Privateer Logo WARMACHINE® Errata & FAQ
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General topics

General Errata & Clarifications

Erratum: Remix : Model References
Model References
Unless specified otherwise, when a model’s rules reference another model by name, the model referenced is assumed to be a friendly model. For example, the Old Witch's Unseen Path states it "may target the Old Witch or Scrapjack." Only the Old Witch or Scrapjack models controlled by the Old Witch's controller can be targeted by Unseen Path. An enemy Old Witch or Scrapjack model would not be a legal target.

Erratum: Remix p.245 : Testament - The Omegus
Remove the Q/A on that states The Omegus causes destroyed warjacks to not leave wreck markers.

Q: A model is slammed out of a shield wall. Does it keep the +4 ARM?
A: Yes.

Q: What happens if I've allocated additional Strafe attacks to a model, but when I go to make the attack it is not in LOS/out of range/etc?
A: You can still make the attack. Once allocated, the only way to stop a Strafe attack from happening is to prevent the Strafing model from making ranged attacks, such as by putting it 'in melee'.

Q: When a model is 'placed', who chooses its facing?
A: Its controller, unless otherwise noted.

Q: Circular Strike says that the model "may make one melee attack...against every model in melee range." Does this mean I can pick and choose, avoiding friendly models?
A: No. It means that you "may [make one melee attack...against every model in melee range]." Its all or nothing.

Q: What exactly does 'enter' mean? If the High Reclaimer has Soul Storm up, and the High Reclaimer moves towards some enemy models, does that count as the enemy models entering Soul Storm?
A: A model 'enters' an area when its position in play changes such that its previous position was not within the area and its new position is within the area, or when it is put into play in the area.
So no, models do not enter an area when it is the area that moves over them.
However, there are some cases when 'enter' effects are not triggered.
Some abilities in the game cause one model (model A) to replace another model (model B). This replacement is considered 'entering' an area if model A was outside of the area (or not in play) and then changed its position such that it is then inside the area. For example, Goreshade uses Soul Gate to replace a model inside a Breath Of Corruption effect with a warjack. The warjack then suffers a point of damage for entering the AOE.
However, if the replacement effect states that "effects from model B are applied to model A", then 'enter' abilities do not trigger. Effects with this phrasing indicate that the new model retains the identity of the replaced model. For example, a mounted Dragoon suffers enough damage to become dismounted, so the dismounted model replaces the mounted model. Even though a different model is being used to represent the unmounted Dragoon, it retains the identity of the mounted Dragoon. Therefore if the mounted Dragoon was within a Breath of Corruption effect, the dismounted Dragoon would not suffer a point of damage when it replaced the mounted model. Similar replacements include troopers picking up a standard or equipping a special weapon (like the Winter Guard Rocketeer).
This identity goes beyond things that would typically be considered 'effects'; the new model is the replaced model. For example, Strafe attacks allocated to the mounted Dragoon would be applied to the dismounted Dragoon.

Q: If a model activates, and then uses a rule such as Cross Trained to change which unit it is part of, can it activate when the new unit activates?
A: No. That model has already activated that turn.

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.

General Rules

Erratum: Prime p.31 : Victory Points
Replace first paragraph 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. Players and teams only score victory points for the casualties they inflict. Victory points for models destroyed or removed from play are awarded 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 at the end of the game to a player or team for each enemy warjack that is disabled or inert. Award these victory points only to the player or team that last caused the warjack to become disabled or inert. 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. If a player eliminates a friendly model, be it his own or a teammate’s, award its full victory points to every opposing player or team.

Erratum: Prime p.32 : Activation Phase
Add the following to the end of the section:
A model may not forfeit its activation unless required to do so by a special rule.

Erratum: Prime p.33 : Line of Sight
Replace entire section with the following:
Many game situations such as charges, ranged attacks, and some magical attacks require a model to have line of sight (LOS) to its intended target. A model has line of sight to a target if you can draw a straight, unobstructed line from the center of its base at head height through its front arc to any part of the target model, including its base. Warrior models present a slight exception to this rule. Unlike warjack models, items held in the hands of warrior models - such as their weapons or banner poles - do not count as part of the model for determining line of sight. For example, a Khadoran Widowmaker does not have line of sight to a Protectorate Temple Flameguard if all he can see is the tip of the Flameguard’s spear poking over a wall.

Simply put, having line of sight means that the model can see its target. If a model’s line of sight is questionable, it may be easiest for a player to position himself to see the table from his model’s perspective. A laser pointer may also come in handy when determining line of sight.

Erratum: Prime p.33 : Intervening Models
A model blocks line of sight to models that have equal or smaller-sized bases. If any line between the center of the attacking model’s base at head height and the target crosses another model’s base, that model is an intervening model. You cannot draw a line of sight across an intervening model’s base to models that have equal or smaller-sized bases. However, you may still have a line of sight to the target if its base is not completely obscured by the intervening model’s base.

An intervening model does not block line of sight to models that have larger bases. Ignore it when drawing line of sight.

Erratum: Prime p.33 : Screening
A screening model is an intervening model that has an equal or larger-sized base than the target model and is within 1" of it. The target model is screened by a screening model and gains +2 DEF against ranged and magic attacks. The target does not gain this bonus if the intervening model has a smaller base, if the attacker's line of sight to the screening model is completely obstructed by terrain, or if the target’s base is more than 1” away from the screening model’s base regardless of base size. The screening bonus is only applied once regardless of the number of screening models.

Erratum: Prime p.33 : Elevation and LOS
When drawing line of sight from a model on a higher elevation than its target, ignore all intervening models on lower elevations than the attacking model except those that would normally screen the target. Additionally, you can draw line of sight through screening models that have equal or smaller-sized bases than the attacking model, but the target still gains +2 DEF for being screened.

When drawing line of sight to an elevated target, ignore all intervening models on lower elevation than the target. Models on lower elevations do not provide screening to models on higher elevations.

Erratum: Prime p.34 : Movement
Delete the following sentence:
An advancing model that engages an opponent must end its movement directly facing the target of its first melee attack.

Erratum: Prime p.34 : Movement
Add the following text to the end of the Movement section:
Leaving the Playing Area
A model that flees off the table is removed from play. A model that would leave the table for any other reason (such as being thrown or compulsory movement like Scramble) will stop at the table edge and remain in play. The table edge does not count as an obstacle; models do not take damage from stopping there.

Erratum: Prime p.35 : Charging
Replace first two sentences of the second paragraph with the following:
A model may attempt to charge a model in line of sight at the beginning of its normal movement. Declare the charge and its target before moving the model.

Erratum: Prime p.36 : Unit Formation
Replace fifth paragraph with the following:
Troopers that form up in ranks are in tight formation. A rank is a row of troopers in base-to-base contact, or as close as the actual models allow, all facing in the same direction perpendicular to the row of models. A tight formation may consist of any number of ranks, but each rank must be at least two troopers wide. Each rank after the front-most must be parallel to it and have at least one trooper in base-to-base contact with a trooper in the rank ahead of it, or as close as the actual models allow. Troopers in contact with the rank ahead must be lined up directly behind the trooper ahead of them.

Erratum: Prime p.36 : Unit Formation
Add the following text:
A unit’s leader is always in formation. The status of other troopers is based on their proximity to him or other models in formation with him. If a unit is widely scattered, those troopers in skirmish formation with the leader are in formation and others are not, even if other groupings have larger numbers. If the leader is no longer in play then the largest coherent grouping of troopers is in formation. If two or more coherent groupings have the largest number of troopers, the controlling player chooses which is in formation. A lone survivor of a unit is always in formation.

Formations are not mutually exclusive. Models in tight formation also meet the criteria for being in open or skirmish formation. Likewise, models in open formation also meet the criteria for being in skirmish formation.

Erratum: Prime p.47 : Deviation
Add the following line to the end of the section:
An area-of-effect attack's point of impact determines the origin of the damage and effects for models not directly hit by the attack. For instance, suppose an AOE ranged attack targets a trooper benefiting from a shield wall from the troopers front arc, but the attack misses and deviates long. Since the point of impact is now behind the model and thus the blast damage originates in its rear arc, it does not benefit from the shield wall.

Erratum: Prime p.39 : Melee Range
Add the following text:
A model’s melee range is the longest melee range of its usable melee weapons. Models with no melee weapons have no melee range.

Erratum: Prime p.40 : Free Strikes
Replace first sentence with the following:
When a model moves out of an enemy’s melee range, the enemy model may immediately make a free strike against it just before it leaves melee range.

Erratum: Prime p.40 : Shields
Replace second sentence with the following:
While its shield arm is functioning, a warjack uses the ARM stat indicated by the shield icon whenever the damage does not originate in the warjack’s back arc.

Erratum: Prime p.41 : Head-butt
Replace the entire section with the following:
As its combat action, a warjack may spend a focus point to head-butt a model and drive it to the ground. The attacking model makes a melee attack roll which suffers a –2 penalty against a target with an equal or smaller-sized base and a –4 penalty against a target with a larger base. A hit causes a damage roll with a POW equal to the attacker’s current STR and knocks the target model down.

A warjack cannot make a head-butt if held in a headlock.

Erratum: Prime p.41 : Slam
Replace the entire section with the following:
A warjack may spend a focus point to slam a model by ramming it with the full force of its body to send it flying backward and knock it to the ground. A slam combines a warjack’s movement and combat action. A warjack suffering a penalty to its SPD or movement for any reason, regardless of offsetting bonuses, or that is denied its movement or action cannot attempt a slam.

A warjack may attempt to slam any other model, friendly or enemy, in line of sight at the beginning of its normal movement. Declare the slam attempt and its target before moving the warjack. A knocked down model cannot be slammed. After declaring a slam, the warjack turns to face the center of its target’s base. The warjack then moves its full SPD plus 3” directly toward the center of its target’s base, stopping short at any point within 1/2” of its target. It must stop if it contacts another model, an obstacle, an obstruction, or rough terrain. The slamming model cannot change its facing during or after this movement.

A warjack attempting a slam that ends its movement within 1/2” of its intended target and moved at least 3” performs a slam attack as its combat action. The attacking model makes a melee attack roll which suffers a –2 penalty against a target with an equal or smaller-sized base and a –4 penalty against a target with a larger base. If the slam attack hits, the target is slammed directly away from its attacker and is knocked down, and then it suffers damage as detailed under Slam Damage.

If a warjack attempting a slam attack moved less than 3”, it has not moved fast enough to get its full weight and power into the blow. The attack roll suffers a –2 penalty regardless of the target’s base size. A hit does not move the target model, but it does cause the target to suffer damage as detailed under Slam Damage.

A slamming warjack’s activation ends if it contacts a terrain feature that obstructs or slows its movement or if it is not within 1/2” of its intended target after moving. It may not perform an action during this activation.

Erratum: Prime p.42 : Being Slammed
Replace entire section with the following:
A slammed model is moved d6 inches directly away from its attacker and is then knocked down. Halve the slam distance if the target has a larger base than the attacker. A slammed model moves at half rate through rough terrain, suffers any damaging effects through which it passes, and stops if it contacts an obstacle, obstruction, or a model with an equal or larger-sized base. A slammed model cannot be targeted by free strikes during this movement.

A slammed model moves through a model with a smaller base. If its slam movement ends up on top of a smaller model, the smaller model’s controller pushes it back to make room for the slammed model.

A slammed model falls off elevated terrain if it ends its slam movement with less than 1” of ground under its base. See Falling (pg. 48) for detailed rules on determining damage from a fall. Resolve the falling damage, if any, before resolving slam damage.

Erratum: Prime p.42 : Armlock/Headlock
Replace both sections with the following:
Arm lock/Headlock
As its combat action, a warjack with at least one usable Open Fist may spend a focus point to use it to seize another warjack’s arm system or head and prevent its use. Declare what the warjack is attempting to lock and which open fist it is using for the attempt before making a melee attack roll. Locks can be attempted and maintained against a disabled system. A knocked down model cannot be locked. A hit locks the named component, but it does not cause any damage. A locked system is treated as if it were disabled but does not count toward the number of disabled systems required to disable the warjack being held unless that system is also disabled by damage. In particular, none of the weapons located on the locked system may be used until the lock is broken. A warjack being held in an arm lock or headlock may not make bash attacks or special attacks.

Once involved in a lock, the attacker cannot use the Open Fist with which it made the lock attempt, nor can it use any other weapon in the same location. The attacker and the defender are free to attack with any of their other melee weapons.

For example, Rob’s Juggernaut successfully locks the head of Erik’s Slayer with its Open Fist. The Slayer cannot make head-butt attacks or tusk attacks, and the Juggernaut cannot make attacks with its Open Fist until the headlock is broken or released.

During its activation, a warjack suffering an arm lock or headlock must attempt to break the lock by performing a combat action. During this combat action, for each arm lock and headlock it suffers, both models involved in the lock roll a d6 and add their STR. If the locked model’s total exceeds that of the model holding it in the lock, the lock is broken. The locked warjack may also make normal melee attacks with any usable melee weapons. After resolving these attacks and attempts to break free, a warjack may spend focus points to make more attempts to break a lock, one attempt per focus point spent, or to make additional attacks with usable weapons. Once a lock is broken, the warjack may use the weapons that were locked. It may not make initial attacks with those weapons during that combat action, but it may spend focus points to make additional melee attacks with them.

A warjack 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. If the system on which the weapon being used to maintain the lock becomes disabled due to damage, the lock is automatically released. A lock is also broken once either model is disabled, destroyed, or removed from play. A successful lock against a warjack that is already locking another model does not break the existing lock.

Erratum: Prime p.46 : Targeting a Model in Melee
Replace entire section with the following:
A model making a ranged or magic attack against a target in melee risks hitting another model participating in the combat, including friendly models. The standard targeting rules, including line of sight and screening, must be observed in order to target a model that is in melee. Combined ranged attacks cannot target a model in melee; it is impossible to concentrate such firepower against a single target in a swirling fight.

In addition to any other attack modifiers, a ranged or magic attack against a target in melee also suffers a –4 penalty to the attack roll. All of the target’s special rules and effects still apply. For instance, an attack targeting a model with the Stealth ability from greater than 5” away still automatically misses, and an attack targeting a model affected by the Death Sentence spell still automatically hits.

If the attack against the intended target misses, it may hit another combatant. The attacker must immediately re-roll his attack against another model in that combat. Randomly determine which other model in the combat (not including the intended target) becomes the new target. When determining the attack’s new target, only the models that are in melee with the attack’s original target and any other models in melee with those models are considered to be in the same combat. Every model meeting these criteria is eligible to become the new target, regardless of line of sight, with two exceptions: a model is ineligible to become the new target if it has a special rule that prevents it from being targeted or if the attacker’s line of sight to it is completely blocked by obstructing terrain. If multiple models in the combat are eligible targets, randomly determine which model becomes the new target.

For example, using a d6, if there are three other models in the combat, the first model will become the new target on a 1 or 2, the second on a 3 or 4, and the third on a 5 or 6. However, if the attacker cannot draw a line of sight to one of those models due to an obstruction (e.g., it’s around a corner), ignore that model and randomize the attack between the other two: it targets the first on a 1 through 3 or the second on a 4 through 6. If one of those two models cannot be targeted for some reason (such as being under the protection of a Safe Passage battle hymn), then only one model is an eligible target and a random roll is unnecessary.

When re-rolling the attack against a new target, all modifiers affecting the attacker still apply, such as a boost die, aiming bonus, spell effects, and the –4 penalty for targeting a model in melee. All modifiers affecting the newly targeted model also apply, but ignore those that only applied to the intended target. If the attack against the new target misses, it misses completely without targeting any more models.

For instance, Stryker is in melee with a Revenger affected by the Protection of Menoth spell. A Charger forfeits its movement, aims, and targets the Revenger with its dual cannon and spends a focus point to boost its attack roll. The Charger’s attack roll gains a boost die and the aiming bonus, and it suffers the penalty for targeting a model in melee. In addition, the Revenger’s DEF against this attack is enhanced due to the spell in play on it. If the attack misses, the Charger re-rolls the attack, this time targeting Stryker, and includes the boost die, aiming bonus, and the penalty for targeting a model in melee. If Stryker is affected by the Blur spell or if he is behind cover in relation to the Charger, then he gains those benefits against this attack. However, if Stryker were affected by the Death Sentence spell, the attack would automatically hit him without having to be re-rolled.

As a second example, Stryker is now in melee with Deneghra and a Deathripper. A Trencher enters the fight from the side and engages Deneghra but not the Deathripper. The Charger makes a ranged attack against the Deathripper and misses. Since Stryker is in melee with the Deathripper and Deneghra is in melee with Stryker, they are both in the same combat as the intended target. The Trencher is not included because he is not in melee with the intended target (the Deathripper) or with another model in melee with the intended target (Stryker). He is far enough from the intended target not to be attacked accidentally. A random die roll determines that Deneghra is the new target. Unfortunately for the Cygnar player, since Deneghra is more than 5” away from the Charger, her Stealth ability makes the attack automatically miss her without rolling. Even though Stealth prevents her from being hit, she can still be targeted. Since the attack missed both its intended target and the new target, it misses completely with no chance of hitting Stryker or the Trencher.

An area-of-effect attack that misses a target in melee deviates normally instead of following these rules.

Erratum: Prime p.47 : Spray Attacks
Add the following to the end of the last paragraph:
Terrain that obstructs LOS blocks spray attacks. A model under the spray template cannot be hit by the attack if the attacker’s LOS to it is completely blocked by terrain. A model under the spray template does not benefit from being screened.

Erratum: Prime p.48 : Back Strikes
Replace entire section with the following:
A back strike grants a +2 bonus to the attack roll of any melee, ranged, or magic attack made against a model from its back arc. To receive the back strike bonus, the attacking model must spend its entire activation up to the moment of its attack in the target's rear arc. If any portion of the attacking model’s base enters the target’s front arc, the attacker does not receive this bonus. A model only receives a back strike bonus during its activation.

Erratum: Prime p.48 : Special Combat Situations
Add the following entries to the list of Special Combat Situations:

Effects with simultaneous timing
If multiple special rules with contradictory effects are triggered at the same time, the attacker’s special rule takes precedence. As an example, suppose Kreoss and Severius disagree on the best way to praise Menoth’s glory. If Kreoss hits Severius with Spellbreaker, it will dispel Severius’ Vision without the spell providing its protection.

Attacks that hit or miss automatically
Some special rules cause attacks to hit automatically or miss automatically. In cases of conflicting special rules, one that causes an attack to hit automatically takes precedence over one that causes an attack to miss automatically. For instance, the Purge special attack hits automatically, which overrides special rules that normally cause an attack to miss automatically, such as the Stealth ability.

Erratum: Prime p.49 : Stationary Targets
Add the following:
Models can never be in melee with stationary models. Stationary models do not engage other models nor does a model engage a stationary model. A stationary model does not have a melee range.

Erratum: Prime p.49 : Knockdown
Replace entire entry with the following:
Some attacks and special rules cause a model to be knocked down. Mark a knocked down model with a token. A knocked down model is stationary and obeys those rules until it stands up. A knocked down model does not count as an intervening model and therefore it does not block LOS or provide screening. It may be ignored for targeting purposes. A knocked down model has no facing and no back arc; its front arc extends 360°. A knocked down model cannot be targeted by a slam, headlock, or weapon lock.

A knocked down model can stand up at the start of its next activation before doing anything else. However, if a model is knocked down during its controller’s turn, it may not stand up until that player’s next turn even if it has not been activated yet this turn.

To stand up, a model must forfeit either its movement or its action for that activation. A model may face any direction when it stands up. A model that forfeits its movement to stand can perform an action as if it had advanced, but it cannot make attacks involving movement such as a slam. A model that forfeits its action to stand can advance but cannot run or charge.

Erratum: Prime p.49 : Combined Ranged Attacks
Replace the first sentence with the following:
Two or more troopers with this ability may combine their ranged attacks against the same target.

Erratum: Prime p.50 : Corpse and Soul Tokens
Add the following:
Only destroyed models generate corpse and soul tokens. Models removed from play do not generate corpse or soul tokens.

Erratum: Prime p.50 : Recording Damage
Add the following text to the end of the section:

Destroyed versus Removed from Play
When a model suffers enough damage to eliminate it from play, it is destroyed. A model without damage capacity is destroyed as soon as it takes one damage point. More resilient models are destroyed after all their damage boxes are filled. Destroyed models are cleared from the play area and set aside. It is possible for destroyed models to return to the table during play.

Occasionally models will be outright removed from play. A model removed from play cannot return to the table for any reason.

Erratum: Prime p.51 : Death of a Warcaster
Add the following to the end of the first paragraph:
An inert warjack has no facing, loses all special abilities, and does not gain an ARM bonus for functioning shields or bucklers.

Erratum: Prime p.55 : Offensive Spells
Add the following:
A magic attack does not suffer the “target in melee” attack roll penalty when the attack’s point of origin (warcaster or channeler, as the case may be) is in melee with the target. If such an attack (with a non-AOE spell) misses and there are multiple models in the melee, the attack may hit another random model in the melee, excluding the original target and the originating model. Resolve this per the randomization rules on p.46. An AOE spell that misses in this situation will deviate normally.
A model may not target itself with an offensive spell.

Erratum: Prime p.56 : Channeling
Replace first sentence of second paragraph with the following: A channeler may be used to channel spells if it engages an enemy model but is not itself engaged by another model.

Erratum: Prime p.35 : Charging
Replace third bullet point at the bottom of page 35 with the following:

A trooper must receive the charge order to charge. When a trooper receives the charge order, it must either run or charge. Troopers may charge the same target or multiple targets but must be in formation at the end of the unit’s movement.

Erratum: Prime p.59 : Terrain Features
Delete the last sentence of the first paragraph which reads: Terrain features are either obstacles or obstructions.

Erratum: Prime p.62 : Damaging and Destroying Structures
Add the following to the end of the first paragraph: A magic attack only does its normal damage to a structure. Ignore a spell's special rules when it targets a structure.

Erratum: Prime p.64 : Crossed Lines - Beginning
Replace first sentence of the second paragraph with: Players then alternate placing one unit or battlegroup at a time anywhere completely within 6” of one of their deployment points.

Erratum: Prime p.177 : Elevated Target (1st print Prime)
Replace entry with the following: Elevated Target - A model on higher ground than its attacker gains a +2 DEF bonus against ranged or magic attacks from that opponent.

Erratum: Prime p.178 : Inert Warjack
Add the following: An inert warjack has no facing, loses al l special abilities, and does not gain an ARM bonus for functioning shields or bucklers.

Erratum: Prime p.183 : Tight Formation
Delete the last sentence which reads: Troopers that begin their activation in tight formation cannot run or charge.

Erratum: Apotheosis p.27 : Double-Hand Throw
Replace the third paragraph of Double-Hand Throw with the following: Instead of throwing its target in a general direction after a successful double-hand throw attack, the attacker may throw it at another model within LOS. Ignore the model being thrown when selecting the target model. If this new target model is within the throw distance as described above, the attacker makes a ranged attack roll against it. On a hit, the thrown model is moved directly from its current location in a straight line toward the center of the base of the ranged attack roll’s target. It ends this movement in base-to-base contact with the target and collides with it unless the movement is stopped by an obstruction or another model. A double-hand throw at a specifi c target is not a ranged or melee attack, but it is still an attack.

Erratum: Apotheosis p.27 : Trample
Replace the rules for Trample with the following:
Trample -
A heavy warjack may spend a focus point to trample over small-based models in its path. Trampling combines a warjack’s movement and combat action. A warjack that suffers a penalty to its SPD or movement for any reason, regardless of offsetting bonuses, or is denied its movement or action cannot make a trample power attack. Any effects that prevent charging also prevent a model from making a trample power attack. Declare a trample attack at the beginning of the warjack’s movement. Choose a direction in which you wish to trample, and turn the model to face that direction. The warjack 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 warjack 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 warjack during this movement. After the warjack 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 warjack and suffer a damage roll with a POW equal to the current STR of the attacker. Resolve all free strikes against the trampling warjack 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 warjack may spend focus points to make additional melee attacks against any models in melee range.

Erratum: Apotheosis p.141 : Protectorate Strategic Objective Scenario One - Special Rules
Replace final sentence of the second paragraph with the following: The attacker must destroy all four necrotite mining rigs before Hammertime ends the battle.

Erratum: Apotheosis p.141 : Protectorate Strategic Objective Scenario Two - Special Rules
Replace first line with the following: This scenario utilizes Hammertime: adjacent eight (8), near six (6), and distant five (5).

Erratum: Prime p.49 : Combined Melee Attacks
Add the following after the second paragraph under Combined Melee Attacks:

"If the target of a combined melee attack has a special rule or effect in play that affects its attackers, only the primary attacker--the model making the attack roll--suffers those effects."

Erratum: Prime p.49 : Combined Ranged Attacks
Add the following after the first paragraph under Combined Ranged Attacks:

"Combined ranged attacks cannot target a model in melee.

If the target of a combined attack can claim concealment or cover in relation to any member of the attacking group, it gets the appropriate bonus against the attack. All other bonuses and penalties are based on the primary attacker.

After measuring range, any models found to be out of range of the target do not contribute to the attack and damage roll bonuses. Similarly, models found to be more than 5" away from a target with the Stealth ability do not contribute, and the entire combined attack automatically misses if the primary attacker is more than 5" away from the target."

Erratum: Prime p.60 : Obstacles & Obstructions
Replaces the 6th paragraph with the following:

A linear obstacle is an obstacle up to 1" tall but less than 1" thick such as a wall or hedge. An advancing or running model can cross a linear obstacle at no penalty as long as the model has enough movement remaining to end its move with its base completely clear of the linear obstacle. A model cannot partially cross or stand atop a linear obstacle. A charging model cannot cross a linear obstacle.

Erratum: Prime p.35 : Charging
Replace the third bullet under Charging with the following:
"A trooper must receive the charge order to charge. When a trooper receives a charge order, it must either run or charge. Troopers may charge the same target or multiple targets, but cannot end their movement out of formation."

Erratum: Prime p.44 : Push
Replace the entire section with the following:
As its combat action, a warjack may spend a focus point to push another model. Both models roll a d6 and add their STR. If the defender’s total is greater, it resists being pushed. If the attacker’s total equals or exceeds the defender’s, the defending model suffers no damage but is moved one full inch directly away from the attacker.

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.

A pushed model falls off elevated terrain if it ends its push movement with less than 1” of ground under its base. See Falling (pg. 52) for detailed rules on determining damage from a fall. After a successful push, the attacker may immediately make a follow-up move directly toward the pushed model up to the distance the pushed model was moved.

Erratum: Superiority p.17 : Magnus' Agenda
Replace the second bullet point with the following:
The army may also include Boomhowler & Co., Croe’s Cutthroats, Gorman di Wulfe, Kell Bailoch, and Steelhead Halberdiers.

Erratum: Superiority p.12 : Cavalry Charge
Replace the fourth sentence of the second paragraph with the following: After resolving the impact attacks, the charging model continues moving if able until it contacts a model, an obstacle, an obstruction, or rough terrain.

Erratum: Prime p.41 : Power Attacks
Replace both paragraphs with the following: Power attacks are special attacks that may be made by warjacks. A warjack must spend a focus point to make a power attack. Unlike other special attacks, a warjack cannot make a power attack after charging. A warjack may make additional melee attacks after a power attack, but it must spend focus points to do so. Power attacks are melee attacks with a 1/2” melee range.

Erratum: Prime p.43 : Throw
Replace the paragraph with the following:
As its combat action, a warjack with a usable Open Fist may spend a focus point to pick up and throw a model with an equal or smaller-sized base. The attacking model makes a melee attack roll which suffers a –2 penalty. If the attack hits, both models roll a d6 and add their current STR. If the target’s total is greater, it breaks free without taking any damage and avoids being thrown. If the attacker’s total equals or exceeds the target’s, the target model gets thrown, is knocked down, and then suffers damage as detailed in Throw Damage.

Erratum: Prime p.43 : Being Thrown
Replace the entire section 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. 49), 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.

Rough terrain and obstacles do not affect this movement, but the thrown model stops if it contacts an obstruction, table edge, or a model with an equal or larger-sized base. A thrown model cannot be targeted by free strikes during this movement.

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. 52) for detailed rules on determining damage from a fall. Resolve the falling damage, if any, before resolving throw damage. Thrown models travel over wrecks.

Erratum: Prime p.43 : Throw Damage
Replace the paragraph with the following:
Determine throw damage after moving the thrown model. A thrown model suffers a damage roll with a POW equal to the attacker’s current STR. Add an additional die to the damage roll if the thrown model contacts an obstruction or a model with an equal or larger-sized base. Throw damage may be boosted.

Erratum: Prime p.43 : Collateral Damage
Replace the paragraph with the following:
If a thrown model contacts a model with an equal or smaller-sized base, that model is knocked down and suffers collateral damage. A model taking collateral damage suffers a damage roll with a POW equal to the attacker’s current STR. Collateral damage cannot be boosted. A model with a larger-sized base than the thrown model does not suffer collateral damage. Collateral damage is simultaneous with throw damage.

Erratum: Prime 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 warjack only suffers –2 MAT and RAT due to being in a Burning Ash cloud regardless of the number of clouds affecting it. The warjack does, however, suffer a further –2 to both MAT and RAT if it is also affected by Fell Call. Multiple instances of the same effect are not cumulative even when the effect comes from different sources. For example, a Dark Shroud spell would not be cumulative with the Dark Shroud ability of Bane Thralls.

Erratum: Prime p.21 : General Guidelines
Add the following section 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 an Ironclad uses its Tremor special attack, it affects all models within two inches of itself, but Tremor does not affect the Ironclad.

Erratum: Prime p.28 : Creating an Army
Add the following to the end of Creating an Army:
Generally at least one warcaster must be included in every army.

Erratum: Prime p.31 : Victory Points
Replace the 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. In particular, victory points for disabled and inert enemy warjacks are not awarded until 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 disabled or inert warjack, the side that last caused the warjack to become disabled or inert will receive the victory points for it unless that was the side which controls the warjack, in which case all opponents receive the victory points.

Erratum: Prime p.32 : 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: Prime p.33 : 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: Prime p.34 : 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: Prime p.35 : Advancing
Replace first sentence of Advancing with the following:
An advancing model may move up to its current speed (SPD) in inches.

Erratum: Prime p.35 : 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: Prime p.35 : Charging
Add the following to the end of the first paragraph of Charging:
A model without a melee range cannot charge.

Erratum: Prime p.35 : Charging
Replace fourth sentence of the second paragraph 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: Prime p.35 : 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: Prime p.35 : 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: Prime p.35 : 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: Prime p.35 : 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: Prime p.36 : 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: Prime p.37 : 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: Prime 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. 57), does not do so until after every trooper has completed its movement.

Erratum: Prime p.38 : Combat Actions
Add the following to the first bullet point of Combat Actions:
These attacks are called initial attacks.

Erratum: Prime p.38 : 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: Prime p.38 : Combat Actions
Add the following to the fourth bullet point of Combat Actions:
These attacks are called initial attacks.

Erratum: Prime p.39 : 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: Prime p.39 : 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: Prime p.40 : 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: Prime p.40 : Melee Attack Rolls
Delete fourth paragraph of Melee Attack Rolls.

Erratum: Prime p.41 : Power Attacks
Add the following to the end of the first paragraph of Power Attacks:
Power Attacks are melee attacks with a 1/2" melee range.

Erratum: Prime p.42 : Armlock/Headlock
Add the following after the second sentence of the first paragraph of Armlock/Headlock:
A knocked down model cannot be locked.

Erratum: Prime p.43 : Armlock/Headlock
Replace the fifth paragraph of Armlock/Headlock with the following:
A warjack 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. If the system on which the weapon being used to maintain the lock becomes disabled due to damage, the lock is automatically released. A lock is also broken once either model is disabled, destroyed, or removed from play. A successful lock against a warjack that is already locking another model does not break the existing lock.

Erratum: Prime p.44 : 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: Prime p.41 : Slam
Replace third sentence of the second paragraph of Slam with the following:
A knocked down model cannot be slammed.

Erratum: Prime p.42 : Collateral Damage
Add the following to Collateral Damage:
Collateral damage is simultaneous with slam damage.

Erratum: Prime p.43 : Throw
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. 47), 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: Prime p.43 : 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. 48) for detailed rules on determining damage from a fall. Resolve falling damage, if any, before resolving throw damage. Thrown models travel over wrecks.

Erratum: Prime p.43 : Collateral Damage
Add the following to Collateral Damage:
Collateral damage is simultaneous with throw damage.

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

Erratum: Prime p.47 : Area-of-Effect
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: Prime p.47 : 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: Prime p.48 : Spray Attacks
Replace fifth 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: Prime p.48 : Special Combat Situations
Add the following section to Special Combat Situations:
Origin of Damage
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: Prime p.48 : Replacing Models
Add the following to Special Combat Situations:
Replacing Models
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: Prime p.41 : Special combat situations - Attacks that hit or miss automatically
Add the following section to Special Combat Situations:
Attacks that Hit or Miss automatically
Some special rules cause attacks to hit automatically or miss automatically. If a special rule will cause an attack to hit automatically, you do not have to make an attack roll. If you do make a roll (for example, because you want to try for a critical hit), the attack will no longer hit automatically. If the attack roll fails, the attack misses. 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. For example, a ranged attack against Deneghra from over 5” away does not usually require a die roll because her Stealth ability causes the attack to miss automatically. However, a Deliverer making a Skyhammer attack against her from the same distance must make an attack roll because the Skyhammer's Misfire rule causes an explosion on a roll of all 1s. In cases of conflicting special rules, one causing an attack to hit automatically takes precedence over one causing an attack to miss automatically. For instance, Severius' Death Sentence spell allows attacks to hit automatically, which overrides special rules such as Stealth that would otherwise cause 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: Prime p.48 : 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: Prime p.50 : Souls
Replace last sentence of Souls with the following:
Models removed from play but not also destroyed do not generate soul tokens.

Erratum: Prime p.50 : Souls
Replace last sentence of Souls with the following:
Models removed from play but not also destroyed do not generate soul tokens.

Erratum: Prime p.50 : Damage Rolls
Delete fourth paragraph of Damage Rolls.

Erratum: Prime p.50 : Damage Rolls
Replace last 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 Repenter makes a Flame Thrower spray attack against some Scrap Thralls. Scrap Thralls destroyed by the attack do not explode due to their Thrall Bomb ability until after all of the attack and damage rolls generated by the spray attack have been resolved.
As a second example, Captain Haley targets a member of a unit of Knights Exemplar with her Chain Lightning spell and hits three additional Knights. Haley’s controller resolves the damage rolls for the 4 Knights Exemplar hit by Chain Lightning before any of the Knights Exemplar gain their benefits from Bond of Brotherhood.
Some attacks, such as the Sentinel’s Strafe and the Vanquisher’s Circular Strike 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: Prime p.51 : Damage - Destroyed vs. Removed from Play
Add the following section to Damage:
Destroyed vs. Removed From Play
When a model suffers sufficient damage to be eliminated from play, it is destroyed. A model without damage capacity is destroyed as soon as it takes one damage point. Models with damage boxes are destroyed when all their damage boxes have been filled. Destroyed models are cleared from the play area and set aside. It is possible for destroyed models to return to play. Occasionally models will be outright removed from play, sometimes instead of being destroyed, at other times in addition to being destroyed. A model removed from play cannot return to the table for any reason. When a model is both destroyed and removed from play, effects triggered by its destruction still occur.

Erratum: Prime p.53 : Feats
Add the following to Feats:
A warcaster 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: Prime p.53 : Spellcaster
Replace Spellcaster with the following:
A warcaster 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. A warcaster cannot cast spells if he runs.

Erratum: Prime p.53 : Control Area - Measuring Control Area
Add the following section to Control Area:
Measuring Control Area
A player may measure his warcaster’s control area at any time for any reason. While measuring a warcaster’s control area, the controller may determine the proximity of other models to his warcaster. Specifically, a player may measure the distance from his warcaster to any point within the warcaster’s control area at any time.
For control area effects against opposing models, a player does not have to measure his warcaster's control area until after the enemy model commits to its movement or action. For example, say a warcaster casts a spell that turns his control area into rough terrain. That warcaster'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 warcaster's control area and had its movement reduced by the spell's effect.

Erratum: Prime p.54 : Casting Spells - Spell Targeting
Add the following section to Casting Spells:
Spell Targeting
Many spells can only be cast on certain types of models such as warjacks 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. Some spells mention two or more target types. These spells may be cast on models that match any of the designated types. For example, Skarre’s Fly’s Kiss spell states that a “target living model destroyed by Fly’s Kiss explodes in a 3” AOE,” therefore, this spell may only target a living model. 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. 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. So for instance, a Defender is free to attack any model with its Shock Hammer, but only warjacks will be affected by Critical Cortex Damage.
When an offensive spell 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, the magic attack has no further effect. (See Targeting a Model in Melee, pg. 46, and Offensive Spells & Magic Attacks, above, 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, Skarre attempts to cast Fly’s Kiss on a Protectorate Temple Flameguard trooper in melee with one of her Deathrippers, itself in melee with two other Flameguard troopers. Thus, there are four models in the combat. If she misses, determine which of the other three models might be hit by the spell instead as usual. If one of the other Flameguard troopers is chosen, make another attack roll and resolve the attack normally. If, on the other hand, the Deathripper is chosen, do not make another attack roll. The spell simply fizzles with no effect at all.

Erratum: Prime : Casting Spells - Multiple Spell Effects
Add the following section to Casting Spells:
Multiple Spell Effects
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, Haley casts Deadeye on a unit of Arcane Tempest Gun Mages already under the effects of Arcane Shield. Arcane Shield does not expire when Deadeye is cast because Deadeye is not an upkeep spell. As long as a model or unit is under the effects of no more than one friendly and one enemy upkeep spell, it can be affected by any number of non-upkeep spells and up to one animus effect at the same time.

Erratum: Prime p.54 : Casting Spells
Replace the text of Casting Spells with the following:
Warcasters have the ability to cast spells. A warcaster may cast spells during his activation by spending a number of focus points equal to the spell’s focus cost. Resolve the spell’s effects immediately. Unless noted otherwise, spells that target a model other than where the spell originates require line of sight to their targets. Warcasters cannot target themselves with offensive spells. Any spell, including offensive spells, may be cast while the warcaster is in melee. Resolve the spell’s effects immediately. A warcaster may cast as many spells during his activation for which he can pay the focus cost. The same spell may be cast multiple times during the warcaster’s activation. A warcaster may cast spells before or after moving, but not in the middle of his movement. 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. A warcaster cannot cast any spells if he runs during his activation. For example, a warcaster could cast a spell, move, use his combat action to make a melee attack, cast two more spells and then spend another focus point to make an additional melee attack.

Erratum: Prime p.55 : Offensive Spells
Replace third paragraph of 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: Prime p.57 : 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: Prime p.57 : 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: Prime p.58 : 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: Prime p.58 : 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 its maximum possible distance 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: Prime p.58 : 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: Prime p.58 : Fearless Models
Add the following to Fearless Models:
Fleeing models that become Fearless immediately rally.

Erratum: Prime p.58 : 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: Remix p.45 : Aiming
Replace Aiming with the following:
A model that voluntarily forfeits its movement by not changing its position or facing gains a +2 bonus to every ranged attack roll it makes that activation. A magic attack does not gain the aiming bonus.

Q: In the Treasure Hunt scenario, if a model holding the treasure goes incorporeal, can that model run towards its deployment zone with the treasure?
A: No. The model drops the treasure when it goes incorporeal.

Q: What if a model makes a Bayonet Charge, but after moving it is not in melee range of its target?
A: The charge fails, but the model still makes its ranged attack before ending its activation.

Q: Can a model beginning its activation in melee with an enemy model make an Assault or Bayonet Charge against the same model?
A: It may, but it will not be able to make the ranged attack portion of its charge. Otherwise it follows all rules and restrictions of a charge attack.

Q: What can I target with a spell?
A: Usually a specific type of model is listed in the spell’s description. Note that terrain and open space cannot be targeted. If the text says ‘target model/unit’, you must still target a particular model with the spell, but it affects the model’s entire unit (if applicable).

Q: Can I affect the same model/unit with several spells?
A: Absolutely, with the restriction that a model may only have one friendly and one enemy upkeep spell active on it at the same time. The previous upkeep spell immediately expires, and then the new upkeep spell takes effect. Pay attention to this when casting upkeep spells with a target of ‘Caster’. If Severius has Eye of Menoth active, casting Vision would cause Eye of Menoth to expire.

Q: Do spells stack?
A: Yes. Generally spell effects do stack. However, most spells and effects are not cumulative with themselves. Those that are will say so in their special rules. For example, two Deadeye spells cast on a single unit only grant one extra attack die. This applies even when the effect comes from different sources. For example, Goreshade’s Dark Shroud spell is not cumulative with a Bane Thrall’s Dark Shroud ability.

Q: What else can a model that runs do?
A: A model that runs cannot perform an action, cast spells, or use feats during that activation. Anything else is fair game.

Q: What if I am both in the front and back arc of another model?
A: A model’s base must be entirely with another’s back arc to be considered in its back arc. If any part of the model’s base is in the front arc, that model is in the front arc.

Q: What orders can a warcaster issue?
A: A warcaster (or other model with the Commander ability) may issue the run, charge and ride by attack orders.

Q: If my warcaster ordered a unit to run, could the unit’s leader order a Shield Wall instead?
A: No. A unit may only receive one order per activation.

Q: When a model with a shield is knocked down, does it still get the shield bonus?
A: Yes. A knocked down model has a 360 degree front arc.

Q: Can an attack target a specific location or segment of a structure?
A: Yes. In fact, an attack must target a specific location of a structure.

Q: What can a warcaster measure to within his or her Control Area?
A: A player may measure his warcaster's control area at any time. While measuring his control area, a player may determine the proximity of other things to his warcaster. Specifically, a player may measure the distance from his warcaster to any other model or any point within the warcaster's control area, at any time. He is not limited to only determining if a model is within his control area or not. The rule is open-ended because a player may make the measurement at any time for any reason. However, this does not mean a player can measure the distance between any two models within the control area.

Some spells, like Fog of War, make it virtually impossible not to be able to measure your control area frequently, thus it is necessary to allow such measuring at all times.

Keep in mind, if you make a measurement the information must be shared with your opponent as well, so he will know how close you are as well. Experienced players will keep in mind that overly using this ability may telegraph your intentions to your opponent.

Q: In Steamroller tournaments, can the Bokur be reassigned? How about the Skarlock or epic warcasters' warjack bonds?
A: Anything that is determined at the beginning of the game may be changed unless expressly restricted.

Kings, Nations, and Gods Campaign

Erratum: Escalation p.170 : Dirty Deeds Scenario - Special Rules and set up
Add the following line at the end of the section: Cygnar models never flee in this scenario.

Erratum: Escalation p.141 : Battle for Riversmet
Add the following to Special Rules and Set Up:
The river running through the table is deep water.

Erratum: Escalation p.179 : Dirty Deeds Scenario
Add the following to Special Rules and Set Up:
Cygnar models never flee in this scenario.

Theater of War Campaign System

Erratum: Apotheosis p.141 : Protectorate Strategic Objective Scenario One
Replace the last sentence of second paragraph of Special Rules and Set Up with the following:
The attacker must destroy all four necrotite mining rigs before Hammertime ends the battle.

Erratum: Apotheosis p.141 : Protectorate Strategic Objective Scenario Two
Replace the first sentence of Special Rules and Set Up with the following:
This scenario utilizes Hammertime: adjacent eight (8), near six (6), and distant five (5).

Q: In a Theater of War campaign, can I take a warcaster from list 1 and a warjack of list 2 and include them in the same battlegroup?
A: No.

Q: During a Theater of War campaign, I have a 10-man unit in my detachment. If I only take 7 of them to battle and 4 of them are destroyed, is the entire unit lost to attrition?
A: Yes.

Q: In a Theater of War campaign, if the Scrapjack is destroyed during a game, is the Old Witch lost to Attrition?
A: No. She may be played in the next game normally.

Best of the Rest

Erratum: Remix p.61 : 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: Remix p.59 : 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: Remix p.61 : Unique Warjacks
Replace the last sentence of Unique Warjacks with:
Unique warjacks cannot be controlled by a 'jack marshal, but they can be reactivated and made autonomous.

Q: Will an ability that grants additional melee attacks give extra Mount attacks to Cavalry models?
A: No.

Combat

Erratum: Remix p.41 : 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: Remix p.54 : Stationary Models
Replace the second sentence with the following:
A stationary model cannot move, perform actions, make attacks, cast spells, use animi, be forced, use feats, or give orders.

Erratum: Remix p.57 : Cloud Effects
Remove the third paragraph of Cloud Effects.

Erratum: Remix p.51 : 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: Remix p.52 : 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.

Erratum: Remix p.48 : Area-of-Effect Attacks
Add the following after the fourth sentence of the second paragraph of Area-of-Effect Attacks:
Models under the AOE other than the target do not suffer direct hits.

Q: When do you check for melee range?
A: You may measure a friendly model’s melee range at any time during its activation, including any point during its movement. You can also measure melee range any time it is necessary to know (such as finding out if an enemy model leaves your melee range).

Q: What is an "eligible target" for a charge? What about when the attacker is in a forest, or he sees a target but has no way to reach it?
A: A model may charge any model in its LOS unless the intended target has a special rule prohibiting the charge. It does not matter if the target is 12 feet away. If the charging model were in a forest and did not have an ability that allowed it to ignore terrain effects, it could still declare a charge to another model within LOS, but the charge would immediately fail.

Q: When resolving a Bayonet Charge or assault, does a model complete both its ranged and melee attacks before moving onto the next model in the unit?
A: No. All models in the unit move first, resolve all of their ranged attacks second, and then resolve their melee attacks last.

Q: During a Bayonet Charge, do you test for abomination/dread/terror before or after the ranged attacks?
A: Before. Make the command check as soon as the last model in the unit finishes moving.

Q: Can you perform a Combined Ranged Attack when performing a Bayonet Charge?
A: Yes, but the models in the CRA group must have charged the same target.

Q: When making Combined Ranged Attacks (CRAs), do all models in a unit have to target the same model?
A: No. You may group the models however you like (as long as each group is legal for a CRA, of course). For example, a full unit of ten Long Gunners could split into two groups of four and one group of two.

Q: What if the primary attacker of a CRA forfeited his movement to gain an aiming bonus, but some of the other participants moved?
A: Most bonuses and penalties to a CRA are based on the model making the attack—the primary attacker. The primary attacker still receives the +2 aiming bonus even if other models in the group moved.

Q: What if some participants in a CRA are further than 5” away from a model with Stealth, but the primary attacker is not?
A: When a combined ranged attack targets a model with the Stealth ability, any models found to be more than 5“ away from the target do not contribute to the attack and damage roll bonus. They are still considered to have made their attacks, however. If the primary attacker is more than 5” away from the target, the entire combined attack automatically misses.

Q: How exactly do special attacks and power attacks interact with component locking? Can a ‘jack with a locked component perform a special attack
A: A model must attempt to break free of a lock. This requirement means that the model must perform a combat action during its activation and may only make normal attacks during that action. It may neither perform special actions nor make special attacks while locked. Should it break the lock, it still cannot make a special attack during that combat action.

Q: Does a warjack's activation end if its trample fails?
A: No. There is no such term as a failed trample.

Q: Can you change your facing at the end of a trample power attack?
A: No.

Q: Do you still need to spend focus for a trample that cannot be completed?
A: Yes.

Q: What happens if one of my models is knocked down on my opponent's turn, then on my turn it is again affected by an effect that causes knockdown?
A: The new knockdown does not replace the old one. Your model may stand up this turn.

Q: What happens if somehow the leader of a Combined Attack is destroyed before the attack or damage rolls are made?
A: The entire attack is lost, same as if the leader was out of range.

Q: Can a model charge if it starts the charge affected by a "move at half rate" effect? Does a charging model's charge fail if it suffers a "move at half rate" effect during the charge?
A: "Move at half rate" effects are movement penalties, but they are not penalizing the model until it is actually moving, so they do not prevent a model from charging, so Yes to the first question. Movement penalties encountered after a model is charging do not cause the charge to fail, which is a No to the second question.

Q: Can you deal collateral damage to a disabled wreck?
A: Yes.

Q: If something causes a warjack to be removed from play without being destroyed, does it produce a wreck marker? What if it is destroyed and removed from play?
A: No and yes, respectively.

Q: Can Warjacks perform Locks on Warbeasts?
A: Yes. Follow the rules for Warjacks locking Warjacks with the following modifications:
- Make the appropriate substitutions for warbeasts and forcing instead of warjacks and spending focus
- Declare a weapon or head to lock instead of an arm system or head
- A warbeast cannot use its locked weapon or any weapons in the same location (except if the locked weapon has a '-' for location)

Command

Erratum: Remix p.76 : 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.

Q: Does a unit/model need to pass a command check to follow an order?
A: No.

Q: If a unit fails a command check and flees before its activation, does it activate at all that turn?
A: No.

Gameplay

Erratum: Remix p.34 : Charging
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: Remix p.34 : Charging
Replace the last paragraph of Charging with the following:
When the charging model performs its combat action, it may not be able to make a melee attack against the intended target. For example, another model in a charging unit may have already destroyed the intended target, or a model may have moved between the charging model and the intended target, becoming an intervening model and preventing melee attacks. In this case, the charging model may make melee attacks against other eligible targets but does not make a charge attack.

Q: Does a model need LOS to attack another model in melee?
A: No. The rules for this are similar to the LOS rules but with an important difference. Any intervening model will block the attack regardless of its base size. To make a melee attack you must be able to draw a line from any portion of the attacking model’s base through its front arc to any portion of the target's base that is in melee range of the weapon being used. This line may not cross an obstruction or another model’s base.

Q: If I cause one of my own models to Leave Play, do I get the VPs for it?
A: No. You can never gain VP's for your own models leaving play.

Q: When are models able to forfeit their movement and action?
A: A model can forfeit its movement at any time during its activation up until when its normal movement would begin. A model can forfeit its action at any time during its activation up until when its action would begin.

Q: How does the timing between multiple continuous effects of the same type or different types work?
A: First, you roll one die for each continuous effect to see if it expires. Then, the effects of all those that did not expire take place simultaneously.

Models

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

Warcasters and Focus

Erratum: Remix p.71 : Bellicose
Replace Bellicose with the following:
When the warjack makes an attack targeting a warjack or warbeast, it gains +2 to attack and damage rolls.

Erratum: Remix p.67 : Offensive Spells and Magic Attacks
Replace the first sentence of the fourth paragraph of Offensive Spells and Magic Attacks with the following:
"A magic attack does not suffer the "target in melee" attack roll penalty when the attack's point of origin (warcaster or channeler, as the case may be) is in melee with the target."

Q: Can I cast the same spell twice in the same turn?
A: Yes, unless the spell says otherwise. In the case of upkeep spells, any instance of that spell previously cast by the same model would immediately end.

Q: If my warcaster gets more focus points from a special ability or spell, such as Sacrificial Lamb or Reclaim, does his control area expand too?
A: No, your warcaster’s control area is still twice his FOC stat which has not changed.

Q: Is LOS required for non-offensive spells?
A: Yes.

Q: If a model with the Needy bond spends a focus to boost the attack and damage roll of an AOE attack, which damage roll under the AOE gets boosted?
A: The attacker chooses which damage roll to boost.

Q: If I cast an upkeep 'target friendly warjack...' spell on one of my warjacks, and that warjack later gets controlled by my opponent, does that spell immediately expire as it is no longer friendly?
A: No. Targeting restrictions apply only at the time of casting.

New Rules

Erratum: Legends p.23 : Warcaster Attachements
Add the following to the first paragraph of Warcaster Attachments:
A Faction warcaster may have a Faction or Mercenary warcaster attachment. A Mercenary warcaster may only have a Mercenary warcaster attachment.

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