Cities of Sigmar – Wild Riders
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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

Unit Size: 5      Points: 120
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is WANDERERS


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


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.


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.


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

8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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