Mohsar the Desertwalker

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Circle Logo.jpg Mohsar the Desertwalker

Circle Blackclad Warlock

The "Old Man" of Oroboros, Mohsar is the eldest of the omnipotents and a harsh taskmaster. Though blind and physically frail only the foolish would think him weak, for he wields immense magical power and is ruthless to allies and enemies alike.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 14
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +27
IHP {{{ihp}}}
Warcaster 1
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Disjunction

While in Mohsar's control range, enemy models cannot leech fury, enemy warbeasts cannot have fury leeched from them, and enemy warjacks cannot power up. Disjunction lasts for one round.


  • Pathfinder symbol.jpg Pathfinder
  • Eyeless Sight symbol.jpg Eyeless Sight
  • Maltreatment - Once per turn, anytime during your Activation Phase except while activating another model, this model can remove 1 fury point from a warbeast in its battlegroup that is in its control range and add 1 fury point to its own current total. The warbeast suffers d3 damage points.


Dust Howler
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 - 13
Sword icon.jpg  RNG   POW   P+S 
1 6 10



3 8 - 12 - Yes
If Crevasse boxes its original target, you can make a SP 6 attack using the boxed model as the attack's point of origin. The SP 6 attack can target models in the boxed model's back arc. Models hit suffer a POW 12 magical damage roll. Models boxed by Crevasse are RFP'd.
Curse of Shadows

3 8 - - Upkeep Yes
Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.

2 6 - - Upkeep No
Target friendly Faction model/unit gains Apparition.
Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
Pillar of Salt

2 Control 3 - Round No
Place a 3˝ AOE anywhere completely within the spellcaster's control range where it does not overlap a model’s base. The AOE is a 5˝ tall obstruction that does not provide cover. The AOE can be targeted with attacks, charges, and slam power attacks as if it were a friendly huge-based construct model. When attacked, the AOE has DEF 5 and ARM 20 and is removed from play if it suffers 1 or more damage points. The AOE does not suffer effects or trigger effects from attacks other than damage from attack damage rolls. The AOE remains in play for one round.
Sands of Fate

2 SELF Control - - No
RFP a friendly living Faction trooper model in the spellcaster's control range and replace it with the caster. The spellcaster cannot advance this activation after being placed by Sands of Fate.

2 SELF Control - Upkeep No
Enemy non-warrior models in a battlegroup that advance more than 1" and end their Normal Movement in the spellcaster's control range suffer d3+1 damage points.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Sunhammer now affects non-warrior battlegroup models (Horrors, Monstrosities, and battle engine casters). It used to only affect warjacks and warbeasts.
  • Sunhammer now deals d3+1 damage (instead of d3)
  • Maltreatment now is any time during the caster's activation (as before), or at any time between activating other models.

Thoughts on Mohsar the Desertwalker

Mohsar the Desertwalker in a nutshell

Mohsar is a control warlock who creates Pillars of Salt to get in the enemy's way, and debuffs and whittles away at the enemy. He has some amazing match ups but quite a few awful ones too, as his feat and will not work on infernal horrors or monstrosities. He also has no feat into Warjacks that don’t power up, such as those found in the Convergence of Cyris.

Feat thoughts

This is a control feat that is amazingly powerful against some armies and almost useless against others. Some warmachine armies (such as Karchev the Terrible or General Ossrum) rely on power up to function properly, though many will find it a minor inconvenience. Against hordes armies, this feat can be devastating. Look for turns where the opponent has low fury on their caster or lots of fury on their warbeasts or even both. If the warbeasts frenzy this feat can be a timewalk where a portion of their army will do anything from punching a nearby friendly model, to charging across the table into compromising positions. Even if they do not frenzy, they will still be able to accomplish less work the following turn due to the extra fury on them.

If the enemy warcaster is caught in this feat, they cannot cut since that is considered leaching from themselves. Since they cannot leach, this also means that their warbeasts with fury on them will take a frenzy check (meaning it is better to try and catch their warlock in the feat than the individual warbeasts). A turn with no fury can cripple many warlocks, and can majorly hinder their following turn as they will often be able to do nothing, or risk assassination if they choose to spend their last remaining fury. Remember that they need to be in Mohsar's control range when they would leach or power-up; make sure Mohsar finishes in a spot that catches the appropriate models in his control range.

Spell Thoughts


Outstanding against light infantry, especially those with AD. Learn to look for the angles, you can take out entire units with this spell. It also removes from play, making it quite good vs recursion-based armies.

Curse of Shadows

Good for bringing heavy infantry down to size or softening up hard targets. If your opponent runs to engage your lines with fast infantry, cast this on them, and walk right through. Handy for cavalry charges, too.


A threat range-extender that is great on everything from infantry to the Celestial Fulcrum. Since it is a place, it allows you to un-engage yourself or once engaged, back up a little so you can charge again or appear behind for the backstrike bonus. Wolves of Orboros and both varieties of female Tharn appreciate having this spell.

Pillar of Salt

Historically the rules for Pillars of Salt broke the game (broken as in "doesn't work" not broken as in "overpowered") and were a subject of many FAQ and errata. The Devs attempted to fix it several times, but often just changed the way it was broken.

  • As of 2020.10 the Rules-As-Written mostly matches the Rules-As-Intended. There's just a couple of minor things, which you'll find in the #Rules Clarifications section below.

Sands of Fate

The most versatile spell on his list. Useful to get the drop on the opponent to get Curse of Shadows out, a big spray with his gun (don't forget that you can still aim before you Sands of Fate), setup juicy crevasse, or get Mohsar out of sticky situations. The world is your oyster with this spell. Just remember to not neuter your own army using this too much.


This isn't going to cause a ton of immediate damage, but jacks and beasts who have been banged up already can accidentally cripple their own systems (especially nasty if your opponent just tried to repair that system). Consider that an opponent running 8 jacks will take 16 dmg at minimum a turn cumulatively if they all advance into Mohsar's control range. Over a game, this can easily add up to one or two heavies worth of boxes. Remember, even if they back away, they still take the damage. This can be especially brutal against armies that run a lot of lights, like Kara Sloan or Una 2, since a couple of 3's can start knocking arms off. Skorne and Legion also have issues running various lesser beasts with this spell up.

Drawbacks & Downsides

  • Mohsar is extremely squishy - old man stats and no defensive tech.
  • Because of the above he is reliant on Sands of Fate to get him to where he wants to be and back to a safe place. If your opponent can focus fire down your infantry, this will hamper his strategy.
  • Pillars of Salt don't stand up well against any sort of attack, despite being ARM 20. For instance, most charging infantry will swat it, and that's not a good rate of return on your Fury.
  • He has a lot of moving parts and as such can be rough on your clock.
  • You have no feat into Infernal horrors or Cephalyx monstrosities.
  • He is an average control caster in a Faction of great control casters. He won't control your opponent's army as well as Krueger or Wurmwood, and won't buff your army as well as Una or Bradigus.

Tricks & Tips

  • Don't be fooled by Erosion; his P+S is too low to do real amounts of damage to warjacks, even if he is effectively a weapon master against them.
    • It can come in useful vs Battle Engines, light warjacks, most Convergence infantry, and a few Skorne infantry.

List Building Advice


Mohsar is a control caster that attritions well and pressures assassination. He is going to use his feat to shut down the enemy battlegroup, Mirage and Curse of Shadows to increase his army's threat ranges and damage output, and Sands of Fate to terrorize the battlefield.

Sunhammer also chips damage onto the enemy battlegroup, making them easier to get rid of. Over the course of the game against warjack/warbeast heavy armies, this can actually accumulate to quite a lot of damage. Mohsar also has a nasty assassination run by running an infantry model near the enemy warcaster, Sands of Fate'ing to be within 2", casting Doppler Bark to drop their Defense to 5 (assuming you have a Wild Argus), and then killing them with his army (if not by himself). It can be hard to defend against coming from any angle.

He prefers lots of infantry to use as Sands of Fate targets (you cannot use it on non-living troopers which means Mannikins and Shifting Stones are not a legal target). Curse of Shadows and Mirage are also more effective the more models you have to be affected by them, which again lends to more infantry or mixed arms type army compositions.

Theme Thoughts

Mohsar has a good home in Devourer's Host, Wild Hunt, or themeless lists.

    The Devourer's Host    

  • Tharn Bloodweavers are a good Sands of Fate target since they are fast, cheap, and can get access to ambush.
  • Tharn Bloodtrackers more bodies for sands of fate. Also combined with curse of shadows they hit their prey at effective P+S 13. And they love apparition.
  • Death Wolves advance deploy, so combined with ambushers they extend Moshar's assassination threat from multiple angles. They also love Apparition

    The Wild Hunt    

  • Wolves of Orboros are also good Sands of Fate targets since they are fast, cheap, and can get access to ambush.
  • Death Wolves - see above
  • Wolf with No Name loves Sunhammer because it easily sets up his Finisher. He also sets up easy Sic 'Ems for War Wolfs. Additionally, Curse of Shadows, Prey and Finisher make his shooting, as well as his charges, really, really dangerous.
  • Shivers shield guard and another Wild Argus Animus.

    The Bones of Orboros    
The main benefit of this theme is the extra healing for his Wardens, Megalith, two Stoneshapers as one requisition option and two Shiftingstones as one requisition option. Also, models will start the game affected by Apparition, his only friendly upkeep. On the flip side, there are no good Sands of Fate targets and you lose your Common Argus. If that sounds underwhelming to you, that's because it is.

    Support models - Various themes    

  • Gallows Grove - Not required, but will help you not kill as many models with Sands of Fate, also saving you fury.
  • Chuck Dogwood - Puppet Master is vital for an assassination caster, he is also a Veteran Leader to any Wolds Mohsar brings. Craft Talisman is also great to land clutch Curses or Crevasses.
  • Blackclad Stoneshapers support his Woldwardens, which he really, really likes.
  • Well of Orboros some nice support for Wardens, a good gun, redistribution of Corpses to Death Wolves and the Lord of the Feast, and an extra non-character solo via Opening the Gate. What's not to love? Oh, and it extends Mohsar's control range to a huge 18" helping you to stay far back while still using your feat and Sunhammer effectively.



  • Wild Argus for the animus. This has three different purposes. First is assassination pressure, as most casters that get paralyzed are going to be dead casters. Second is Mat/Rat fixing, as your opponent's army cannot rely on high defenses to protect them. Last purposes is to control your opponent's army, as Doppler Bark prevents running or charging.
  • Argus Moonhound can Mark Targets for his gun.
  • Gorax Rager will Respond well to the Pain of being Maltreated.
  • Woldwarden is his main bread an butter warbeast, as it is able to sling Crevasse's for him, while also being eligible for support from Chuck and a Stoneshaper. As an effective MAT 7, POW 18 heavy it will do serious work in melee.
  • Loki is a great allround beast and brings shield guard to save Mohsar from ranged threats.



Released in Hordes: Metamorphosis (2009)

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat - Disjunction

  • Warjacks can still have focus allocated to them by their warcasters, and/or gain focus via other special rules such as Empower or Accumulator

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Rules Clarification:  : Magical Damage      (Edit)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Erosion - None yet. (Edit)

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Rules Clarification:  : Warlock      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification : Maltreatment      (Edit)

  • The warlock can exceed its FURY stat in fury points as a result of this ability.
  • You can't use Maltreatment on a warbeast that has 0 fury. (Locked thread)
  • Maltreatment isn't a friendly attack so if it kills the warbeast you can still reave from it. (Locked thread)
  • Maltreatment can be used at any time during the caster's activation. The restriction is on another model. (Infernal Ruling)

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Rules Clarification : Crevasse and/or Jaws of Urcaen     (Edit)

  • If the model boxed is not the original target (for instance a Shield Guard took the hit and got boxed) then Crevasse/Jaws will not trigger. (Infernal Ruling)
  • Crevasse only
    • The spray generated by the spell is a magic attack.
    However, when it comes to stuff which triggers from spell-casting (like Arcane Vortex) the spray is a bit weird, because you are already halfway through the spell-casting sequence (refer Appendix A).
    • You can use Arcane Vortex vs Crevasse when the first target is picked. You can't use Arcane Vortex when the spray target is picked. (Infernal Ruling)
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Rules Clarification : Curse of Shadows      (Edit)

  • There is no distinction in the spell between friendly and enemy; neither in the targeting restrictions or in the 'who can move through them' effect.
  • You can't move through affected models during involuntary movement (pushes & slams) because that's not an advance.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Mirage      (Edit)

  • The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
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Rules Clarification : Apparition      (Edit)

  • Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
    • It happens after paying for upkeeps, Power Up, etc
    • If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
  • Unit members must always be placed in formation. Refer to the "Placed" section of the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where it likes.
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Rules Clarification : Pillar of Salt (2020.09 version)     (Edit)
The two most important parts are:

  1. The PoS is not a model
  2. The PoS only takes damage from damage rolls that are from an attack.
    • Stuff which does auto-damage instead of a damage roll (such as Sniper) doesn't work vs it.
    • Damage that is not from an attack (such as Asphyxious1's feat) doesn't work vs it.

Other interactions:

  • Pillars of Salt can overlap each other and/or terrain. Just not models.
  • A Pillar of Salt is friendly to the spellcaster, and enemy to the opposing player. (Infernal Ruling). This determines who can charge it, and that's about it.
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Rules Clarification : Sands of Fate      (Edit)

  • Although you cannot advance after using the spell, you can still use your Normal Movement for a different option. You can either:
    • Forfeit your Normal Movement (if there is something that requires you to forfeit), or
    • Use your Normal Movement to Aim.
  • The trooper doesn't need to be in formation, or in the caster's LOS.
  • Solos are not troopers.
  • You cannot use Sands of Fate when affected by a "cannot be placed" effect (such as Wild Growth). (Infernal Ruling)
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Rules Clarification : Sunhammer      (Edit)