Editing
Age of Sigmar/Tactics/Old/Order/Wanderers
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Allegiance Abilities== ===<span style="color:#01bbe3;">Battle Traits</span>=== Armies with the '''WANDERERS''' allegiance have the following abilities: *'''Defiant Hunters:''' You may reroll battleshock tests for '''WANDERER''' units. This is literally the '''ORDER''' allegiance ability repackaged in a way that only works on Wanderer units. Your best abilities are the next two: *'''Realm Wanderers:''' at the start of your movement phase, one of your '''WANDERER''' units that are within 6" of a table edge can be removed from the table and be set up at anywhere wholly within 6" of the same table edge that is more than 9" from the enemy. This counts as their movement. CORE RULES Designers’ Commentary, July 2019: '''(Very important)''' ''Q: Some abilities allow you to remove a unit from the battlefield and set it up again, and say that this ‘counts as their move for the movement phase’ (or words to that effect). Do these units count as having made a move for the purposes of any other rules or abilities? A: No, it simply restricts them from making a move later on.'' **When used correctly, this ability will have your opponent howling with neckbeard rage at his inability to corner and overwhelm your units. You can comfortably hug the board edges with your ranged units and take him out at your leisure knowing that if he approaches too close you can simply redeploy somewhere else and continue raining arrows on him. If used on the wide board edges ''(or in conjunction with the Stalker of the Hidden Paths trait)'' you can even outflank your enemy and strike him in the vulnerable rear if he leaves himself open. **As of the 2018 Compendium Realm Wanderers has been Restricted to being used once per turn, nerfing Arrow spams and Keep away tactics. A way around this would be to bring max size units, you will have a harder time giving the hero support ***Waystone Pathfinders Battalion is still valid so you still can do first turn flanking, but latter relocation will be harder *'''Melt Away:''' Any '''WANDERER''' unit can [[Ultramarines|shoot in same turn it retreats]]. **This ability goes some way in making up for the overall poor melee quality of your ranged units. Don't do well in combat? Just back off and keep shooting, possibly even kiting enemies into better positions for yourself to shoot or countercharge them. Sisters of the Thorn and Glade Guard will thank you for this. ===<span style="color:#01bbe3;">Command Traits</span>=== A general of an army with a '''WANDERERS''' allegiance and has chosen to take the '''WANDERERS''' allegiance abilities can choose one of the following Command Traits: *'''1: Stalker of the Hidden Paths:''' If a friendly '''WANDERER''' unit that is wholly within 12" of the general leaves the battlefield using the ''Realm Wanderers'' ability, then it can return wholly within 6" of <u>any</u> table edge. **If you are uncertain about which trait to take, then take this one, all the other traits make your general better, this one makes your '''army''' better. If you bunch your army together at deployment, you can easily take a first turn redeployment right behind your enemy's line and screw his weaker/ranged units over from the get go. Even throughout the course of the game your army should be hugging the board edges in order to quickly escape, having your hero nearby then allows you move them pretty much anywhere you want. *'''2: Myst Walker:''' Enemy units can only attack the general ''(ranged and melee)'' if he is the closest target. *'''3: Masterful Hunter:''' Add 1 to the general's hit rolls for attacks he makes with a missile weapon. If he does not have one then they receive a hunting hawk just like the Nomad Prince gets. *'''4: Eagle-Eyed:''' Add 10" to the range of any missile weapon the general has. If they do not have one then they receive a hunting hawk just like the Nomad Prince gets. *'''5: Lord of Blades:''' Your general may re-roll hit rolls of 1 for melee attacks. *'''6: Singer of Spells:''' If the general is a Wizard, they add 1 to their casting and unbinding rolls. If they are not a wizard, they gain the '''WIZARD''' keyword and can attempt to unbind one spell in each enemy hero phase ''(but cannot cast their own spells)'' ===<span style="color:#01bbe3;">Wanderers Artefacts</span>=== *'''1: Falcon of Holthaven:''' Any time an enemy unit ends its normal movement within 12" of this unit roll a die, on a 4+<sup>GHB2018</sup> that unit takes a mortal wound. Opponents who run lots of MSU will suffer the most against this. Though it largely depends on the general you take, since it works best when you are surrounded by lots of units, which means putting your hero somewhere uncomfortable, so be sure to hug that board edge ready to redeploy when things get hot. *'''2: Starcaster Longbow:''' In your shooting phase, pick a unit within 20" of this model and roll a die. On a 2+ that unit takes a mortal wound, on a 6+ the unit instead takes D3 wounds. Not game breaking, but a perfectly reliable way of ensuring you cause wounds every turn. *'''3: Splinterbirch Blade:''' an upgrade for one of your melee weapons. As of the General's Handbook 2018, this now simply improves the Rend value of a weapon by 1. This is arguably more useful than its earlier incarnation, in that it is more likely to hurt an opponent, though the other relics are probably better. *'''4: Wending Wand:''' Once per game, any unit returning to the table using the ''Realm Wanderers'' rule can instead arrive within 18" of this character that is along ''any'' board edge. **Operates like the inverse of the Stalker of the Hidden Paths command trait, bringing a unit to your character rather than spreading units away from them. Not helped by the fact that it can only be used once per game. Best use of this ability requires your character to get across the board before it really becomes useful where he can bring a unit to them if they get stuck in a jam. For it to really do its job you'll want a powerful unit like Rangers or a massive unit of Glade Guard to hang back ready for redeployment, though if you're keeping units away from battle your opponent may see right through this and screw you first. *'''5: Viridescent Shawl:''' Adds +1 to the casting rolls of '''WANDERER WIZARDS''' within 9" of this model. In addition, enemies must subtract 1 from hit rolls when targeting this model in the shooting phase. Great to combine with a Waywatcher for a -2 to get hit in the shooting phase, or for creating a support hero if you play lots of casters. *'''6: Forget-me-Knot:''' Once per battle, in any combat phase, pick an enemy '''HERO''' within 3" of this model. That hero may not pile in, attack or use any abilities this phase. Fantastic for shutting down enemy generals for a turn; this artefact is particularly useful on your melee heroes like the Nomad Prince or the Waystrider because they are the only ones you really want to get that close.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information