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Wildercorps Hunters Quests

Dead Or Alive

Wildercorps Hunters are often tasked with tracking down and neutralising an enemy of one of the Cities of Sigmar. Quite how they do that is up to them, and, of course, any spoils from their target are theirs to dispose of as they wish.

Pick 1 artefact of power from the Plundered Trophies table (see below) and note it in your quest log. You cannot pick an artefact of power already borne by a fighter in your warband.

While embarked upon this quest, you must keep track of the loot your warband has plundered, represented by a trophy score.

In each battle, 1 enemy fighter is your warband's target. To determine which fighter is your warband's target, after deployment, first randomly pick an enemy battle group and then randomly pick I fighter within that battle group.

At the end of a battle, add 1 to your trophy score if your warband's target was taken down. In addition, add 1 to your trophy score if you won the battle.

You can complete this quest once your trophy score is 3 or more. When you complete this quest, you obtain the artefact of power that was noted in your quest log.

Plundered Trophies

Artefact
Cloak of Shielding
This cloak was claimed from a fallen warrior who loathed magic, and it is bound with powerful protections.
When the bearer would be allocated 1 or more damage points by an ability, only 1 of those damage points are allocated to the bearer.
Hallowed Edge
_Once a mundane axe claimed from a foe, this weapon was consecrated by a priest of Sigmar. It now seems almost to seek out the neck of evildoers._
Melee attack actions made by the bearer score a critical hit on a 5+.
Insignia of Valour
_The warrior who bears this medal can inspire their fellows to greater efforts, no matter the odds._
After the bearer makes a melee attack action, a visible friendly fighter can make a bonus melee attack that targets the same fighter.
Soul Lighter
A curious device, this can be affixed to most weapons capable of hurling bolts of wood or metal, causing those missiles to burst into flames that scorch the victim's soul.
Add 1 to the damage points allocated by each critical hit from missile attack actions made by the bearer.
Stalwart Helm
Forged with surpassing skill by duardin smiths, this helm bestows more than mortal resilience in the wearer.
Add 1 to the Toughness characteristic of the bearer.
Tracker's Boots
These unassuming leather boots allow the wearer to move swiftly and soundlessly over any terrain.
Add 1 to the Move characteristic of the bearer. In addition, enemy fighters cannot make reactions to the bearer's move actions, and the bearer ignores the rules for deadly terrain.

Born Survivor

Noble birth and wealth count for nothing in the Wildercorps. These warriors spend far too much time fighting for their lives away from civilisation to care much about either. Instead, they value a leader who has a knack for survival that extends to the men and women under their command. A Wildercorps Warden proves their worth day after day - or they do not remain a Warden for long.

Pick a Wildercorps Warden in your warband that can gain a heroic trait and note them in your quest log.

While embarked upon this quest, at the end of each battle, add 1 to your warband's survivor score for each friendly fighter on the battlefield. You can complete this quest in step 4 of a campaign battle's aftermath sequence if your warband's survivor score is 12 or more.

When you complete this quest, you can give that Wildercorps Warden one of the heroic traits from the Wildercorps Hunters Heroic Traits table below.

Wildercorps Hunters Heroic Traits Table

Heroic Trait
Leads from the Front
With this Warden leading the way, their warband would willingly follow them into the Eightpoints itself.
After this fighter makes an attack action that takes down an enemy fighter, this fighter can use the 'Inspiring Presence' ability without needing or using any ability dice.
Can't Keep 'Em Down
Though their warband has countless times presumed them dead, this Warden always returns to the encampment- and to the fight.
This fighter can make the 'Smart Step Backwards' reaction without forfeiting an action or spending a level of renown. In addition, when this fighter is sent forth in step 5 of the aftermath sequence, treat the result of any injury roll for this fighter as a Flesh Wound.
Seen It All
Orruks, ogors, daemons... this fighter has seen it all and lived to tell the tale.
If this fighter is on the battlefield, after rolling your initiative dice in the initiative phase, add 1 to the number of singles you have.
Survivalist
There is no warrior more adept at finding redoubts deep within enemy territory, and they have led their warband to safety time and time again.
When this fighter is sent forth in step 5 of the aftermath sequence, instead of rolling a D66, roll 3 dice, discard 1 and then choose which result is the ten and which result is the digit.
Trailhound's Best Friend
This Warden holds their Trailhounds in the same regard as the other fighters they lead and, as a result, they command their absolute devotion.
Add 1 to the Attacks characteristic of melee attack actions made by friendly Trailhounds within 3" of this fighter.
Untarished Spirit
Despite the things this warrior has seen and done, their soul remains pure and devoted to Sigmar. The Gargoylians recognise this and constantly ward this servant of the God-King.
Subtract 1 from the damage points allocated by each hit and critical hit (to a minimum of 1) from melee attack actions that target this fighter.

Do or Die

The time has come, as it does to every band of Wildercorps Hunters sooner or later, to undertake a task so dangerous and so unlikely to result in success that it can be entrusted to no one else. A great enemy of the people of Sigmar must be located and brought to justice, and the Wildercorps will not be found wanting.

While embarked upon this quest, you must keep track of your warband's achievements, represented by a feats score. Add 1 to your feats score each time:

  • An enemy fighter with a Wounds characteristic of 20 or more and/or the Hero (Hero) runemark is taken down.
  • An enemy fighter is taken down by a friendly fighter's melee attack action, unless that friendly fighter has the Beast (Beast) runemark.
  • A friendly fighter's injury heals in step 6 of the aftermath sequence.

While your feats score totals 5 or more, you can fight battles using the "Fated Foe' quest battleplan. If you do so and you win the battle, in step 4 of the aftermath sequence, you can complete this quest. If you do so, in step 5, you can relocate your warband's encampment to 'Forward Base (see opposite) and do not need to spend any glory to do so.

Battleplan

Quest Battleplan: Fated Foe

Their long search at an end, the Wildercorps Hunters have but one more task to complete: the elimination of their target. Though bruised, battered and weary, the warriors of the Wildercorps load their crossbows and sharpen their axes, ready to get the job done.

Attacker And Defender

In this battle, the questing player is the attacker and the adversary player is the defender.

Terrain

Set up terrain as normal.

Deployment

Use the deployment map below. The defender is blue and the attacker is red.

Here Come The Cavalry

The attacker's dagger arrives in the third battle round. When they do so, the attacker can pick any point on the battlefield edge to be their deployment point.

Victory

The battle ends when the defender's leader is taken down. Otherwise, the battle ends after 4 battle rounds. When the battle ends, if the defender's leader is taken down, the attacker Otherwise, the defender wins.

Twist

Determine a twist as normal.

The Aftermath Sequence

The adversary player receives the following bonus in the aftermath sequence

Renown to be Earned: The adversary player adds 1 to each renown roll they make in the aftermath sequence.

Encampment Location: Forward Base

LocationLocation BonusPoints LimitReputation Modifier
Forward Base
Through sheer determination and heroism, the Wildercorps Hunters have carved out a niche in the Sundered Scales. Gargoylians have gathered there, providing small blessings during the warriors' periods of rest.
Add 2 to the recovery made for fighters in your warband. In addition, in step 5 of the aftermath sequence, you can pick 1 fighter from your warband and send them forth to scout out the surroundings. To do so, roll on the table below.1150+3

Wildercrops Hunter Lesser Artefacts Table

  D66  Artefact
11-16Cold Trail
The hunter happens upon a trail, but it has gone cold.
This result has no effect.
21-26Useful Find
Your fighter finds a few trinkets to barter.
[Reward] You receive D6 glory.
31-33Promising Location
Your scout returns with word of a potential future site for your encampment.
[Reward] When you next relocate your warband's encampment, it costs 5 less glory to do so. Make a note of this reward on your warband roster. If you roll this result again before using this reward, re-roll the D66.
34-36Choke Point
Not far from your encampment, your scout finds a perfect place to lay an ambush for an unwary foe.
[Reward] In the next campaign battle in which you are the defender, you gain 1 additional wild dice in each initiative phase. Make a note of this reward on your warband roster. If you roll this result again before using this reward, re-roll the D66.
41-43Stingshrubs
Haring found a cluster of stingshrubs, your hunter harvests enough toxin to treat your warband's weapons for the next battle.
[Reward] In the next campaign battle in which you are the attacker, add 1 to the damage points allocated by each critical hit from attack actions made by friendly fighters that do not have the Beast (Beast) runemark. Make a note of this on your warband roster. If you roll this result again before using this reward, re-roll the D66.
44-46Vital Stream
The scout arrives back at camp laden with skins filled from a pure stream. Though the water has a peculiar tang, it fills your warriors with vigour.
[Reward] In your next campaign battle, add 1 to She Strength characteristic of melee attack actions made by friendly fighters. Make a note of this reward so your warband roster. If you roll this result again before using this reward, re-roll the D66.
51-53Safer Path
By chance, the hunter happens upon a route through the Sundered Scales that, for some distance, looks as though it offers relative safety.
[Reward] In the next campaign battle in which you determine the battleplan using battleplan cards or tables, generate two of each and pick which you will use before resolving the terrain step. Make a note of this reward on your warband roster. If you roll this result again before using this reward, re-roll the D66.
54-56Gristlefruit
Best harvested when they're dripping, these repellent fruits briefly grant the toughness of a gnarloak to those who can consume them without vomiting.
[Consumable] The bearer can use this lesser artefact as a bonus action. If they do so, until the end of the battle round, add 3 to the Toughness characteristic of the bearer.
61-62Trailhound Treats
After a successful hunt, the hunter returns with a brace of rendhares - perfect for making succulent jerky for your loyal Trailhounds.
[Perishable] Once per battle, the bearer can use this lesser artefact as a bonus action. If they do so, each friendly Trailhound within 6" of the bearer can make a bonus move action or a bonus disengage action (some can make a bonus move action and others can make a bonus disengage action). Each fighter that does so must end their action as close as possible to the bearer.
63-64Erstwhile Companion
The hunter returns to camp with a companion scampering by their side. For a while, at least, it seems that you have earned the blessing of a Gargoylian.
[Perishable] Enemy fighters within 3" of the bearer cannot use abilities or make reactions.
65-66Unlucky Hero
Your warrior finds a fallen hero, sadly beyond saving but happily still wearing all of their battle gear.
[Reward] Immediately choose one item from the Plundered Trophies table: you receive that artefact of power.

Quest Chain: Finest Hour

To embark on a quest chain, your warband must meet the requirements listed for that quest. Otherwise, quests in a quest chain work in the same way as other quests.

1. Distress Signal

A scout has spotted a distress signal: a flare bursting in the night sky. It's clear that someone needs help, but not clear who they are, and finding them in the morass of the Sundered Scales will be easier said than done, Nevertheless, the Wildercorps Hunters receive the order to answer the call with stoicism and determination.

Requirement: You are using a Wildercorps Hunters warband that has not completed this quest.

While embarked upon this quest, you must keep track of the progress your warband makes towards locating the source of the distress signal, represented by a tracking score.

In each campaign battle, after deployment, your opponent must secretly pick one battlefield edge. At the end of each battle round, they must tell you whether you are on the trail or not. You are on the trail if one of your fighters is within 3" of the battlefield edge your opponent picked.

At the end of each battle, add 2 to your tracking score if you were on the trail at the end of the final battle round. In addition, add 1 to your tracking score each time you send a fighter forth in the aftermath sequence.

You can complete this quest once your tracking score is 5 or more. When you complete this quest, roll once on the lesser artefacts table in the Core Book.

2. Hot Pursuit

The Trailhounds have the scent now, and the Hunters are making fast progress towards their ally... or their quarry, perhaps? They cannot let minor engagements slow them down.

Requirement: Your warband has completed the 'Distress Signal' quest and has not completed this quest.

While embarked upon this quest, you must keep track of the progress your warband makes towards reaching their ally, represented by a pursuit score. In each campaign battle, after deployment, roll a dice. The result indicates which battlefield edge is your goal:

D6Result
1-2North
3East
4-5South
6West

At the end of the battle, add 1 to your pursuit score for each friendly fighter that was within 3" of your goal at the end of the final battle round.

You can complete this quest once your pursuit scare is 10 or more. When you complete this quest, you receive D6 glory.

3. Breakout

The end is in sight, both for the Wildercorps Hunters and their beleaguered ally. For an ally they are, and they are in dire straits, surround and hopelessly outnumbered. It's hero time!

Requirement: Your warband has completed the 'Hot Pursuit' quest and has not completed this quest.

While embarked upon this quest, you can fight battles using the 'To the Rescue' quest battleplan.

If you do so and you win the battle, in step 4 of the aftermath sequence, you can complete this quest. If you do so, in step 6, you can add the beleaguered hero (see below) to your warband roster and do not need to spend any glory to do so.

battleplan

Quest Battleplan: To the Rescue

The Wildercorps have reached their target, and not a moment too soon. A lone hero stands, beset and beleaguered as enemies swarm them from every direction. Can the Hunters save them before they face an ignominious fate, lost in the Sundered Scales?

Attacker and Defender

In this battle, the questing player is the defender, and the adversary player is the attacker.

Terrain

Set up terrain as normal.

Deployment

Use the deployment map below. The defender is blue and the attacker is red.

Beleaguered Hero

Place the beleaguered hero at the centre of the battlefield. The beleaguered hero can be any fighter with both the Hero (Hero) runemark and the Cities of Sigmar (Cities of Sigmar) faction runemark, but this battleplan was written with the Fusil-Major on Ogor Warhulk in mind. The attacker treats the beleaguered hero as a friendly fighter and the defender treats the beleaguered hero as an enemy fighter. The beleaguered hero cannot be activated.

Beleaguered Hero

Ranged
Range
3-20
Attacks
1
Strength
4
Damage (normal/crit)
4/10
Mace
Range
1
Attacks
3
Strength
5
Damage (normal/crit)
3/6
Hero
Bulwark
Cities of Sigmar
245
Move
4
Toughness
5
Wounds
32

When a fighter in the attacker's warband used the 'Respite' ability, if they are within 1" of the beleaguered hero and there are no enemy fighters within 1" of the beleaguered hero, the attacker can remove the relevant number of damage points from the beleaguered hero instead of the fighter using the ability.

In addition, fighters in the attacker's warband can make the following reaction.

[Reaction] Look Out, Sir!: A fighter within 1" of the beleaguered hero can make this reaction after the beleaguered hero is targeted by an attack action but before the hit rolls are made. Allocate all of the damage points from that attack action to this fighter instead of the beleaguered hero.

Victory

The battle ends when the beleaguered hero is taken down. Otherwise, the battle ends after 4 battle rounds. At the end of the battle, if the beleaguered hero is taken down, the defender wins. Otherwise, the attacker wins.

Twist

Determine a twist as normal.

The Aftermath Sequence

The adversary player receives the following bonus in the aftermath sequence:

Renown to be Earned: The adversary player adds 1 to each renown roll they make in this aftermath sequence.