Cities of Sigmar – Wildercorps Hunters

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WARSCROLL

Wildercorps Hunters

Trackers, scouts and outdoorsmen, the Wildercorps are experts in attacking from the cover of thick foliage and broken ground. Their warhounds surge forward, sinking fangs into flesh even as skilled marksmen pick out their targets with crossbows and arbalests.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Crossbow
Hunting Crossbow18"24+4+-11
Hunting Arbalest
Hunting Arbalest18"23+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hunting Weapons
Hunting Weapons1"24+4+-1
Ferocious Bite
Ferocious Bite1"34+3+-1
PITCHED BATTLE PROFILE

Unit Size: 11      Points: 130
Battlefield Role: None
MODELBASE SIZE
Wildercorps Warden, Arbalest40mm
2 x Leatherhides and Trailblazer28.5mm
2 x Scouts and 4 x Trailhounds25mm
Notes: For each Freeguild Steelhelms unit included in an army, 1 Wildercorps Hunters unit can be included in the army as a Battleline unit.

Each model in a Wildercorps Hunters unit is armed with a Hunting Crossbow and Hunting Weapons.

WILDERCORPS WARDEN: 1 in every 11 models in this unit must be a Wildercorps Warden. That model is armed with a Ferocious Bite in addition to its other weapons. Wildercorps Wardens can issue commands to their own unit.

TRAILHOUNDS: 4 in every 11 models in this unit must be a Trailhound. Each ofthose models is armed with a Ferocious Bite instead of any other weapons.

ARBALESTER: 1 in every 11 models in this unit must be an Arbalester. That model is armed with a Hunting Arbalest instead of a Hunting Crossbow.

Expert Trackers: These soldiers are tasked with scouting ahead of the main advance, luring out enemy warriors and alerting their allies to any dangers that lie before them.
After deployment but before the first battle round begins, this unit can make a normal move (it cannot run).

Hidden and Dangerous: Lurking unseen by the enemy, Wildercorps Hunters stalk their quarry sometimes for days on end before they launch surprise volleys of crossbow boltsfrom hidden positions.
This unit is not visible to enemy units while it is in cover or while it is more than 12" away from them. In addition, improve the Rend characteristic of this unit’s missile weapons by 1 while all of the models in this unit are within 1" of a terrain feature.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, FREEGUILD, WILDERCORPS HUNTERS

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

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

Army List
Warscrolls collated

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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. Units cannot run if they are within 3" of an enemy unit.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
© Vyacheslav Maltsev 2013-2024