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.

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.

Circle Orboros Warlocks

Baldur the Stonecleaver

Erratum: Primal p.105 : Broken Earth
Replace with the following:

Enemy models outside of Baldur's control area cannot move into Baldur's control area. Any enemy model that begins its normal movement within Baldur's control area cannot end its normal movement closer to Baldur than it began. Broken Earth lasts for one round.

Erratum: Primal p.105 : Forest Walker
Add the following:

Baldur cannot use Forest Walker while knocked down.

Erratum: Primal p.105 : Pathfinder
Replace with the following:

During his activation, Baldur ignores movement penalties from, and may charge across, rough terrain and obstacles.

Erratum: Primal p.105 : Earth's Blessing
Replace Earth's Blessing with the following:
Target friendly Circle model/unit cannot be knocked down, and gains All Terrain if it is a warbeast or Pathfinder if it is not. During its activation a model with All Terrain ignores movement penalties from, and may charge and slam across, rough terrain and obstacles. During its activation a model with Pathfinder ignores movement penalties from, and may charge across, rough terrain and obstacles.

Kaya the Wildborne

Erratum: Primal p.103 : Pathfinder
Replace with the following:

During her activation, Kaya ignores movement penalties from, and may charge across, rough terrain and obstacles.

Erratum: Primal p.103 : Rager
Replace first line with the following:

When target friendly Circle warbeast chooses to make its initial melee attacks, it may first make a Power Attack without being forced and then continue its combat action normally.

Erratum: Primal p.103 : Spirit Door
Delete fifth sentence.

Erratum: Primal p.103 : Spirit Door
Replace sixth sentence with the following:
A model cannot move after being placed by Spirit Door this turn.

Krueger the Stormwrath

Erratum: Primal p.107 : Lightning Tendrils
Replace with the following:
Increase the range of target friendly model/unit’s melee weapons by 2”.

Erratum: Primal p.107 : Storm Ravager
Replace with the following:

Place three 3" AOEs anywhere completely within Krueger's control area. Target each enemy model in one or more of the AOEs with a magic attack ignoring Camouflage, concealment, cover, elevation, Invisibility, LOS, screening, and Stealth. Models hit suffer simultaneous POW 10 damage rolls. At the beginning of each of Krueger’s controller’s Maintenance Phases, Storm Ravager AOEs not completely within Krueger’s control area expire. Krueger's controller then removes one of the Storm Ravager AOEs from the table. He may then move the remaining AOEs in his control area up to 6". AOEs must end this movement completely within Krueger’s control area. Enemy models touched by one or more moving AOEs suffer simultaneous unboostable POW 10 damage rolls after all the AOEs have moved. An enemy model entering into or ending its activation in one or more Storm Ravager AOEs suffers an unboostable POW 10 damage roll. An enemy warbeast in one or more AOEs during its controller's Maintenance Phase must pass a threshold check or frenzy. If Krueger is destroyed or removed from play, the AOEs immediately expire.

Erratum: Primal p.107 : Pathfinder
Replace with the following:

During his activation, Krueger ignores movement penalties from, and may charge across, rough terrain and obstacles.

Erratum: Primal p.107 : Wind Storm
Replace with the following:

While in Krueger’s control area friendly models gain +2 ARM and DEF vs. ranged attacks. Cloud effects currently within Krueger’s control expire when Wind Storm is cast. Wind Storm lasts for one round.

Morvahna the Autumnblade

Erratum: Evolution p.55 : Wurmwood
Add the following to Wurmwood:
"Wurmwood lasts for 1 turn."

Circle Orboros Warbeasts

Gorax

Erratum: Primal p.110 : Primal
Replace with the following:

Target friendly Circle warbeast gains +2 STR and MAT. When Primal expires, the warbeast automatically frenzies during its controller’s next Control Phase. Primal lasts for one round and cannot target Elemental Constructs.

Warpwolf

Erratum: Primal p.111 : Chain Attack - Throat Ripper
Add the following:

If a warbeast branch is full then apply the damage to the next branch in order.

Woldwarden

Erratum: Primal p.112 : All Terrain
Replace with the following:

During its activation, the Woldwarden ignores movement penalties from, and may charge and slam across, rough terrain and obstacles.

Erratum: Primal p.112 : Spell Strike
Add the following to Spell Strike:

The Woldwarden cannot use Spell Strike as a charge attack. A Woldwarden cannot make additional attacks after using Spell Strike. The spell cast by the Woldwarden is considered to have been cast by the warlock. When the Woldwarden casts an offensive spell it is considered to be the attacker.

Woldwatcher

Erratum: Primal p.109 : All Terrain
Replace with the following:

During its activation, the Woldwatcher ignores movement penalties from, and may charge and slam across, rough terrain and obstacles.

Erratum: Primal p.109 : Stone Form
Replace first sentence of Stone Form with the following:

The Woldwatcher gains +4 ARM and can only be moved during its activation.

Woldwyrd

Erratum: Evolution p.56 : Arcane Killer
Replace the first sentence of Arcane Killer with the following:
Target friendly circle model gains boosted attack and damage rolls against enemy models with upkeep spells on them.

Circle Orboros Units

Druids of Orboros

Erratum: Primal p.114 : The Devouring
Replace the first, second, and eight sentences of The Devouring with the following:
Instead of making magic attacks separately, every Druid of Orboros who received this order and is in an open formation group with the unit leader may combine his attack with the unit leader against the same target. The unit leader cannot make The Devouring attack by himself. Make one magic attack roll using the unit leader's Magic Ability score, gaining +1 to the attack and damage roll for each Druid of Oroboros participating in the attack, including the leader.

Erratum: Primal p.114 : The Devouring
Add the following to The Devouring:

A Wilder participating in The Devouring attack does not have to be able to declare a magic attack against the target and can participate regardless of range to the target. The Devouring is a spell.

Erratum: Primal p.114 : Pathfinder
Replace with the following:

During his activation, a Druid of Orboros ignores movement penalties from, and may charge across, rough terrain and obstacles.

Erratum: Primal p.114 : Counter Magic
Replace with the following:

Instead of performing separate special actions, all models in the unit may combine their actions to cast this spell. While within 1” of a Druid of Orboros +1” per Druid of Orboros in the unit, enemy models cannot cast spells. While within 1” of a Druid of Orboros +1” per Druid of Orboros in the unit, friendly models cannot be targeted by enemy spells. Counter Magic lasts for one round.

Shifting Stones

Erratum: Primal p.117 : Inanimate
Add the following:

A Shifting Stone automatically passes command checks.

Erratum: Primal p.117 : Restoration
Replace last sentence with the following:

A model may only benefit from Restoration once per turn.

Erratum: Primal : Made of Stone
Replace Made of Stone with the following:
"A ranged attack must have POW of at least 14 to damage the Shifting Stone, but AOE attacks and attacks that cause fire, corrosion, or have tempered ammunition do normal damage."

Erratum: Primal p.117 : Shifting
Replace the first sentence of Shifting with the following:
The Shifting Stone may be placed completely within 8" of its current location.

Erratum: Primal p.117 : Teleportation
Replace the second sentence of Teleportation with the following:
Place the model completely within 8" of its current location.

Tharn Bloodtrackers

Erratum: Primal p.115 : Ambuscade
Replace with the following:

Each Tharn Bloodtracker who receives this order may advance up to SPD +3" directly toward a target model, throwing her javelin as she closes. The target model must be an eligible target for ranged attacks. After all models in the unit have completed their movement, each Tharn Bloodtracker participating in the Ambuscade makes a thrown javelin ranged attack against her target, gaining +2 to the attack roll. Tharn Bloodtrackers are not considered to be in melee when making the thrown javelin ranged attacks, nor are their targets considered to be in melee with the Bloodtrackers. Tharn Bloodtrackers that moved at least 3" gain boosted damage on successful thrown javelin ranged attacks. A Bloodtracker cannot target a model with which she was in melee at the start of her activation with the Ambuscade ranged attack. When an abuscading model performs her combat action, if the intended target of the attack is no longer in play, as is the case when another model in the unit destroys the intended target, the ambuscading model may make attacks against other eligible targets but does not make an ambuscade attack.

Erratum: Primal p.115 : Pathfinder
Replace with the following:

During her activation, a Tharn Bloodtracker ignores movement penalties from, and may charge across, rough terrain and obstacles.

Erratum: Primal p.115 : Prey
Replace first sentence with the following:

After deployment and before the first player’s turn, the Tharn Bloodtrackers’ controller declares an enemy model/unit to be the unit’s prey.

Erratum: Primal p.115 : Prey
Replace the third sentence of Prey with the following:
Models in the unit also gain +2 on attack and damage rolls against their prey.

Tharn Ravagers

Erratum: Primal p.116 : Pathfinder
Replace with the following:

During his activation, a Tharn Ravager ignores movement penalties from, and may charge across, rough terrain and obstacles.

Erratum: Primal p.116 : Heart Eater
Replace third sentence with the following:

A Tharn Ravager may spend a heart token during his combat action to boost an attack or damage roll or to make an additional attack.

Wolves of Orboros

Erratum: Primal p.113 : Pathfinder
Replace with the following:

During his activation, a Wolf of Orboros ignores movement penalties from, and may charge across, rough terrain and obstacles.

Circle Orboros Solos

Lord of the Feast

Erratum: Primal p.118 : Fearless
Add the following ability to the Lord of the Feast:

Fearless – The Lord of the Feast never flees.

Erratum: Primal p.118 : Pathfinder
Replace with the following:

During its activation, the Lord of the Feast ignores movement penalties from, and may charge across, rough terrain and obstacles.

Blackclad Wayfarer

Erratum: Evolution p.64 : The Wilding
Add the following to The Wilding:
A model suffering Wilding is Fearless.

Sentry Stone & Mannikins

Erratum: Evolution p.65 : Wraith Bane
Add the following text to Wraith Bane:
Mannikins may charge incorporeal models.

Legion of Everblight Warlocks

Lylyth, Herald of Everblight

Erratum: Primal p.151 : Pathfinder
Replace with the following:

During her activation, Lylyth ignores movement penalties from, and may charge across, rough terrain and obstacles.

Erratum: Primal p.151 : Witch Mark
Replace with the following:

A model hit by Hellsinger suffers from Witch Mark. Lylyth may target and automatically hit a model suffering from Witch Mark with spells regardless of range or LOS. The effects of Witch Mark last until the end of Lylyth’s activation.

Erratum: Primal p.151 : Blood Lure
Replace with the following:

A model hit by Hellsinger suffers from Blood Lure. Friendly legion warbeasts may charge a model suffering from Blood Lure without being forced. Blood Lure lasts for 1 turn.

Erratum: Primal p.151 : Taint
Replace the second sentence with the following:

Additionally, when an enemy warbeast frenzies and target model is within LOS, the warbeast immediately activates and attempts to attack the tainted model unless the tainted model would not normally be a legal target.

Thagrosh, Prophet of Everblight

Erratum: Primal p.153 : Dark Revival
Replace first sentence with the following:

Return one destroyed friendly Legion non-character warbeast of your choice to play, and place it anywhere completely within 3” of Thagrosh.

Erratum: Primal p.153 : Eruption of Ash
Replace fourth sentence with the following:

Enemy models entering or ending their activations in the cloud suffer a POW 12 damage roll.

Erratum: Primal p.153 : Mutagenesis
Add the following:

When Thagrosh destroys a warbeast with Mutagenesis, Thagrosh does not replace the warbeast until after resolving reaving.

Vayl, Disciple of Everblight

Erratum: Primal p.155 : Cat & Mouse
Replace with the following: 'Each time an enemy model moves in Vayl's control area during its activation except to change facing, one friendly Legion non-warlock model in Vayl's control area may move up to its SPD in inches immediately after the enemy model completes its movement. Cat & Mouse lasts for one round.'

Erratum: Primal p.155 : Dark Sentinel
Replace with the following:
When an enemy model ends its normal movement within 3” of Vayl, she may use Dark Sentinel. When Vayl uses Dark Sentinel, a friendly Legion warbeast within 3” of her may immediately move up to its SPD in inches and make one normal melee or ranged attack with boosted attack and damage rolls against the enemy model. Dark Sentinel can be used once each turn.

Erratum: Primal p.155 : Incite
Replace the first sentence of Incite with the following:
When a friendly Legion warbeast makes an attack against an enemy model while the enemy model is within 8” of Vayl, it gains +2 to attack and damage rolls.

Erratum: Primal p.155 : Siren Song
Replace last sentence with the following:

A warbeast cannot be targeted with Siren Song if it was hit by this spell and failed its command check in the previous round.

Erratum: Primal p.155 : Talion
Add the following:

Vayl can transfer this damage to an enemy warbeast even if it has a number of fury points equal to its current FURY.

Erratum: Primal p.155 : Spellbound
Add the following to Spellbound:
Spells with a range of Self cannot benefit from Spellbound.

Rhyas, Sigil of Everblight

Erratum: Evolution p.99 : Psychic Link
Add the following to Psychic Link:
Spells with a range of Self cannot be used with Psychic Link.

Erratum: Evolution p.99 : Tide of Blood
Replace the third sentence of Tide of Blood with the following:
After determining damage for a melee attack made with a melee weapon targeting an enemy model, the affected attacking model may be placed anywhere in base-to-base contact with the model hit.

Saeryn, Omen of Everblight

Erratum: Evolution p.101 : Foreboding
Replace the first sentence of Foreboding with the following:
"When Saeryn uses Foreboding she affects a number of friendly Legion models currently in her control area up to the number of fury points on her +5."

Erratum: Evolution p.101 : Conjoined Spirit
Replace the last sentence of Conjoined Spirit with the following:
"Replace Saeryn with Rhyas and place Saeryn in Rhyas's previous location."

Erratum: Evolution p.101 : Mirror Magic
Add the following to Mirror Magic:
Replace instances of the spellcaster spending focus points to Saeryn spending fury points.

Erratum: Evolution p.101 : Wraith Bane
Add the following text to Wraith Bane on Death Spur:
Saeryn may charge incorporeal models.

Erratum: Evolution p.101 : Psychic Link
Add the following to Psychic Link:
Spells with a range of Self cannot be used with Psychic Link.

Erratum: Evolution p.101 : Equilibrium
Add the following to Equilibrium:
Equilibrium cannot move fury to a model with no FURY stat.

Legion of Everblight Warbeasts

Carnivean

Erratum: Primal p.160 : All Terrain
Replace with the following:

During its activation, the Carnivean ignores movement penalties from, and may charge and slam across, rough terrain and obstacles.

Erratum: Primal p.160 : Assault
Replace with the following:

As part of a charge, after moving but before performing its combat action, the Carnivean may assault. When making an Assault, the Carnivean makes a single ranged attack targeting the model charged. The Carnivean is not considered to be in melee when making the Assault ranged attack, nor is the target considered to be in melee with the Carnivean. If the target is not in melee range after moving, the Carnivean must still make the Assault ranged attack before its activation ends. The Carnivean cannot target a model with which it was in melee at the start of its activation with an Assault ranged attack.

Erratum: Primal p.160 : Blood Creation
Replace with the following:

The Carnivean never targets friendly Legion warlocks with attacks. When the Carnivean frenzies, it never selects a friendly Legion warlock to attack.

Harrier

Erratum: Primal p.157 : Blood Creation
Replace with the following:

The Harrier never targets friendly Legion warlocks with attacks. When the Harrier frenzies, it never selects a friendly Legion warlock to attack.

Erratum: Primal p.157 : Flyby Attack
Add the following:

Resolve each attack as if it took place where the Harrier first contacted the model during its movement.

Seraph

Erratum: Primal p.158 : Slip Stream
Replace with the following:

Immediately after the model using this animus completes its normal movement, one friendly Legion model it moved within 2” of is placed completely within 2” of the model being placed's current location. There must be enough room for the model’s base. Slipstream expires after the model is placed. A model may only be placed by Slipstream once per turn. Slipstream lasts for one turn.

Erratum: Primal p.158 : Blood Creation
Replace with the following:

The Seraph never targets friendly Legion warlocks with attacks. When the Seraph frenzies, it never selects a friendly Legion warlock to attack.

Erratum: Primal p.158 : Strafe
Add the following to Strafe:
Completely resolve each attack individually and apply the target's special rules immediately as each attack is resolved.

Shredder

Erratum: Primal p.156 : Blood Creation
Replace with the following:

The Shredder never targets friendly Legion warlocks with attacks. When the Shredder frenzies, it never selects a friendly Legion warlock to attack.

Erratum: Primal p.156 : Rabid
Replace the second sentence of Rabid with the following:
While Rabid, the Shredder gains +2" of movement, gains boosted attack and damage rolls, and during its activation it ignores movement penalties from, and may charge across, rough terrain and obstacles.

Teraph

Erratum: Primal p.159 : Blood Creation
Replace with the following:

The Teraph never targets friendly Legion warlocks with attacks. When the Teraph frenzies, it never selects a friendly Legion warlock to attack.

Erratum: Primal p.159 : Dig In
Replace the second sentence of Dig In with the following:
The Teraph remains dug in until it moves, is moved, is engaged, or is placed.

Angelius

Erratum: No Quarter, issue 12 p.17 : Avenging Angel
Add the following to the end of Avenging Angel:
Avenging Angel lasts for one round.

Legion of Everblight Units

Blighted Swordsmen

Erratum: Primal p.162 : CMD
The CMD of a Swordsman is 6.

Spawning Vessel

Erratum: Primal p.164 : Wounds
The Spawning Vessel has 10 wounds.

Erratum: Primal p.164 : Gaff
Only the Acolyths are armed with Gaffs. The Spawning Vessel does not have a weapon.

Erratum: Primal p.164 : Disgorge
Replace with the following:

When the Spawning Vessel suffers sufficient damage to be destroyed by an enemy attack, its controller may place one lesser warbeast into play for every five blood points on the Vessel. Place the warbeast within 3" of the Vessel. There must be room for the warbeast's base. The warbeast may activate normally once it is put into play.

Erratum: Primal : Reservoir
Replace Reservoir with the following:
"Once per turn when leaching, a friendly legion warlock with fewer fury points than his FURY may remove one blood token from one friendly Vessel within his control area to gain one fury point."

Striders

Erratum: Primal p.161 : Pathfinder
Replace with the following:

During his activation, a Strider ignores movement penalties from, and may charge across, rough terrain and obstacles.

Legion of Everblight Solos

The Forsaken

Erratum: Primal p.166 : Blight Shroud
Replace first sentence with the following:

As a special action, the Forsaken spends one or more fury points to generate a Blight Shroud.

Legion of Everblight Unit Attachments

Blighted Archer Officer & Ammo Porter

Erratum: Evolution p.109 : Tainted Arrows
Replace the second sentence of Tainted Arrows with the following:
Models in a skirmish formation group with the Ammo Porter gain an additional damage die on ranged attack damage rolls against living models.

Skorne Warlocks

Archdomina Makeda

Erratum: Primal p.129 : Savagery
Replace second sentence with the following:
If an affected model uses its normal movement to run, it may still perform a combat action but can only make melee attacks.

Erratum: Primal p.129 : Walking Death
Replace first sentence with the following:

Friendly Skorne trooper models destroyed in Makeda’s control area for one round after using her feat return to play during her controller’s next Maintenance Phase if Makeda has not been destroyed or removed from play.

Lord Tyrant Hexeris

Erratum: Primal p.131 : Dark Dominion
Replace with the following:

When a non-stationary living enemy model is destroyed in Hexeris’ control area, Hexeris’ controller may immediately move the model up to its SPD in inches and make one normal melee attack, after which it is removed from play. During this movement and attack the model is a friendly Skorne independent model. The model is not considered to be a living model. The model cannot be targeted by free strikes during this movement. The model cannot be forced. Ignore the effects of lost aspects during this attack. Dark Dominion lasts for one turn.

Master Tormentor Morghoul

Erratum: Primal p.127 : Pain & Agony
Replace with the following:

For one round, while within Morghoul’s control area enemy warbeasts cannot be forced or have damage transferred to them.

Erratum: Primal p.127 : Unrelenting
Replace first sentence with the following:

Anytime other than its activation that target friendly model suffers damage from an enemy attack, it may immediately move up to its SPD in inches if it is not stationary.

Supreme Aptimus Zaal

Erratum: Evolution p.77 : Hollow
Replace the first sentence of Hollow with the following:
"Target friendly living non-warlock Skorne warrior model/unit gains Tough and Undead."

Tyrant Xerxis

Erratum: Color Card : Heel
Replace the first sentence of Heel with the following:
When a frenzied friendly Skorne Warbeast ends its normal movement with Xerxis in its melee range, it immediately ends its activation.

Erratum: Evolution p.75 : Martial Discipline
Replace Martial Discipline with the following:
While in Xerxis's command range friendly living Skorne small and medium-based warrior models, including Xerxis, benefit from Martial Discipline. A model benefiting from Martial Discipline may ignore friendly Skorne warrior models when drawing LOS. During its activation, an affected model may move through other friendly Skorne warrior models in Xerxis's command range, including Xerxis, if it has enough movement to move completely past the model's base. Affected models may make melee attacks through other friendly Skorne warrior models in Xerxis's command range, including Xerxis.

Skorne Warbeasts

Basilisk Drake

Erratum: Primal p.134 : Impact
Replace with the following:

Enemy models directly hit by ranged attacks made by target friendly Skorne model/unit are pushed d3” directly away from the point of origin of the attack. Impact lasts for one turn.

Erratum: Primal p.134 : Life Spiral
The Drake is missing one damage circle in branch 4. The card is correct.

Basilisk Krea

Erratum: Primal p.133 : Paralytic Aura
Replace with the following:

During its activation, the Basilisk Krea may be forced to activate Paralytic Aura. Enemy models currently within 2” of the Basilisk Krea move at half rate and suffer –3 DEF. While within 2” of the Basilisk Krea, friendly models, including the Basilisk Krea, gain +2 DEF and ARM against ranged attacks. The effects of Paralytic Aura and Paralytic Field are not cumulative. Paralytic Aura lasts for one round. The Basilisk Krea can only use Paralytic Aura once per activation.

Cyclops Savage

Erratum: Primal p.132 : Prescience
Replace with the following:

Target friendly Skorne model may boost attack and damage rolls after making the rolls for one round.

Titan Cannoneer

Erratum: Primal p.136 : Diminish
Replace with the following:

While within 3” of the model using this animus, enemy models suffer –3 STR for one round.

Titan Gladiator

Erratum: Primal p.135 : Subdue
Replace with the following:

Enemy models/units beginning their activations within 5” of the model using this animus cannot charge, make special attacks, or give or receive orders for one round.

Cyclops Brute

Erratum: Evolution p.80 : Intuition
Add the following to Intuition:
Each attack roll may only be re-rolled once due to Intuition.

Skorne Units

Cataphract Cetrati

Erratum: Primal p.140 : Set Defense
Add the following ability to the War Spear:

Set Defense – A Cataphract Cetratus gains +2 DEF against charge and slam attacks originating from his front arc.

Paingiver Beast Handlers

Erratum: Primal p.141 : Enrage
Add the following:

Enraged lasts for one turn.

Praetorians

Erratum: Primal p.137 : Praetorian Swordsmen
Praetorians are now Praetorian Swordsmen.

Immortals

Erratum: Evolution p.84 : Wraith Bane
Add the following text to Wraith Bane:
Immortals may charge incorporeal models.

Skorne Solos

Ancestral Guardian

Erratum: Primal p.142 : Animated
Replace the last two sentences of Animated with the following:
The Ancestral Guardian must spend a soul token in order to make its initial Halberd attack, and it may buy additional Halberd attacks during its combat action by spending one soul token per attack. The Ancestral Guardian must spend a soul token to charge but does not need to spend an additional soul token to make its initial Halberd attack if it does so.

Kovaas

Erratum: Evolution p.78 : Incorporeal
Replace the sixth sentence of Incorporeal with the following:
The Kovaas only suffers damage and effects from spells, magic attacks, animi, and feats and is not affected by continuous effects.

Trollblood Warlocks

Hoarluk Doomshaper, Shaman of the Gnarls

Erratum: Primal p.81 : Dhunia's Wrath
Replace with the following: 'While in Doomshaper’s control area, enemy models take d3 damage points for each fury or focus point they spend. While in Doomshaper’s control area, enemy warbeasts take d3 damage points each time they are forced. This damage is dealt after the action, attack, spell, animus, or feat in which the focus/fury points were spent or the model was forced is resolved. Dhunia’s Wrath lasts for one round.'

Erratum: Primal p.81 : Scroll of the Will of Balasar
Replace with the following: 'Once per game when a warbeast in Doomshaper’s control area frenzies, he may use the Scroll of the Will of Balasar. Doomshaper’s controller chooses the model the frenzying warbeast will attack. The chosen model must be a legal target. '

Madrak Ironhide, Thornwood Chieftain

Erratum: Primal p.79 : Scroll of Grindar’s Perseverance
Replace with the following: 'Once per game, Ironhide may use the Scroll of Grindar’s Perseverance to avoid suffering any damage and effects from a melee or ranged attack that directly hits him. Declare use of the scroll after damage has been determined.'

Erratum: Primal p.79 : Ricochet
Replace with the following: 'After resolving a successful attack with the Thrown Axe, Ironhide may immediately make one additional Thrown Axe attack targeting another model in Ironhide’s LOS and within 4” of the original model hit. A successful ricochet will not trigger another ricochet. The point of origin of this additional attack is the model hit by the original attack, but Madrak is still the attacker. '

Erratum: Primal p.79 : Crusher
Replace first sentence with the following: 'While within Ironhide’s control area this turn, friendly Trollblood models that destroy an enemy model with a melee attack may move up to 1” and make an additional melee attack after the attack is resolved without spending a fury point or being forced. '

Erratum: Primal p.79 : Wraith Bane
Add the following text to Wraith Bane on Rathrok:
Ironhide may charge incorporeal models.

Borka Kegslayer

Erratum: Evolution p.29 : Cooler
Replace Cooler with the following:
"Models critically hit by Cooler become stationary for one round."

Erratum: Evolution p.29 : Mosh Pit
Add the following to Mosh Pit:
The model's facing does not change.

Erratum: Evolution p.29 : Most Pit
Add the following to Mosh Pit:
If a model ends its activation in the melee range of multiple affected models, Borka's controller chooses which model it is moved away from. A model can only be moved once per turn due to Mosh Pit.

Trollblood Warbeasts

Dire Troll Blitzer

Erratum: Primal p.88 : Pyg Ace
Add the following: 'If the Dire Troll Blitzer frenzies, its controller may choose to make ranged attacks normally.'

Erratum: Color Card : Slugger
The RNG is 12”, not 10”. The book is correct.

Erratum: Primal p.88 : Pyg Ace
Replace the second sentence of Pyg Ace with the following:
The Dire Troll Blitzer may make Slugger attacks while in melee, but it cannot target a model in its melee range. The Blitzer can make initial and additional Slugger attacks during its combat action even if it charged or made a Power Attack. If the Blitzer uses its normal movement to run, it may still make a combat action but may only make Slugger attacks.

Pyre Troll

Erratum: Primal p.86 : Flame
Add the following ability to the Pyre Troll: 'Flame - The Pyre Troll may be forced to activate Flame for one round. While the Pyre Troll is affected by Flame, non-Pyre Troll models that hit it with a melee attack suffer Fire immediately after the attack is resolved unless the Pyre Troll is destroyed or removed from play by the attack.'

Troll Axer

Erratum: Primal p.84 : Thresher
Add the following to the end of Thresher: 'A model is ineligible to be hit if it has a special rule preventing it from being targeted or if the attacker’s line of sight is completely blocked by terrain.'

Troll Impaler

Erratum: Primal p.85 : Body Aspect
The body aspect should have 8 dots not 10. The card is correct.

Erratum: Primal p.85 : Far Strike
Add the following: 'Far Strike lasts for 1 turn.'

Earthborn Dire Troll

Erratum: Evolution p.35 : Metamorphose
Replace Metamorphose with the following:
The Earthborn Dire Troll may replace its base ARM with the current ARM of any model without Metamorphose with which it is in base-to-base contact.

Erratum: Color Card : Metamorphose
Replace Metamorphose with the following: The Earthborn Dire Troll may replace its base ARM with the current ARM of any model without Metamorphose with which it is in base-to-base contact.

Troll Bouncer

Erratum: Evolution p.32 : Chain Weapon
Replace Chain Weapon with the following:
When making an attack with Ball & Chain, the Troll Bouncer ignores shields and shield wall.

Trollblood Units

Krielstone Bearer & Stone Scribes

Erratum: Primal p.93 : Protective Aura
Replace with the following:

As a special action, the Krielstone Bearer may spend one fury point to generate a Protective Aura for one round. For one round, while within 4" of the Krielstone Bearer, friendly Trollblood models, including himself, gain +2 ARM. Increase the distance by +1" per fury point on the Krielstone Bearer.

Pyg Bushwhackers

Erratum: Primal p.92 : Pathfinder
Replace with the following:

During his activation, a Pyg Bushwhacker ignores movement penalties from, and may charge across, rough terrain and obstacles.

Trollblood Solos

Fell Caller

Erratum: Primal p.94 : Inspire
Replace with the following:

When the Fell Caller hits an enemy model with a charge attack, friendly Trollblood warrior models/units currently within 6" of him gain +2 to attack rolls this turn.

Erratum: Primal p.94 : Fell Calls
Replace with the following:

As a special action, the Fell Caller may make one of the following calls during his activation. A friendly Trollblood model/unit can only be affected by one fell call each turn.

Erratum: Primal p.94 : Open Road
Replace with the following:

Target friendly Trollblood warrior model/unit within 6” of the Fell Caller gains Pathfinder this turn. During its activation, a model with Pathfinder ignores movement penalties from, and may charge across, rough terrain and obstacles.

Erratum: Primal p.94 : War Cry
Add the following:

War Cry lasts for one turn.

Trollblood Unit Attachments

Caber Thrower

Erratum: Evolution p.39 : Caber Toss
Replace the second sentence of Caber Toss with the following:
When the Caber is tossed, draw a 6" line away from the Caber thrower's base. This line must be completely within his front arc.

Minions Units

Farrow Brigands

Erratum: Primal p.174 : Hog Wild
The Farrow Brigands may make ranged attacks before their normal movement this activation. After resolving these ranged attacks, the Farrow Brigands must advance and may make melee attacks during their combat action. '

Erratum: Primal p.174 : Shaman War Club
Only the Shaman has a Shaman War Club.

Farrow Bone Grinders

Erratum: Evolution p.121 : Craft Talisman
Replace the second sentence of Craft Talisman with the following:
Spells with a range of Self, Ctrl, or SP are not affected.

Gatormen Posse

Erratum: Evolution p.122 : Blood Crazed
Replace Blood Crazed with the following:
"Models in this unit gain boosted attack and damage rolls against living enemy models that are damaged. If the target of its charge is a living enemy model that is damaged, an affected model charges at SPD +5"."

Erratum: Evolution p.122 : VPs
Gatormen Posse are 3VPs.

Erratum: Evolution p.122 : Amphibian
Erratum: Color Card : Amphibian Replace Amphibian with the following: A Gatorman can voluntarily enter deep water and does not suffer damage due to ending its activation in deep water. A Gatorman can move through deep and shallow water without penalty and can run or charge. While within deep water, a Gatorman cannot be targeted by ranged or magic attacks, its DEF is not reduced, it can give or receive orders, and can make melee attacks against other models in Deep Water.

Minions Solos

Alten Ashley, Monster Hunter

Erratum: Primal p.171 : Pathfinder
Replace with the following: 'During his activation, Alten Ashley ignores movement penalties from, and may charge across, rough terrain and obstacles.'

Totem Hunter

Erratum: Primal p.173 : Pathfinder
Replace with the following: 'During its activation, the Totem Hunter ignores movement penalties from, and may charge across, rough terrain and obstacles.'

Erratum: Primal p.173 : Flying Steel
Flying Steel. Replace with the following: 'The Totem Hunter may make d3 initial attacks with Kelkax this activation.'

Feralgeist

Erratum: Evolution p.123 : Spiritbind
Replace Spiritbind with the following:
When a living warbeast within 10" of the Feralgeist suffers sufficient damage to be destroyed, the Feralgeist may use Spiritbind. If more than one Feralgeist is eligible to use Spiritbind, closer models have priority. When the Feralgeist uses Spiritbind remove it from the table. Any effects, spells, or animi on it expire. The warbeast is not destroyed, has 1 wound remaining in each aspect and gains Spiritbound. If a warbeast gains Spiritbound during its activation, its activation immediately ends. The warbeast cannot activate this turn. While affected by Spiritbound, the Feralgeist's controller is the controller of the warbeast. While affected by Spiritbound the warbeast is not a living model, cannot be forced or healed, cannot Frenzy or Go Wild, and loses its FURY stat, its faction and its animus. While affected by Spiritbound the warbeast can power attack slam, run, or charge without being forced and its attack and damage rolls are boosted. If the warbeast is destroyed or removed from play, Spiritbound expires. During the affected warbeast's controller's Maintenance Phase, its controller may choose to have Spiritbound expire. When Spiritbound expires the warbeast is destroyed. When Spiritbound expires the Feralgeist's controller places the Feralgeist within 3" of the warbeast. Place the Feralgeist before removing the warbeast from the table. There must be room for the Feralgeist's base.

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