Skaven – Gutter Runners
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7"
1
5+
5
WARSCROLL

Gutter Runners

Emerging from positions of concealment at the enemy’s flanks and rear, Gutter Runners fall upon their victims in a storm of flashing blades, hurtling throwing stars and viciously bared fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Throwing Stars
Eshin Throwing Stars12"24+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punch Dagger and Blade
Punch Dagger and Blade1"23+4+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 65
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is MASTERCLAN or CLANS ESHIN and all other units are CLANS ESHIN

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Slinktalon

DESCRIPTION

A unit of Gutter Runners has any number of models, each armed with a Punch Dagger and Blade, and Eshin Throwing Stars.

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.

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

Sneaky Infiltrators: Gutter Runners are masters of stealth, and can sneak up on almost anyone.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is infiltrating in reserve. If you do so, at the end of your first movement phase, you must set up this unit wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.

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

The MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader
Leader, Behemoth

The CLANS ESHIN keyword is used in the following Skaven warscrolls:

None
Leader
Leader, Behemoth
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

The CLANS ESHIN keyword is used in the following Skaven warscrolls:

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021