WARMACHINE & HORDES Core Rules Remix Errata

Targeting a Model in Melee, p. 50

Add to the end of this section:

Ignore the target-in-melee DEF bonus when the point of origin (p. 38) of the ranged or magic attack is in melee with the model the attack roll is being made against.

Gunfighter, p. 50

Replace the first two sentences with the following:

A model with the Gunfighter advantage can make ranged attacks targeting models in its melee range and/or can target models engaging it. A model with the Gunfighter advantage can also make free strikes with ranged weapons.

Infernal Master Special Rules (Sacrifice), p. 96

Replace the first sentence with the following:

To replenish its essence points during your Control Phase, this model can choose a friendly non-soulless model in its control range.

Crucible Guard

Marshal General Baldwin Gearhart & Mr. Clogg

Replace the first sentence of Arms Caddy with the following:

Once per turn at any time during its activation and while within 5˝ of Mr. Clogg, Gearhart can use Arms Caddy.

Mercenaries

Master Gunner Dougal MacNaile

Replace the second sentence of Double Powder Ration with the following:

This turn, ranged attacks made by friendly Privateer models while in this model’s command range gain +2 RNG.

Theme Forces

Protectorate Theme Force – The Creator’s Might

Replace the second special rule with the following:

Friendly models/units can begin the game affected by the upkeep spells of models in this army. These spells and their targets must be declared before either player deploys their models. Warcasters in this army do not have to pay focus to upkeep their spells during your first turn of the game.

Khador Theme Force – Wolves of Winter

Replace the last paragraph of the Army Composition section with the following:

This army can also include one Mercenary solo and one Mercenary unit that will work for Khador. These models/units can be included even if they have the Partisan [Khador] special rule. Mercenary units in this army can include attachments, including Koldun Kapitan Valachev.

Retribution Theme Force – Defenders of Ios

Replace the second special rule with the following:

Before models are deployed at the start of the game, you can place one wall template anywhere completely within 20˝ of the rear table edge of your deployment zone. The template cannot be placed within 3˝ of an obstacle or obstruction. The template is an obstacle that grants cover.

Convergence Theme Force – Destruction Initiative

In the Army Composition section, remove the “1 Mercenary unit*” and the “1 Mercenary solo*” bullet points.

Replace the special rule with:

Servitor solos in this army gain Shield Guard. (When a friendly model is directly hit by a non-spray ranged attack during your opponent’s turn while within 3˝ of a model with Shield Guard, you can choose to have the model with Shield Guard directly hit instead. It is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary.)

Mercenary Theme Force – The Kingmaker’s Army

Replace the second Requisition Option with the following:

Two Steelhead Gunner solos

Circle Theme Force – Secret Masters

Replace the last paragraph of the Army Composition section with the following:

This army can include any number of Minion units, Minion solos, and Minion battle engines. These models/units can be included even if they have the Partisan [Circle] special rule. Minion units in this army can include non-Ranking Officer attachments.

Circle Theme Force – Wild Hunt

Replace the first special rule with the following:

When a living warbeast in is forced to use its animus while in its controller’s control range, reduce the COST of the animus by 1.

Legion Theme Force – Children of the Dragon

In the Army Composition section correct Azreal to Azrael.

Replace the last paragraph of the Army Composition section with the following:

This army can also include one Minion solo and one Minion unit that will work for the Legion. These models/units can be included even if they have the Partisan [Legion] special rule. Minion units in this army can include non-Ranking Officer attachments.

Replace the first special rule with the following:

Nephilim warbeasts in this army gain Unyielding.

(A model with Unyielding gains +2 ARM against melee damage rolls.)

Replace the second special rule with the following:

Warlocks in this army gain Tactician [Blighted Nyss].

(While in the command range of a model with Tactician [Blighted Nyss], friendly Blighted Nyss models can ignore other friendly Blighted Nyss models when determining LOS. Friendly Blighted Nyss models can advance through other friendly Blighted Nyss while in the command range of a model with Tactician [Blighted Nyss] if they have enough movement to move completely past them.)

Cygnar Errata

Major Markus “Siege” Brisbane

Remove the following from the fourth sentence of Ground Pounder:

“, and a missed Ground Pounder attack roll is not rerolled against another model.”

Khador Errata

Greylord Escort

Change the subtype of this model to:

Khador Doom Reaver Command Attachment

Retribution Errata

Garryth, Eye of Vengeance

Replace the first line of Perfect Storm with the following:

If this model uses its Normal Movement to aim, its control range is extended 2˝ for one round.

Cryx Balance Update

Helldiver

Replace the text of Burrow with the following:

Burrow [3] – You can choose not to deploy this model at the start of the game. If it is not deployed normally, place the burrow marker at the same time as your models with Advance Deployment, up to 20˝ beyond your deployment zone and not within 6˝ of another burrow marker. At the beginning of any of your Maintenance Phases after your first turn, you can place this model completely within 3˝ of the burrow marker and remove the marker from the table. This model can begin dug in when placed in this manner. Additionally, it must forfeit its Normal Movement or Combat Action during its activation the turn it is placed into play.

Add the following Tactical Tip:

Burrow markers are small based. Markers are not models; they are treated as gameplay tokens. When measuring from a burrow marker, measure from the edge of the base.

Convergence Errata

Assimilator

Remove the following from the fourth sentence of Ground Pounder:

“, and a missed Ground Pounder attack roll is not rerolled against another model.”

Grymkin Errata

Desolation: Arcana

Remove the word “hill” from the second sentence.

The changes above are a variety of small errata fixes to typos and other oddities that were not working properly. None of the changes above reflect any balance changes, with the exception of the Greylord Escort gaining the Doom Reaver subtype. This exists so that the entire unit is now considered a Doom Reaver unit to benefit from the Wolves of Winter theme force benefit but also means that this command attachment also now benefits from buffs such as Fenris’ Leadership [Rise]. A small change but worth noting.

Additionally, the Helldiver’s Burrow ability has changed in function to match that of the Pyg Burrowers, which is explained in greater detail below.

Protectorate of Menoth Balance Update

The Harbinger of Menoth

Replace the text of Martyrdom with the following:

Martydom – When a friendly living Faction non-warcaster warrior model in this model’s command range is disabled, this model can suffer d3+1 damage points to remove 1 damage point from the disabled model. This model cannot spend focus points to reduce this damage.

Not too long ago, the Harbinger received a variety of buffs that saw her make her way to the forefront of competitive Protectorate lists. We’ve been closely monitoring the results, and it has become apparent that, in certain builds, her Martyrdom ability is entirely too oppressive for certain Factions that lacked a wide variety of ways to stop the ability to overcome it. We reviewed several different possible ways to tone down the Harbinger, and we ultimately decided the amount of damage she was potentially suffering for Martyrdom was simply too low for the effect. Moving the range of damage from “1–3” to “2–4” may not seem like a lot at first glance, but it has a significant impact on the number of times the Harbinger can use the ability reliably without putting herself in danger. This should help make the Protectorate player’s choice of when to use the ability more meaningful and reduce its frequency to a manageable level.

Trollbloods Balance Update

This Trollbloods balance update is primarily focused on the Kriel Company theme force and the models/units that will work in that theme. While there are other options in Trolls that may receive a balance update at a later date, our internal testing time and focus was purely on Kriel Company, as it had not received its own CID in the past.

Pyg Burrowers

Replace the text of Burrow with the following:

Burrow [4] – You can choose not to deploy this unit at the start of the game. If it is not deployed normally, place the burrow marker at the same time as your models with Advance Deployment, up to 20˝ beyond your deployment zone and not within 6˝ of another burrow marker. At the beginning of any of your Maintenance Phases after your first turn, you can place this unit completely within 4˝ of the burrow marker and remove the marker from the table. If there is not room to place a model, remove it from play. Models in this unit can begin dug in when placed in this manner, Additionally, they must forfeit their Normal Movement or Combat Action during their activation the turn they are placed into play.

Reduce the cost of this unit to: Leader & 5 Grunts: 7 / Leader & 9 Grunts: 11

Change this unit’s RAT to 5

Add the following Tactical Tip:

Burrow markers are small based. Markers are not models; they are treated as gameplay tokens. When measuring from a burrow marker, measure from the edge of the base.

Pyg Burrowers lacked a strong identity, and this was partially due to how Burrow worked in the latest editions. We revisited what Burrow could mean and began to experiment with the idea of a “mid-field ambush.” Obviously, an ability that strong would require certain restrictions to movement or attacks; otherwise, a Burrowed unit or model could charge far beyond the threat range we intended for them.

The new version of Burrow allows Burrowers to provide a mid-to-late game threat and also to contest scenarios/score scenario elements after both forces have suffered some attrition. In addition to a points drop and an increase in RAT, the Pyg Burrowers should have a place in most Kriel Company lists as a late-game disruption piece that can help swing tempo in the Troll player’s favor.

Pyg Lookouts

Change this unit’s RAT to 5

Pyg Lookouts are performing as we intended, but as with some other options in this theme, we wanted to increase RAT scores to push the “ranged dominance” aspect of the theme force. Mark Target in the theme (and on this unit) already allows most of the units to hit fairly reliably, but there isn’t always a good opportunity to place a Mark Target model in the right position. Increasing RAT scores in some places meant that the army still felt competent at shooting when Mark Target wasn’t available and even more deadly when it was.

Some units didn’t need this RAT increase, due to having access to Combined Ranged Attack or other options on their ranged weapons that made them good where they currently were. The Pyg Lookouts were one of the units we wanted to have this increase, especially on the turn they Ambushed onto the table.

Scattergunners

Change this unit’s RAT to 6

Scattergunners are meant for clearing out swathes of enemy infantry and, in the cases where they take their command attachment, clearing out the infantry trying to jam your frontline. A RAT increase means, as with the Pyg Lookouts, they are more reliable when performing their primary job and extremely good at doing so when benefiting from Mark Target.

Scattergunner Officer & Standard

Change the Officer’s RAT to 7

This model gains Guns Blazing

Guns Blazing – This model can use Guns Blazing once per game at any time while in formation during its unit’s activation. This activation, models in this unit can make one additional ranged attack during this unit’s Combat Action.

The Scattergunner role is, as stated above, to clear out infantry. We wanted to give this unit the opportunity to really shine with a mini-feat capable of collapsing an enemy flank if they didn’t position themselves well. Guns Blazing means this unit is capable of putting out 22 SP 8, POW 12 attacks in a single turn, all at RAT 6 or higher. This also makes Scattergunners a decent threat to several ’casters if they are capable of advancing far enough across the enemy lines.

Trollkin Scouts

This unit’s Thrown Axe and Axe weapons gain Grievous Wounds

Grievous Wounds – A model hit by this weapon lose Tough and cannot have damage removed from it one round.

With so many ways to engage enemies at range in a Kriel Company list, the Trollkin Scouts were feeling a bit lost. They needed something that helped define their place in a Kriel list and made them a viable option versus the sheer volume of fire that Scattergunners or Sluggers could put down, the CRA accuracy of Pyg Bushwackers, or the Mark Target benefit of Lookouts.

Providing the Kriels with some much-needed anti-tough and anti-healing tech, the Trollkin Scouts now act as a forward screen to help either remove tough enemy models or prevent a model being shot to pieces by the Kriel Company from healing on the subsequent turn.

Thumper Crew

Increase the RNG of this unit’s Thumper weapon to 14.

A small change but after many internal games, we felt that the range of the Thumper was just low enough that the gun felt a bit lackluster. An extra 2˝ of RNG should help it engage just a tad bit earlier and with more meaningful impact.

Dire Troll Blitzer

This model gains Shooting Gallery

Shooting Gallery – This model gains +2 to ranged attack rolls against models within 5˝ of it.

The Blitzer is designed to charge into the enemy lines, tearing into enemies with its fists but also firing its slugger into either its charge target or other enemies nearby. The problem was, with RAT 5, the gun was often an afterthought. Now, with Shooting Gallery, the Blitzer is better positioned to put it right into the front line and unleash a volley of fairly accurate fire.

Dire Troll Bomber

Reduce the cost of this model to 17

Compared to the PC of other beasts in the Faction, we felt the Bomber simply cost too much, so we’ve reduced its point costs to match.

Dozer & Smigg

Reduce the cost of this model to 17

Bombard loses Inaccurate and gains High Explosive:

High Explosive – Blast damage caused by this weapon is POW 10.

Not only did Dozer receive a point cost, but we also felt the Bombard, which is easily one of the prominent aspects of the model, was lackluster. The removal of Inaccurate means this massive gun has more accuracy (a recurring theme in this update), and High Explosive works very well with Gunnbjorn’s Bond. Boosted POW 10 blast damage can be very deadly when applied properly.

Slag Troll

Change the text of the Acidic Touch animus to:

The spellcaster gains +2 to melee damage rolls and Immunity: Corrosion, and its melee weapons gain the Continuous Effect: Corrosion. Acidic Touch lasts for one round.

The Slag Troll’s animus has been brought more in line with the Pyre Troll’s, giving the animus a solid reason to be used by either the warbeast or its warlock each game.

Grymkin Balance Update

Clockatrice

Replace the text of Time Stutter with the following:

Time Stutter – Once per turn, when one or more of this model’s aspects are crippled by an enemy attack at any time except while it is advancing, immediately after the attack is resolved place this model anywhere completely within 3˝ of its current location.

Replace the Death Gaze Paralysis ability with Slow:

Slow – A living model hit by this weapon has its base DEF reduced to 5. Slow lasts for one round.

We’ve been monitoring the Clockatrice for some time now, and it’s clear the model is over tuned. The problem is twofold: first, Time Stutter is oppressive and prevents opponents from meaningfully engaging and defeating a Clockatrice (or six); the second problem was flat Paralysis on the SP attack of the beast.

Time Stutter was an easy fix—making this ability take place only once per turn kept it strong but meant an opponent could actually plan for it now and perhaps devise a counterplay.

The Paralysis on the spray was a more complex solution. Setting up assassinations or kills is a key part of the Clockatrice’s role in a Grymkin army, and reducing a living enemy model to DEF 5 for one round is a massive part of that. We didn’t want to remove this aspect of the Clockatrice—doing so felt like it would gut the warbeast too much.

However, the denial of charges or runs, in addition to the DEF debuff, was another problem. Not only was the Clockatrice setting up the kill but preventing a meaningful counterattack as well. We have changed Paralysis to Slow, which retains the DEF 5 debuff but loses the charge/ run/slam debuff.