The Wanderer

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Feora2 (theme thoughts) Imperatus (Dawnguard and non-vyros combos)


Grymkin Logo.jpg

The Wanderer
Grymkin Warlock

"If you care not where you roam, every road will take you home."

Traveling the unknown parts of Caen, the Wanderer once wished only to go where he pleased — until his confinement within the depths of Urcaen drove him mad. Now freed from that hell, he roams the world seeking those marked by sin to deliver upon them his own twisted and tortuous justice.

Basic Info

The Wanderer
Missing Info
The Wanderer.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 5
RAT 7
M.A. N/A
DEF 15
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Attuned Spirit [Friendly Grymkin] - Once per activation, this model can cast the animus of a friendly Grymkin warbeast in its battlegroup without spending fury.
  • Crossroads - 1) At the end of your turn, place 3 road markers anywhere completely within 6˝ of the Wanderer. 2) At the start of your Maintenance Phase, the Wanderer can be placed in the location of any of his road markers. The road markers are then removed (whether the Wanderer is placed or not). 3) If a model contacts a road marker at any time, remove the road marker from the table.
  • Hidden Paths - When an enemy model touches a road marker while advancing then, after that model has completed moving, one friendly Faction model in the Wanderer's CTRL range can advance up to 2". A model can only move once per turn via Hidden Paths.


Weapons

  • Lantern's Light - 10" spray that does no damage.
    • Beacon - Friendly Faction models can slam, trample or charge for free against an enemy model hit with this weapon. Models who charge gain +2" movement. Beacon lasts for one turn.
    • Flare - Models hit by this weapon/attack lose Stealth and suffer -2 DEF for one turn.
  • Lantern's Bash - 2" reach, P+S 11 melee weapon
    • Continuous Fire - A model hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll in the Maintenance phase of its owner's turn until the fire expires.
    • Damage Type: Magical - This weapon deals Magical damage.
    • Flare - As above

Spells

COST RNG AOE POW DUR OFF


Fog of War

3 SELF Control - Upkeep -
Models gain concealment while in the caster's control range.
Repudiate

2 10 - - - Yes
All animi/upkeep spells on the target hit expire. Also, if an upkeep expires, the model controlling it takes d3 points of damage.
Star-Crossed

3 SELF - - Round -
For one round, enemy models in the caster's control range must roll an additional die on attack rolls and discard the highest.
Veil of Mists

2 CTRL 4 - Upkeep -
Place a 4" AOE cloud effect anywhere completely within the caster's control range. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.

Trump: Divergent path

  • Trigger - When The Wanderer is damaged by an enemy attack
  • Effect - Transfer the damage without spending fury then place The Wanderer by any road marker.

Grymkin warlocks use Arcana instead of feats.
At the start of every game, the Grymkin player chooses 3 Arcana Cards for that game. One card must be the warlock's unique Trump Card (above) but the other two are from the generic set.
During the game, the Grymkin player can use each chosen Arcana once, at any time that the trigger conditions are met.

Theme Forces

Themes for generic warlocks (Edit)


Thoughts on The Wanderer

The Wanderer in a nutshell

The Wanderer is full of mobility and de-buff tricks. His road markers can force opponents to choose between allowing him to teleport around or giving one of your models a free 2" move. Lantern's Light marks targets to be charged or shot, extending your models' threat range while making the enemy easier to hit.

Arcana thoughts

Divergent Path - this arcana is a life insurance, and has a big chance of coming into play, as the enemy will often try to kill The Wanderer, overcoming his plain average defensive stats. Most likely you'll use it if you managed to leave the Wanderer without FURY to transfer (or the enemy robbed off your camped point, for example with Eiryss). The trump is not limited to attacks, so it triggers on any kind of damage rolls, including collateral damage, electro-leaps and the like. Therefore, assassinations will require a bit more planning, as your enemy must remove the road markers first, either by making your models to move into them (Telekinesis, Slam, Throw, etc), or walking themselves nearby (triggering your free advance in return). You'll still suffer the additional effects of the source of the damage (like becoming knocked down from a model slammed into you, or getting a continuous effect), but you can still be placed most of the time. Most useful against assassination casters, as many of them cannot advance after started making their attacks.

  • Labyrinth - Though you cannot play in the same turn as Divergent Path, -2 SPD, along with the placing/advancing possibility from your road markers can often be as effective as your trump card to counter assassinations.
  • Ill Omens - Has great synergy with Star Crossed

Spell thoughts

  • Fog of War - the usual caveat would be a warning about order of activation, as it conceals your enemies too. However, you can be bolder in this faction. The only 2 models who should take care about it, are Lord Longfellow and the Frightmare, as Hollowmen have Eyeless Sight, Lantern's Light ignores concealment, and you have only a single offensive spell.
  • Repudiate - perfect against support casters/locks, plus the damage can easily trigger the Finisher bonus for Longfellow's shots. It is also a panic button to remove dangerous upkeeps (Parasite, Crippling Grasp, etc.) from your own models.
  • Star-Crossed - pumps up the DEF of your slow bricks (read, Piggybacks), and makes your average DEF units highly elusive. Stacks nice with Fog of War, plus the above mentioned Arcanas. It also triggers easier the Dodge animus of the Crabbits, or on the Trapperkin. Just be on the lookout for auto-hitting attacks.
  • Veil of Mists - Another ranged denial trick, plus your built-in tactician+pathfinder for charges from behind your lines.

Drawbacks & Downsides

  • Fragile
  • Not much in the way of boosting the hitting power of his army (though gives really nice mobility boosts)
  • Tricks that deny placing and advance can shut down your movement shenanigans.
  • Poor placing of the road markers can easily leave you in exposed situations.

Tricks & Tips

  • If you want to place your warlock in your maintenance phase, don't forget to do it before checking for continuous effects expiry - unless you want to be called on (rightfully) by your opponent.
  • Divergent Path places you, while Hidden Paths allows you to advance. An important difference, whether or not it triggers such abilities as Admonition, or Countercharge.
  • Though your ranged attack is not magical, Incorporeal enemies will still be affected by Beacon and Flare.

List Building Tips

Strategy

Be smart about your road marker placement and you can safely play The Wanderer forward a bit while holding his Trump Arcana in reserve. The Wanderer has a great tool in his Lantern's Light. Under its Beacon, any friendly Faction model gets +2" movement to close in on a target for engagement, and charging the illuminated model is free for his Warbeasts. Obviously, this is going to be a target you really want dead - eventually, the opponent's Warlock or Warcaster, when possible. Combine Lantern's Light with an appropriately placed Veil of Mists to eliminate obstacles and charge away.

Theme Thoughts

The Wanderer isn't really specific to a theme; his big spell is a debuff and he always has enough warbeasts to use Attuned Spirit. He therefore plays in both themes (although isn't terribly popular in either) and appears to have a very slight bias towards Dark Managerie - athough this might be local effects. When your main spell is Star Crossed you go well with anything.

Army

  • Because the Wanderer will want to play forward in order to effectively illuminate enemy targets, Crabbits are useful Shield Guards that can hop into incoming fire.
  • Neigh Slayers charging a target that's feeling the effects of Beacon and Flare are effectively MAT 8 armor-piercers with a 13" threat range. Fog of War and Veil of Mists can help protect them from shooting as they get in position.
  • High-DEF solos, like the Glimmer Imp, the Trapperkin or Lord Longfellow are nigh-untouchable under Star Crossed.
  • Hollowmen can shoot out of Fog of War without any problem, while the enemy's shots will be affected by concealment.
  • Slow-moving, hard hitting units, like Piggybacks and Cage Ragers can really benefit from the combination of The Wanderer's ranged attack + Veil of Mists.

Other

Trivia

Beta rules released in the Grymkin CID (2017.03), final rules with the Faction release (2017.06)

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)
Battlegroup
Warlocks

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Arcana
Warlock Attachment: Baron Tonguelick

Warbeasts Lesser

Crabbit

Light

Frightmare - Gorehound - Rattler

Heavy

Cage Rager - Clockatrice - Skin & Moans

Units, Solos, & Battle Engines
Units

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters

Solos

Baron Tonguelick, Lord of Warts - Cask Imp - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Lady Karianna Rose - Lord Longfellow - Trapperkin - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night

Eilish Garrity, the Occultist - Hermit of Henge Hold - J.A.I.M.s - Primal Archon

This index was last updated: 2019.04

Rules Clarifications

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Rules Clarification: Arcana     (Edit)

  • Normally Arcana can only be triggered during the enemy turn. However, sometimes a free strike will allow you to trigger an Arcana during your own turn.
    • This can potentially lead to having two Arcana active at the same time.
  • Arcana can be triggered/used while the warlock is knocked down.
  • Any given warlock can't have duplicates of the same Arcana.
  • In a multi-warlock game, each warlock can't have duplicates of the other's Arcana.
  • In a Steamroller tournament:
    • You choose your Arcana cards before the start of each game.
    • You choose them on your clock. ie during your deployment time.
    • In a Grymkin vs Grymkin mirror match, one player chooses on his clock, then the other on their clock, then both reveal, then deployment starts.

The Heretic - Reckoning - None yet

The Dreamer - All Fall Down   [Show/Hide]
  • Once triggered, there is no range limit to which models can be affected. An enemy model could be fighting a Grymkin model on the opposite side of the board from the Dreamer, and it'll still get knocked down.
The Child - Wrath   [Show/Hide]
  • Determine which warbeasts are currently in The Child's CTRL range before increasing her CTRL range. (Infernal Ruling)
  • You can trigger this if The Child herself is damaged.
    • Say you have a warbeast at max fury that you want to transfer to. You cannot have The Child suffer damage, then trigger Wrath, then transfer the damage to the now-not-at-max-fury warbeast. Because, as per Appendix A Timing Sequence, damage transfer occurs at step 9g, but damage to The Child that lets her trigger the Arcana occurs at step 10a.
  • You can trigger this if a warbeast out of your CTRL range is damaged (although they won't get the benefit).
  • When your FURY stat drops back down to normal, any excess fury tokens are discarded.

The Wanderer - Divergent Path - None yet

The King of Nothing - Taste of Ashes   [Show/Hide]
  • There is no range limit on who gets damaged. If the nearest model(s) is 48" away, it'll get damaged anyway.
  • The warbeast that you trigger the Arcana on will also cause d3 damage to d3 models. It's not just "from then on".
  • You roll a separate d3 damage for each damaged model.
  • If multiple warbeasts are killed by a single attacker (such as with an AOE) you resolve the "d3 damage" sequentially, one warbeast at a time.
    If the original attacker is destroyed by this damage, the rest of the "d3 damages" fail to trigger because the attacking model is no longer in play. (Infernal Ruling)

  • Note that The Shadow and the Shroud Arcana have the trigger tied to your lower CMD range.
Ill Omens   [Show/Hide]
  • Note that there is no range limit on the effect of Ill Omens.
Ruin   [Show/Hide]
  • For Ruin, refer to the clarifications on Arcane Vortex. It's essentially the same in-game effect and has the same clarifications.
Sacrifice   [Show/Hide]
  • Kreuger1's feat puts AOEs in play which causes damage immediately, then damages anyone walking around in them later. Sacrifice can be triggered by the damage when the AOEs are first put in play, but not from damage taken when walking around in the AOE. (Infernal Ruling)
  • Sacrifice can be triggered from damage taken the Sunhammer spell. (Infernal Ruling)
  • Sacrifice can be triggered from stuff like Electro-Leap and Chain Lightning. (Infernal Ruling)
  • If your warlock transfers damage and that kills a warbeast, it doesn't count as the enemy destroying the warbeast and Sacrifice can't be triggered. (Infernal Ruling)
  • Sacrifice can be triggered from a Steamroller objective, or can be used to heal an objective. (Infernal Ruling)
The Shadow   [Show/Hide]
  • The model that is advanced into must be smaller-based than the enemy model doing the advancing.
  • The only restrictions on the new warbeast are what are stated. You can cast spells on it, force it, give it corpse tokens, whatever you like.
  • You cannot trigger this by taking control of an enemy model, because it's not an enemy model while under you control.
  • If you trigger it during your opponent's turn, the warbeast will be in play for the remainder of your opponent's turn, you can activate it during your next turn, and it'll expire at the end of that turn.
  • If you manage to trigger it on your own turn (an enemy model got an Admonition move, or something) then you can activate the warbeast this turn, and it'll expire at the end of your opponent's next turn.
  • Whether you need the actual physical model for something that is only in play for one round, or whether you can use a marker instead, is a decision that must be made by the Event Organiser. A PP event will always require the correct model. (Infernal Ruling)
Accursed   [Show/Hide]
  • Enemy models can regain the abilities they lost. For instance, having Zombify cast on them.

Rules Clarification : Beacon - None yet. (Edit)
Rules Clarification : Flare - None yet. (Edit)

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Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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.")


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • 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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
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.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • 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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • 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)

Rules Clarification : Crossroads - None yet. (Edit)
Rules Clarification : Hidden Paths - None yet. (Edit)


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Rules Clarification:  : Admonition      (Edit)
(Click Expand to read)

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Fog of War      (Edit)

  • All players will gain concealment from Fog of War. It lacks the "friendly models gain ..." part that would normally limit it.

Rules Clarification : Star-Crossed - None yet. (Edit)

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Rules Clarification : Veil of Mists      (Edit)

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)