when they disengage.

At the end of its activation, a fleeing model may have an opportunity to rally (see Rallying, below).

Erratum: Primal p.62 : Rallying
Replace the text of Rallying with the following:

A fleeing model can make a command check at the end of its activation in the Maintenance Phase if it is in formation with its unit leader or if it is within the command range of a friendly faction model with the Commander ability. If all of the troopers in a unit are fleeing and either the unit’s leader is still on the table or a model in the unit is within the command range of a friendly faction model with the Commander ability, make a single unit-level command check instead of individual checks for each of the troopers. Each trooper in the unit will be affected by the result of this command check regardless of his in-formation status.

If it passes the command check, the model or unit rallies and turns to face its nearest enemies. This ends its activation and the model cannot activate again this turn, but it may function normally next turn. If the fleeing model or unit fails the command check, it continues to flee and will activate again during its controller’s next Maintenance Phase.

Erratum: Primal p.62 : Fearless Models
Add the following to Fearless Models:

Fleeing models that become Fearless immediately rally.

Erratum: Primal p.62 : Issuing Orders
Replace third sentence of Issuing Orders with the following:

At any time during its activation, a model with the Commander ability can give a run, charge, or ride-by attack order to one friendly unit in its command range, but if the unit has already activated, the order expires at the end of the turn.

Erratum: Primal p.64 : Terrain Features - Entryways
Add the following section to Terrain Features:

Some terrain features such as buildings and walls have openings called entryways that allow models to pass through or enter them. A model may not enter a terrain feature if the terrain feature’s interior is not physically accessible. For example, a model may enter a ruined building that’s missing its roof or one that has a removable roof. However, it may not enter a building with a fixed roof that cannot be opened in some other way to allow access to the models inside of it. Before the start of the game, the players should agree on the locations of any entryways and which terrain features may be entered.

A small or medium-based warrior model can pass through any entryway such as a door, window, or breach (see Damaging and Destroying Structures below). A non-warrior model or large-based warrior model can only pass through a door or breach large enough for its base to pass through. It may not pass through a window regardless of the window’s size.

Erratum: Primal p.64 : Obstacles & Obstructions
Replace fifth paragraph of Obstacles & Obstructions with the following:

A moving model can descend an obstacle without penalty.

Erratum: Primal p.64 : Elevation
Add the following to Elevation:

Models on lower elevations than the target do not provide screening.

Erratum: Primal p.65 : Structures
Replace Structures with the following:

Structures present unique opportunities for terrain arrangement and tactical play. A structure is any terrain feature that can be damaged and destroyed. The most common structures are buildings, but you can use these guidelines for fortress walls, bridges, and similar constructions as well. All structures are obstructions.

Keep in mind that these rules are guidelines and may need to be adapted to the actual terrain pieces you are using. For example, a burned-out building that only has its exterior walls remaining might be large enough that models deep within its interior are far enough away from those walls not to suffer damage when the structure collapses. As another example, a house might have attached fences and field walls. Those walls and fences are best treated as separate structures from the house itself even though they are part of the single terrain piece. After all, shooting at a fence should not cause the house to collapse!

Damaging and Destroying Structures

A model that would rather blast its way through the side of a structure instead of using an existing entryway or bring a building crashing down on the heads of the enemies sheltering inside it will need to inflict substantial damage to it. An attack against a structure must target a specific location on the structure. Breaches cannot be targeted by attacks. An attack against a structure in range automatically hits. A structure is also automatically hit by a spray attack if any part of the structure is within the spray template. Not all weapons are effective against structures, however, so a model must have a weapon that will do the job if it intends to punch through. Ranged weapons such as handguns, rifles, and crossbows are all but useless. A ranged weapon must have a POW of at least 14 to damage a structure. Melee attacks, magic attacks, and area-of-effect attacks do full damage against structures, as do ranged attacks that cause fire, cause corrosion, or have tempered ammunition, even as critical effects. Structures suffer blast damage and collateral damage. A magic attack only does its normal damage to a structure. Ignore a spell’s special rules when it targets a structure. A structure cannot be charged or slammed.

A structure can only suffer so much damage before being destroyed. Every structure has an Armor (ARM) stat and damage capacity corresponding to its composition, size, and nature. Before the start of the game, the players should agree on each structure’s ARM and damage capacity. A structure’s damage capacity is determined by its composition and size. A wooden structure typically has a capacity of 5 damage points per inch of perimeter. The damage capacity of stone structures is typically 10 per inch. A reinforced stone or metal structure has a capacity of 20 or more damage points per inch. See the table below for typical ARM and damage capacity values. For mixed-composition structures, ARM values may vary from location to location. Assign damage capacity of mixed-composition structures proportionally. For example, an inch-wide or so wooden door in an otherwise stone building would only contribute 5 points to the structure’s damage capacity. The door has ARM 12 while the surrounding stone has ARM 18.

Structure MaterialARMDamage Capacity
(points per inch)
Wood125
Reinforced Wood145
Brick1610
Stone1810
Iron2020
Steel2220


Undamaged portions of walls or other freestanding structures remain intact as the structure suffers damage, so the total damage capacity of such structures is determined by their total perimeter (or length, for linear structures such as walls or small structures such as obelisks). However, complex structures such as buildings and bridges rely on the support of all portions to remain standing. Such a structure’s damage capacity is only half of the value determined by its composition and perimeter or length. For example, a 3” wide stone wall is destroyed once it suffers a total of 30 damage points (3” length x 10 points per inch), but a 3" x 6” stone building collapses as soon as it suffers 90 points of damage (18" perimeter x 10 points per inch / 2).

When a structure is destroyed, remove it from the table and replace it with an equal-sized ruin. A ruined structure is rough terrain and provides cover to a model with any part of its base inside the ruin’s perimeter. In addition, the structure collapses and may damage models that are inside it. A model inside a collapsing structure suffers a damage roll with Power (POW) equal to the structure’s ARM times the number of levels in the structure, after which the model is knocked down. For example, a warbeast inside a three-story brick building when it collapses suffers a POW 48 (Brick structure ARM 16 x 3 levels) damage roll. Whatever is left of the warbeast is then knocked down.

Breaches

When an open structure suffers a number of damage points equal to or greater than the structure’s damage capacity per inch, the structure is breached unless it has an inaccessible interior and thus cannot be entered by models. A breach is a hole in the structure through which models may move. Breaches are entryways.

The newly-created breach is centered on the targeted location. Its size is determined by the amount of damage inflicted by the attack. The breach created is one inch wide for each full inch of damage capacity inflicted by the attack. In the case of structures with multiple levels, the breach occurs on the level targeted. Adjacent breaches are combined into a single, larger breach. For example, a wooden building that can take 5 damage points per inch suffers 18 damage points from an attack. Assuming that this damage does not cause the building to collapse, the attack creates a single 3” wide breach.

For mixed-composition structures, use the appropriate damage capacity for the targeted location to determine when a breach is created and how big it is. For instance, an attack that targets a wooden door in a stone building will breach the door if it inflicts only 5 damage points, but the attack would have to inflict 15 or more points to create a breach wider than an inch.

Models may use a breach just like any other entryway. A small- or medium-based warrior model can pass through any size breach. A large-based warrior model or any non-warrior model can only pass through a breach large enough for its base to pass through.

Once a portion of a structure has been breached, that part of the structure may no longer be targeted by attacks.

Erratum: Primal p.67 : Pendulum
Replace Special Rules of Pendulum with the following:

Divide the table in half with a line running west to east through the center.

A player ending his turn with one or more of his models across the centerline on his opponent’s side of the table while none of his opponent’s models are on his side of the table scores one (1) Control Point. Points cannot be scored during the first round. The first player to score three (3) Control Points wins the game.

Erratum: Primal p.67 : Pendulum
Replace Victory Conditions of Pendulum with the following:

The first player to score three (3) Control Points wins the game.

If time runs out before one player has won, the player with the most Control Points wins. In case of a tie, the player with the most Victory Points wins.

Erratum: Primal p.68 : Crossed Lines
Replace Beginning of Crossed Lines with the following:

At the start of the game, each player rolls a d6 and the high roller chooses who will deploy first. Starting with that player, the players take turns choosing three (3) deployment points each. A deployment point may be anywhere on the table but not within 12” of an opponent’s deployment point. Players then alternate placing all their warlocks, all their warbeasts, one unit, or all of their solos at a time anywhere completely within 6” of one of their deployment points. Players deploy their models and units in the same order in which they chose deployment points.

After all forces have been deployed, the players make a starting roll to determine turn order.

Erratum: Primal p.70 : King of the Hill
Replace Special Rules of King of the Hill with the following:

The obvious objective of King of the Hill is to take the hill. At the end of each player’s turn, the player with more models on the hill than his opponent scores a Control Point. A unit counts as one model for the purposes of calculating who has more models on the hill.

Erratum: Primal p.62 : Rallying
Add the following to Rallying:
A fleeing solo model does not need to be within the command range of a friendly faction model with the Commander ability to make the command check to rally.

Erratum: Primal p.43 : Trample
Replace second and third paragraphs of Trample with the following:

Declare a trample attack at the beginning of the warbeast’s movement. Choose a direction in which you wish to trample, and turn the model to face that direction. The warbeast then moves up to its current SPD +3” in a straight line. It may move through any small-based model in its path, and there must be room for the trampling model’s base at the end of this movement. During trample movement, the warbeast cannot move over terrain across which it could not also charge, and it cannot change its facing during or after. Do not resolve free strikes against the trampling warbeast during this movement.

After the warbeast has finished its movement, it makes a melee attack against each small-based model through which it moved during this movement in the order it moved through them. Resolve each trample attack as if it took place where the trampling model contacted the small-based model during its trample movement. Completely resolve each attack individually and apply the targets’ special rules immediately as each attack is resolved. Models hit cannot perform free strikes against the trampling warbeast and suffer a damage roll with a POW equal to the current STR of the attacker. Resolve all free strikes against the trampling warbeast after resolving trample attacks. Resolve each free strike as if it took place where the trampling model disengaged from the model making the free strike.

After making all of its trample attacks, a warbeast may be forced to make additional melee attacks against any models in melee range.

Erratum: Primal : Charge
Add the following to the end of the first paragraph of Charging:
"A model cannot charge a model that cannot be targeted with a melee attack."

Erratum: Primal : Slam
Add the following to the end of the first paragraph of Slam:
"A model cannot Power Attack Slam a model that cannot be targeted with a melee attack."

Erratum: Primal p.52 : Weapon Crews
Add the following to Weapon Crews:
The gunner cannot make a ranged attack with the gunner-only weapon if the gunner moves during its activation.

Erratum: Primal p.56 : Threshold and Frenzy
Replace the second sentence of Threshold and Frenzy with the following:
During their controller's Control Phase, warbeasts with one or more fury points must pass a threshold check or frenzy (see Threshold Checks, pg. 58).

Erratum: Primal p.54 : Cloud Effects
Remove the third paragraph of Cloud Effects.

Erratum: Evolution p.17 : Cavalry Charge
"Replace the third sentence of the second paragraph of Cavalry Charge with the following:
"Abilities that modify charge attack rolls or a model's DEF when targeted by a charge attack also affect impact attacks."

Erratum: Primal p.50 : Combined Melee Attacks
Add the following to the second paragraph of Combined Melee Attacks:
Units with Combined Melee Attack ignore the standard restriction that each model in a unit must complete its attacks before the next model makes an attack.

Erratum: Primal p.51 : Combined Ranged Attacks
Add the following to the second paragraph of Combined Ranged Attacks:
Units with Combined Ranged Attack ignore the standard restriction that each model in a unit must complete its attacks before the next model makes an attack.

Q: A warbeast frenzies and has a model in its melee range. Can it move and change its position before attacking that model?
A: No. If a model has a target in melee range when it frenzies, it will stay put and attack that model.

Q: In what order do models make threshold checks to frenzy?
A: The controller chooses the order. If a check fails, the failing model frenzies before you check the next model.

Q: When a warbeast frenzies and charges does it gain a fury point?
A: No.

Q: Are disabled and inert warjacks legal targets for frenzying models?
A: Yes.

Q: Can a warbeast be riled during an activation it runs?
A: Yes, but the warbeast must be riled before it runs.

Q: If a warlock is destroyed due to transferred damage that exceeded the warbeast’s capacity, what was the warlock destroyed by?
A: The original source of the damage destroyed the warlock.

Q: How do you deal with Damage Transference and simultaneous damage (AOE, Spray...)?
A: Transference happens after all damage is dealt to the models in the simultaneous effect.

Q: Can a warbeast ever have more fury points on it than its FURY stat?
A: No, unless a rule specifically says otherwise.

Q: If all of a warbeast’s weapons are locked, does it have a melee range?
A: Yes. Though it cannot use its weapons, it still has them.

Q: Do you roll one fewer die on collateral damage rolls when the body of the attacking warbeast is destroyed?
A: No.

Q: Can Warbeasts perform Locks on Warjacks?
A: Yes. Follow the rules for Warbeasts locking Warbeasts with the following modifications:
- Make the appropriate substitutions for warjacks and spending focus instead of warbeasts and forcing
- Declare an arm system or head to lock instead of a weapon or head
- Locks can be attempted and maintained against disabled systems
- A locked system is treated as disabled but does not count towards the number of systems necessary to disable the warjack unless that system is also disabled by damage

Q: If I take control of my opponents warbeast, such as by the Feralgeist's Spiritbind, can I transfer damage to it? Can my opponent transfer damage to it?
A: A warlock can only transfer damage to a friendly faction warbeast. So if you take control of an enemies warbeast, you can only then transfer to it if it is the same faction as your warlock. Your opponent cannot transfer to it as it is no longer friendly.

Q: Can a warbeast with multiple animi (such as the Pureblood Warpwolf after using Devour Spirit) cast each one of them once per activation, or one of them once?
A: One of them once.

Q: Does an ability prefaced with "Tactic:" mean anything special?
A: Yes. Tactics are permanently granted to the affected models. When the model with the Tactic rule is removed from the unit, the unit does not lose the ability.

Q: Light Cavalry move after completing their combat action. For units, is this as each trooper completes its own combat action, or do they all move after all troopers have completed their combat actions?
A: One by one, as each trooper completes its own combat action.

Q: Is a model with both the Minion and Mercenary rules, but only with Minion listed in its model type, both a "mercenary model" and a "minion model"?
A: Yes, it is.

Evolution Theater of War

Erratum: Evolution p.153 : Seize & Secure - Special Rules and Set Up
Add the following to the end of the first paragraph:
Models may not be placed inside the building.

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