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SkaventideNight Runners
7"
1
6+
4
WARSCROLL

Night Runners

Swift and sneaky, clawpacks of Night Runners envelop their enemies before launching vicious assaults to lay them low with volleys of throwing weapons and well-placed blades between the ribs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Eshin Throwing Weapons12"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Stabbing Blade1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 40      Points: 80/280
Battlefield Role: None
Notes: Battleline in Skaventide army if general is MASTERCLAN or CLANS ESHIN, and all other units are CLANS ESHIN

DESCRIPTION

A unit of Night Runners has any number of models, each armed with a Stabbing Blade and Eshin Throwing Weapons.

NIGHTLEADER: 1 model in this unit can be a Nightleader. Add 1 to the Attacks characteristic of that model’s Stabbing Blade.

ABILITIES

Running Death: Eshin warriors are trained in a unique fighting style that allows them to attack with incredible speed and dexterity.
This unit can run and still shoot later in the same turn.

Slinking Advance: Night Runners scurry ahead of the main body of a skaven army to harass and slow down the foe.
After armies are set up, but before the first battle round begins, you can move this unit up to 2D6".

Throwing Weapons: Eshin throwing weapons are hurled at the foe in rapid volleys.
If the unmodified hit roll for an attack made with Eshin Throwing Weapons is 6, that attack inflicts 2 hits on the target instead of 1. Make a wound and save roll for each hit.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, CLANS ESHIN, NIGHT RUNNERS

The MASTERCLAN keyword is used in following Skaventide warscrolls:

Leader
Leader, Behemoth

The CLANS ESHIN keyword is used in following Skaventide warscrolls:

None
Leader
Leader, Behemoth
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The CLANS ESHIN keyword is used in following Skaventide warscrolls:

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2020