Wanderers v2.0

by cyberhawk94

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--------------- Unofficial Order Battletome --------------
WANDERERS

Contents

Table of Contents W.I.P.

Alliegiance Abilities - Wanderers

This section describes the allegiance abilities available to a Wanderers army, including battle traits for the army, command traits for its general and the artefacts of power available to its heroes.

Battle Traits

Melt Away

Wanderers are impossibly difficult to lock in combat, melting away to strike from afar with their missile weapons.

WANDERERS units can retreat and shoot in the same turn.

Realm Wanderers

These aelves, as their name implies, have traveled the realms for generations and know many hidden paths.

At the start of your movement phase, one friendly WANDERERS unit wholly within 6"of the edge of the battlefield, and more than 3" from enemy models, can leave to travel along a hidden pathway instead of making a move. If they do so, remove the unit from the battlefield. Then set the unit up, anywhere wholly within 6" of the edge of the battlefield, and more than 9" from any enemy models. This counts as that unit’s move for that movement phase.

Kindred

Each clan of wanderers, known as kindreds, travels the realms with their own purpose in mind.

If your army is a Wanderers army, you can give it a Kindred keyword. All WANDERER units in your army gain that keyword. You can either choose one of the Kindreds listed below, or choose another Kindred you have read about or created yourself. If you choose one from the list below, all units with that keyword benefit from the extra abilities listed for that Kindred on the page indicated. If you choose a different Kindred, simply pick the Kindred that most closely matches the nature of your own.

  • The Seeking (pg 5)
  • The Forgiven (pg 6)
  • The Lost (pg 6)

Command Traits

A general of an army with a WANDERERS allegiance can choose one of the following Command Traits:

  1. Far Strider: This aelf ever wanders, dashing across wood and meadow, never tiring.

    The general can run and still shoot and/or charge in the same turn.

  2. Myst Walker: Eldritch fog enshrouds this aelf, hiding them from the prying eyes and vicious blades of the enemy.

    Enemy units can only attack this general if it is the closest enemy model when the attack is made.

  3. Masterful Hunter: Volleys loosed by this aelf fly unerringly towards their targets, striking where there are gaps in armour and piercing vital organs.

    Add 1 to hit rolls for attacks made with this general’s missile weapons.

  4. Eagle-Eyed: No matter how far their quarry runs, this general is able to track them and strike them down.

    Add 10"to the Range characteristic of missile weapons used by this general.

  5. Lord of Blades: At close-quarters, this noble aelf is a paragon of battle, sweeping deftly past their foes defences to deliver the killing blow.

    You can re-roll hit rolls of 1 for this general’s melee weapons.

  6. Singer of Spells: When this general speaks they form beauteous harmonies, their musical words mixing with the winds of magic.

    Add 1 to this general’s casting and unbinding rolls if they are a WIZARD. If they are not a WIZARD, they gain the WIZARD keyword, and can attempt to unbind one spell in each enemy hero phase (but note that they cannot attempt to cast any spells).

Artefacts of Power

Relics of the Wood

Wanderer Hero Only

  1. Falcon of Holthaven: This territorial raptor guarded the tomb of its first master for centuries, and to this day it harries those who would despoil its domain.

    Roll a dice each time an enemy unit ends a normal move within 12"of the bearer. On a 4+ that unit suffers 1 mortal wound

  2. Starcaster Longbow: In place of a bowstring, a ley line runs between the limbs of this bow, and when plucked it loosessolid shards of Sigendil’s light.

    In your shooting phase, you can pick an enemy unit within 20" of the bearer and roll a dice. On a 2-5 that unit suffers 1 mortal wound; on a 6+ that unit suffers D3 mortal wounds.

  3. Shiftweave Cloak: This cloak twists and shifts in the light, as the wearer flits in and out of proper existence.

    After a friendly unit within 6" of this model uses the Realm Wanderers ability, the bearer can be removed from the table and set up wholly within 6" of that unit and more than 9" from any enemy models.

Heirlooms of Gyhran

Spellweaver Only

  1. Viridescent Shawl: Depending on the mood of its wearer, this cloak can exude the lushness of an emerald glade or the choking dark of a briar thicket.

    Add 1 to casting rolls for friendly WANDERER WIZARDS within 9" of the bearer. In addition, subtract 1 from hit rolls for missile weapons that target the bearer.

  2. Forget-me-Knot: When bound by this chain of delicate florets, the unsuspecting victim sees themselves not on the battlefield, but in an endless confluence of ethereal paths.

    Once per battle, at the start of the combat phase, pick an enemy HERO within 3"of the bearer. That HERO cannot fight or use abilities in that combat phase.

  3. Calaingor's Stave: This staff was sung from the branches of a tree in ages past, and hums with power from the World that Was.

    The bearer can cast 1 additional spell in each of your hero phases.

Spell Lore

You can choose or roll for one spell from the following table for each WIZARD in a Wanderers army.

Lore of the Wandering Path

  1. Fury of Nature. The plants, animals, and even earth near the foe turn against them in a primal rage.

    Fury of Nature has a casting value of 7. If successfully cast, pick 1 enemy unit within 24" of the caster that is visible to them, and roll 3 dice. Add 2 to each roll if the target is within 1" of a terrain feature. For each 5+, that unit suffers d3 mortal wounds.

  2. Hidden Path. Shifting in and out of the visible world, these warriors traverse paths unknown to mortals, guided by their allied mage.

    Hidden Path has a casting value of 6. If successfully cast, pick 1 friendly unit wholly within 12" of the caster that is visible to them. Until your next hero phase, that unit can fly and you can add 1 to save rolls for attacks made with missile weapons that target that unit.

  3. Twilight Host. Scores of twisted shadowy figures appear to be reinforcing these warriors, making even the most battle-hardened foe reluctant to face them.

    Twilight Host has a casting value of 7. If successfully cast, pick 1 friendly unit wholly within 18" of the caster that is visible to them. Until your next hero phase, enemy units within 6" of the target have -2 to their bravery.

The Seeking

Description to add Later. "Standard" Wanderers, travel around protecting waystones.

Abilities

Fleet of Foot

Spending Endless days traveling has made Seeking kindred swift and quick to react.

After armies are set up, but before the first battle round begins, SEEKING units can move up to 3". In addition, increase the Move characteristic of SEEKING units by 1".

Defiant Hunters

The Seeking are undaunted by the savagery of the realms and will let no misfortune deter them from their path.

You may re-roll battleshock tests for SEEKING units.

Artefect of Power

The first SEEKING HERO to receive an artefact of power must be given the Hail of Doom Arrow.

Hail of Doom Arrow: This ill-fated black arrow splits into dozens of magical shards, which each seek out their target with deadly intent.

Once per battle, in your shooting phase, the bearer can fire the Hail of Doom Arrow. Choose an enemy unit within 24" and roll 3d6 to determine the number of arrows fired. Roll a die for each arrow fired, and for each result of 5+, the target suffers a mortal wound.

Command Trait

A SEEKING general must have this command trait instead of choosing one listed.

Wisdom of the Ages: This general knows well the ebb and flow of battlefields in the Mortal Realms.

At the start of your hero phase, roll a dice if the general is on the battlefield. On a 4+ you receive 1 additional command point.

Command Ability

Blessing of the Asrai: Drawing from the power of the leylines, the Kindred leaders guide blades and arrows past the armor of their foes.

You can use this command ability in your hero phase. If you do so, pick a SEEKING unit wholly within 12" of a SEEKING HERO. Improve the Rend characteristic of that unit's weapons by 1 until the end of this turn.

The Forgiven

Description to add Later. Made it a mission to specifically guard Sylvaneth groves until they lost a lot of their number in a large assault. The Everqueen gave them a small amount of forgiveness and replaces much of that lost number with Dryads and Kurnoth. Mainly on Ghyran.

Abilities

The Queen's Favor

The Everqueen grants these kindred bands support from Sylvaneth wargroves. Whether as a sign of good faith or keep a closer eye is unclear...

A Forgiven army can include SYLVANETH units. 1 in every 4 units in an army can be a SYLVANETH unit. Those units gain the FORGIVEN keyword.

Nature's Teachings

The Forgiven spend much of their time among then enchanted glades of Gyhran, and have learned much of the inner workings of magic.

You can re-roll the first failed unbinding roll in each enemy hero phase. In addition, friendly FORGIVEN SPELLWEAVERS can attempt to cast 1 extra spell in your hero phase.

Artefect of Power

The first FORGIVEN HERO to receive an artefact of power must be given the Acorn of Ages.

Acorn of Ages: This unassuming acorn is verdant life given form.

Once per battle, at the start of your hero phase, the bearer can use the Acorn of Ages. Set up 1 AWAKENED WYLDWOOD wholly within 12" of the bearer and more than 1" from any other model, terrain feature or objective, and add it to your army.

Command Trait

A FORGIVEN WIZARD general must have this command trait instead of choosing one listed.

Fey Power: This wizard can draw upon the power of Ghyran to enhance their magical abilities.

The general adds 1 to casting and unbinding rolls while they are in cover.

Command Ability

Annoyance of Netlings: Malevolent sprites spring forth from the bark of Sylvaneth warriors, swiftly harassing and distracting their foes.

You can use this command ability at the start of the movement phase. If you do so, pick an enemy unit within 12" of a FORGIVEN SYLVANETH unit. Halve that unit's movement characteristic until the end of the phase.

The Lost

Description to add Later. Quickly gave up on the idea of ever getting true forgiveness and redemption, fight to survive, thinks The Forgiven are naive. Mainly travels the forests of Ulgu.

Abilities

Wander Through Shadow

Either due to cynicism or pragmatism, many aelves in the Lost have turned to less honorable, though effective, methods of combat.

A LOST army can include SHADOWBLADE units. 1 in every 4 units in an army can be a SHADOWBLADE unit. Those units gain the WANDERER and LOST keywords.

Sudden Ambush

Masters of hidden assaults, Lost kindreds have trained to strike before their enemy knows they are there.

Add 1 to hit rolls for attacks made by LOST units if they were set up that turn (such as from Realm Wanderers or a similar ability).

Artefect of Power

The first LOST HERO to receive an artefact of power must be given the Moonstone of Hidden Ways.

Moonstone of Hidden Ways: An ancient stone that can show the bearer paths linking the forests of the Realms together.

Once per battle, at the end of your movement phase, if the bearer is within 1" of a terrain feature, they can walk a hidden path. The bearer and a single friendly LOST unit wholly within 6" of them can be removed from the battlefield and set up wholly within 1" of another terrain feature and more than 9" from any enemy units.

Command Trait

A LOST general must have this command trait instead of choosing one listed.

Shifting Patterns: The shadows and foliage surrounding this aelf shift and change to hide them from view.

Subtract 1 from hit rolls for attacks that target this general.

Command Ability

Shades in the Forest: Using the terrain to their advantage, Lost kindreds are at their best when fighting hidden from the view of their enemies.

You can use this command ability in your hero phase. If you do so, pick 1 friendly LOST unit that is in cover and wholly within 12" of a friendly LOST HERO. You can re-roll hit, wound, and save rolls of 1 for that unit until your next hero phase, or until they are no longer in cover.

Warscrolls

This section includes Wanderers warscrolls and warscroll battalions.

Warscroll Battalion

Waystone Guardians

Description to add Later.

Organisation

A Waystone Guardians battalion consists of the following units:

  • 1 Nomad Prince
  • 1 Waywatcher
  • 4 units of Glade Guard or Sisters of the Watch in any combination
  • 0-1 units of Sisters of the Thorn

Protective Volley: Perhaps the greatest weapon of the Waystone Guardians lies in their ability to cut down any foes that draw close enough to threaten their leader with volleys of bow-fire.

In your hero phase, pick one enemy unit within 12" of the battalion's Nomad Prince. All other Waystone Guardian units can immediately make a shooting attack against that unit.

Warscroll Battalion

Waystone Pathfinders:

Description to add Later.

Organisation

A Waystone Pathfinders battalion consists of the following units:

  • 1 Waystrider or Kurnoth Rider
  • 1 unit of Eternal Guard
  • 2-4 units of Wildwood Rangers or Wild Riders in any combination

Shifting Assault: Used to sudden combat breaking out while on the trail, Pathfinders can rapidly shift their focus from one portion of the battlefield to another.

Units from this battalion can retreat or run and still charge later in the same turn if they are wholly within 12" of the HERO from the same battalion at the start of the charge phase.

Warscroll Battalion

Waystone Channelers:

Description to add Later.

Organisation

A Waystone Channelers battalion consists of the following units:

  • 3 Spellweavers
  • 0-3 units of Sisters of the Thorn

Leyline Casting: When a coven of Fey mages works together, they are able to tap into the raw leylines of the Realms and channel their magic along them.

When a SPELLWEAVER in this battalion attempts to cast a spell, before making the casting roll, you can choose another unit in this battalion that is wholly within 18" of that model. If you do so and the spell is successfully cast and not unbound, you must measure the range and visibility for the spell from the chosen unit.

For remaining units, use their currently up to date warscroll (found in Battletome: Cities of Sigmar)

Pitched Battle Profiles

The table below provides points, minimum unit sizes and battlefield roles for the warscrolls and warscroll battalions in this book, for use in Pitched Battles. Spending the points listed on this table allows you to take a minimum-sized unit with any of its upgrades. Understrength units cost the full amount of points. Larger units are taken in multiples of their minimum unit size; multiply their cost by the same amount as you multiplied their size. If a unit has two points values separated by a slash (e.g. ‘60/200’), the second value is for a maximum-sized unit. Units that are listed as ‘Unique’ are named characters and can only be taken once in an army.

A unit that has any of the keywords listed on the Allies table can be taken as an allied unit by a Wanderers army.

Warscroll Min Max Points Battlefield Role Notes
Glade Guard 8 32 100 Battleline
Eternal Guard 10 30 130/330 Battleline
Feyrider 1 1 120 Leader
Nomad Prince 1 1 120 Leader
Spellweaver 1 1 90 Leader
Waystrider 1 1 80 Leader
Waywatcher 1 1 130 Leader
Beasts of the Wild 2 6 40
Sisters of the Thorn 5 20 130 Battleline in Wanderers if your General is a Spellweaver
Sisters of the Watch 10 30 160 Battleline in Wanderers
Wildwood Rangers 10 30 130 Battleline in Wanderers
Wild Riders 5 20 130 Battleline in Wanderers if your General is a Feyrider
Waystone Guardians - - 140 Warscroll Battalion
Waystone Pathfinders - - 160 Warscroll Battalion
Waystone Channelers - - 180 Warscroll Battalion



ORDER ALLIES
Wanderers Stormcast Eternals, Cities of Sigmar



Legends Counts-As Profiles

Warscroll Min Max Points Battlefield Role Counts-as
Glade Riders 8 24 200 Battleline Use Dark Riders in The Lost
Glade Lord on Great Stag 1 1 100 Leader Use Feyrider warscroll
Glade Lord on Steed 1 1 100 Leader Use Feyrider warscroll
Wayfinder 1 1 100 Leader Use Waystrider or Waywatcher warscroll
Great Eagles 1 3 60 Use Beasts of the Wild warscroll
Hunting Hounds 1 5 20 Use Beasts of the Wild warscroll
Warhawk Riders 1 6 40 Use Beasts of the Wild warscroll
Waywatchers 5 15 80 Use Shadow Warriors in The Lost
 

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