Cities of SigmarWild Riders
12"
2
5+
8
WARSCROLL

Wild Riders

Wild Riders are vengeful fey warriors that bound into battle upon mystical steeds. They display a reckless indifference to danger as they direct their mounts to trample and gore the enemy while stabbing out with hunting spears.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Spear
Hunting Spear2"23+4+-11
Antlers and Hooves
Antlers and Hooves1"24+4+-1
PITCHED BATTLE PROFILE

Unit Size: 5 - 20      Points: 130
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is WANDERER

DESCRIPTION

A unit of Wild Riders has any number of models, each armed with a Hunting Spear.

MOUNT: This unit’s Fey Steeds attack with their Antlers and Hooves.

WILD HUNTER: 1 model in this unit can be a Wild Hunter. Add 1 to the Attacks characteristic of that model’s Hunting Spear.

STANDARD BEARER: 1 in every 5 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

HORNBLOWER: 1 in every 5 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.

ABILITIES

Unbound Fury: These warriors embody nature’s vengeful wrath.
This unit’s Hunting Spears have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WILD RIDERS

The WANDERER keyword is used in following Cities of Sigmar warscrolls:

None
Battleline
Leader
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020