Cities of Sigmar – Wildwood Rangers
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WARSCROLL

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
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 135
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is WANDERERS

BATTALIONS

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

DESCRIPTION

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.

ABILITIES

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.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, WANDERER, WILDWOOD RANGERS

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

None
Battleline
Leader
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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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© Vyacheslav Maltsev 2013-2021