Cities of Sigmar – Wildercorps Hunters

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SPEARHEAD WARSCROLL
Wildercorps Hunters
5"
1
5+
1
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.
SPEARHEAD WARSCROLL
Wildercorps Hunters
RANGED WEAPONS
RngAtkHitWndRndDmg
Hunting Crossbow
Hunting Crossbow15"24+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Hunting Weapons
Hunting Weapons24+4+-1
Trailhound’s Ferocious Bite
Trailhound’s Ferocious Bite24+3+-1
Each model in this unit is armed with a Hunting Crossbow and Hunting Weapons.
  • The Wildercorps Warden is armed with a Trailhound’s Ferocious Bite in addition to their other weapons.
  • 4/11 models are Trailhounds and are armed with a Trailhound’s Ferocious Bite instead of any other weapons.

Deployment Phase
EXPERT TRACKERS: These soldiers are tasked with scouting ahead of the main advance.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

KEYWORDS
INFANTRY
Army List
Warscrolls collated

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17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2026