Cities of Sigmar – Wildwood Rangers
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Wildwood Rangers

Wildwood Rangers are tasked with hunting and slaying those monstrous abominations that despoil the majesty of nature. It is a calling that they carry out swiftly and brutally with their curved draich blades.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ranger’s Draich
Ranger’s Draich2"23+3+-11

Unit Size: 10 - 30      Points: 130
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is WANDERER


This warscroll can be used in following warscroll battalions:
 • Viridian Pathfinders


A unit of Wildwood Rangers has any number of models, each armed with a Ranger’s Draich.

WILDWOOD WARDEN: 1 model in this unit can be a Wildwood Warden. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 10 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 10 models in this unit can be a Hornblower. Add 1 to run and charge rolls for units that include any Hornblowers.


Guardians of the Kindred: The Wildwood Rangers track and slay the monstrous creatures that despoil the woods of the realms.
A Ranger’s Draich has a Damage characteristic of 2 instead of 1 if the target is a MONSTER.


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

Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
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.

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

The CITIES OF SIGMAR keyword is used in following Cities of Sigmar warscrolls:

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© Vyacheslav Maltsev 2013-2021