December Errata Developer's Notes

Hello from the development team! Below we have compiled a short list of notes on the changes in the January errata. We hope these small insights coupled with our presence on the forums can help shed light onto our goals with each change and our intentions with the game moving forward.

Prime and Primal

Power Attacks

Add the following to the end of the sixth paragraph:

A model cannot target a friendly model with a power attack.

We have seen a very large increase in the number of power attacks targeting friendly models to create some rather abusive situations. With this change, we no longer need to address these situations on a case-by-case basis or tone down individual models that are abusing throws or slams. It allows us to balance more around standard game play than fringe power attack abuses.


Add the following to the end of the Massive text:

A colossal/gargantuan/battle engine cannot be affected by Grievous Wounds.

With the new prevalence of the Grievous Wounds special rule, we found its impact to be stronger than intended against colossals, gargantuans, and battle engines. We hope this change will allow for these models to become a more viable inclusion.


Captain Allister Caine

Attack Type. Replace the Attack Type special rule with Empowered Shot:

Empowered Shot – When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to gain one of the following special rules. Empowered Shot can be used only once per attack.

Captain Allister Caine now has to spend a focus to use Empowered Shot. This change is designed to lower the personal impact of Caine. Between his feat and Trick Shot as attrition tools, coupled with easy access to Grievous Wounds on a high volume of attacks, he could cripple armies by himself. We hope this change will keep him competitively viable while also bringing him back in line with the rest of the game.

Captain Victoria Haley
Warjack Points. Reduce Captain Victoria Haley’s warjack points to +27.
Temporal Barrier. Replace the second sentence of Temporal Barrier with the following:

Enemy models beginning their activations in the spellcaster’s command range suffer –2 SPD.

Temporal Barrier has seen many changes over the years. Captain Victoria Haley has always been a very strong warcaster that runs gun line armies, and a lot of her success is attributed to Temporal Barrier. We found that playing against Haley 1 was incredibly frustrating for certain army styles. This change gives more melee-centric armies a much better chance on their approach and also forces her to play significantly farther forward to apply the speed debuff. We hope this will make for a more enjoyable gaming experience.

Major Victoria Haley

Time Bomb. Replace the text of Time Bomb with the following:

A model directly hit by Time Bomb suffers –2 SPD and DEF for one round.

Major Victoria Haley has been the whole package for some time. She supplied excellent defensive options to her army, threat-range increasing and reducing abilities, had an excellent control feat and was incredibly survivable. By replacing Deflection with Force Field, we make ranged attacks significantly more effective against her and her army. Time Bomb requiring a direct hit makes abilities like Spell Ward and Shielding from the Choir of Menoth relevant to the match-up and stops it from totally shutting down brick strategies with ease.

Protectorate of Menoth

We believe the Protectorate of Menoth is in a good place right now, so there are no balance changes in the errata. This Faction has some very strong options that allow a wide variety of lists and play styles.


Karchev the Terrible

Feat: Unearthly Rage. Replace the first two sentences of the Unearthly Rage rules text with the following:

While in Karchev’s control range, models in his battlegroup gain boosted melee damage rolls and their melee weapons gain Damage Type: Magical .

We found that the efficiency of Karchev with a large number of Warjacks was far greater than anticipated. Mad Dogs are especially efficient, and Karchev does a fantastic job of offsetting their weaknesses. The change to his feat will hopefully promote a more diverse warjack pool by making higher MAT options more appealing to the Man in the Machine.


Point Cost. Increase the point cost of the Behemoth to 25.

The Behemoth has incredibly high damage output with both melee and ranged attacks, well higher than his point cost indicated. For this reason we adjusted his point cost slightly upward.


Point Cost. Increase the point cost of the Berserker to 9.

The Berserker, much like the Mad Dog, has a huge amount of damage boxes and armor for its cost. Increasing the point cost to 9 brings it in line with other warjacks.


Point Cost. Reduce the point cost of the Destroyer to 14.

The point cost of the Destroyer may have been inappropriately assessed in the new edition. We feel that the reason this model does not see much play is because of its point cost, not the power level of its rules. We hope this new cost will make it a more attractive model when compared to the Decimator.

Mad Dog

Point Cost. Increase the point cost of the Mad Dog to 9.

Jury-Rigged. Replace the Jury-Rigged [SPD] special rule with Fleet.

Fleet – Once per activation, this model can spend 1 focus point to gain +2 ̋ movement when advancing as part of its Normal Movement that activation.

As with the Berserker, the Mad Dog was a steal considering its durability. Because of this, coupled with Jury-Rigged, it became a very mobile armor wall that could bully opponents out of zones. Apply some battlegroup-wide buffs to the Mad Dog and it became a killing machine. The change from Jury-Rigged to Fleet gives the player a lot less flexibility if they do not want to risk the Unstable Cortex roll, creating interesting choices inside the game.


Siege Weapon. Replace the text of Siege Weapon with the following:

This weapon gains an additional die to its damage rolls against huge-based models.

Compared to the Juggernaut, the Marauder was simply not as attractive of an option. We hope the increased damage output against huge-based models will give it a niche to fill.

Winter Guard Infantry

Point Cost. Reduce the point cost of Winter Guard Infantry to 6 (Leader & 5 Grunts) and 10 (Leader & 9 Grunts).

Winter Guard Rifle Corps have completely outshined their Infantry counterparts in the new edition, but we do not believe any rules adjustments need to be made here. By lowering their cost, we hope to further differentiate these units and give a purpose back to the Winter Guard Infantry.

Kovnik Jozef Grigorovich

For the Motherland. Replace the third sentence of For the Motherland with the following:

If the unit is in range, models in the unit gain +2 to attack rolls.

Kovnik Joe has become almost an auto-include in every list coupled with Winter Guard Rifle Corps. The combination is stifling the functionality of infantry against Khador and has all but removed the need for Winter Guard Infantry. We hope this change will not only reduce the effectiveness of the combination but also help make Winter Guard Infantry a more attractive option.


Lich Lord Asphyxious

Warjack Points. Increase Lich Lord Asphyxious’ warjack points to +28.

Caustic Mist. Change the duration of Caustic Mist from "UP" to "RND." Replace the second and third sentences of Caustic Mist with the following:

A model entering or ending its activation in the AOE suffers the Corrosion continuous effect . Caustic Mist lasts for one round.

Feat: Spectral Legion. Replace the first sentence of Spectral Legion with the following:

Return up to d3 + 5 destroyed small- or medium-based Grunts that were part of a friendly Faction unit to play, placing them completely within 3" of Asphyxious.

Lich Lord Asphyxious was a very powerful tournament staple in Mk II, and the new edition may have over-corrected this issue. We do not wish to return Asphyxious to his previous power level so our changes are quite reserved. We believe these changes will not only help Cryx armies against gun line style lists but will also make his feat much more of an attrition piece than it was before.

Bane Warrior Officer & Standard

Granted: Tough. The Bane Warrior Officer gains the Granted: Tough special rule:

Granted: Tough – While this model is in formation, models in its unit that are in formation gain Tough .

By returning the Mk II rules to this unit, we hope to give the Bane Warrior unit a bit more survivability, creating a space for them in the Faction.

Brute Thrall

Shield Guard. The Brute Thrall gains the Shield Guard special rule:

Shield Guard – Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent’s turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.

Brute Thralls picking up this rule gives reasonably cheap access to Shield Guard models that are fairly durable.

Revenant Crew of the Atramentous

Point Cost. Reduce the point cost of the Revenant Crew of the Atramentous to 9 (Leader & 5 Grunts) and 16 (Leader & 9 Grunts).

At this new point cost, we hope the Revenant Crew of the Atramentous will find its way into some attrition-based Cryx armies.

Skarlock Commander

Point Cost. Increase the point cost of the Skarlock Commander to 3.

Tactics: Advance Deployment. The Skarlock Commander gains the Tactics: Advance Deployment special rule:

Tactics: Advance Deployment – Models in this unit gain Advance Deployment .

Advance Deployment is something that can really help an army close with the enemy quickly. Coupled with the new Shield Guard ability on Brute Thralls, our goal is give Cryx a little push toward a more survivable and aggressive build against shooting lists.

Wraith Engine

Point Cost. Reduce the point cost of the Wraith Engine to 15.

As a model that is designed to remove infantry, the Wraith Engine felt expensive for its contribution. The new point cost makes it more comparable to other anti-infantry options while retaining its utility in Dark Shroud and the ability to become incorporeal.

Retribution of Scyrah

Lord Arcanist Ossyan

Ossyan was overshadowing other ranged-centric casters and creating some rather lopsided matchups. By removing Deadeye, we can diversify his list into more of a combined-arms approach. Fortune gives a similar effect, albeit less powerful, when combined with multiple units of Mage Hunter Strike Force or Stormfall Archers.

Arcantrik Force Generator

Point Cost. Reduce the point cost of the Arcantrik Force Generator to 16.

Lowering the point cost of the Arcantrik Force Generator will allow it to contest the points slot with other ranged combat options of the same power level in the Faction.

Convergence of Cyriss

Father Lucant, the Divinity Architect

Deflection was not a very helpful spell for Lucant because his battlegroup tended to be mainly DEF 10 warjacks. With Deceleration, his army becomes significantly more survivable against ranged lists.


Point Cost. Reduce the point cost of Perforators to 10 (Leader & 2 Grunts) and 16 (Leader & 4 Grunts).

Compared to the survivability and damage output of other medium-based infantry units, the Perforators were falling short. We have reduced their point cost in an attempt to reduce this gap.

Enigma Foundry

Point Cost. Reduce the point cost of the Enigma Foundry to 4.

With the changes to returning models to play in the new editions, we felt the point cost on the Enigma Foundry was not representative of its current power level. It has been adjusted to encourage more infantry lists in Convergence.


Ogrun Bokur

Subtype. Change the subtype line to “Mercenary Minion Rhulic Solo.”

Minion. The Ogrun Bokur gains the Minion special rule:

Minion – This model will work for Circle, Legion, Skorne, and Trollbloods.

By allowing all HORDES Factions to include the Ogrun Bokur, many of them now have a significantly cheaper option for a model with Shield Guard.


Madrak Ironhide, World Ender

Feat: Desperate Hour. Replace the first sentence of the Desperate Hour rules text with the following:

While in Madrak’s control range, friendly non-warlock Faction models gain Berserk and Overtake.

It was never intended for Madrak to be able to kill an entire army by himself. Removing warlocks from his feat make for a much more reasonable interaction as the effect does not move with the model performing the attacks.

Night Troll

MAT. Increase the MAT of the Night Troll to 6.

Compared to other Trollbood light beasts that do not have ranged weapons, the Night Troll was the only one with MAT 5. We bumped him up to MAT 6 to put him on par with the others.

Trollkin Sluggers

RAT. Increase the RAT of Trollkin Sluggers to 6.

Point Cost. Reduce the point cost of Trollkin Sluggers to 6 (Leader & 2 Grunts) and 10 (Leader & 4 Grunts).

In an attempt to differentiate Sluggers from the other Trollblood ranged options, we have lowered their point costs. The new costs are intended to give them a place between Scattergunners and Bushwhackers in terms of infantry killing and armor-cracking potential.

Circle Orboros

Wurmwood, Tree of Fate

Feat: Black Roots. Replace the first two sentences of the Black Roots rules text with the following:

Wurmwood’s command range becomes a forest. Enemy models that become knocked down while in Wurmwood’s command range suffer 1 damage point.

Wurmwood’s feat was an incredibly powerful area denial feat. Reducing its effective area to Wurmwood’s command range decreases its potency while still retaining a large amount of control.


STR. Increase the STR of the Woldwarden to 12 (P+S 16).

For its high point cost, the Woldwarden did not trade favorably into very many heavies. This increase in power will allow it to crack armor slightly better.


Arcane Strike. Increase the POW of the Woldwyrd’s Arcane Strike to 12.

As one of the very few dedicated ranged beasts in Circle, the Woldwyrd needed a bump to hopefully push it out of its niche and into more regular use.

Sentry Stone & Mannikins

Wellspring. Replace the first two sentences of Wellspring with the following:

If there are fewer than 3 fury points on the Sentry Stone during your Maintenance Phase, place d3 fury points on it. This model can have up to three fury points at any time. If there are fewer than three Mannikin Grunts in this unit in play during your Maintenance Phase, put one Mannikin Grunt into play, in formation.

The offensive potential of the Sentry Stone was well beyond its point cost. By capping it at 3 fury, we were able to limit the offensive potential of the Mannikins. It now follows the standard rules for creating models during the Maintenance Phase, which will also reduce the number of situations in which a Mannikin can aim.


Skorne has many, many changes coming. They will be receiving their own errata update in January of 2017. Stay tuned for some exciting changes! #DesignSpace

Legion of Everblight


DEF. Increase the DEF of the Afflictor to 13.

Our goal with this change is to give the Afflictor a little more survivability after making it into melee with an opposing infantry unit. DEF 13 will make your opponent less likely to kill it on the pushback.

Nephilim Soldier

Two-Handed Sword. The Nephilim Soldier’s Two-Handed Sword gains the Brutal Charge special rule:

Brutal Charge – This model gains +2 to charge attack damage rolls with this weapon.

Nephilim Soldiers currently do not have a well-defined place in Legion. With the addition of Brutal Charge, they can soften up hard targets and give your heavies a higher chance of success at taking them out.


STR. Increase the STR of Zuriel to 11 (P+S 16).

The melee threat of such an expensive beast needed to be more significant. This will not only help Zuriel with power attacks, but also in his melee potential against other heavies.


Soulless. The Hellmouth and the Tentacles gain Soulless .

Tendrils. Replace the first sentence of Tendrils with the following:

If there are fewer than three Tentacles in this unit in play during your Maintenance Phase, you can put one Tentacle into play, in formation.

In retrospect, we realized that the Hellmouth and its appendages should have been soulless. The Hellmouth has also received the same standardized wording as the rest of the models that put units into play during their Maintenance Phase.


Gatorman Posse

Point Cost. Reduce the point cost of the Gatorman Posse to 10 (Leader & 2 Grunts) and 17 (Leader & 4 Grunts).

Compared to other options of infantry available in Minions as well as in other Factions, we felt that the Gatorman Posse’s point cost was too high. They have been adjusted to make them more appealing.

Alten Ashley

Point Cost. Increase the point cost of Alten Ashley to 6.

Given how powerful and relevant Grievous Wounds is, combined with this model’s excellent survivability, we felt Ashley was outshining other options available for the same cost. Hopefully this change will slightly reduce the prevalence of the model.

Lanyssa Ryssyl, Nyss Sorceress

Point Cost. Increase the point cost of Lanyssa Ryssyl, Nyss Sorceress to 4.

Lanyssa was an incredibly cheap way to get Hunter’s Mark into a very large number of lists. We have increased her points to help make her no longer an auto-include with so many lists.