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"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Punch Dagger and Blade
Punch Dagger and Blade1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 105
Battlefield Role: None
Base size: 25mm
Notes: You can include 1 unit of this type as a Battleline unit for each CLANS ESHIN HERO you include in your army.

Each model in a Gutter Runners unit is armed with Eshin Throwing Stars and a Punch Dagger and Blade.

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

ELITE: Models in this unit can issue commands to their own unit.

Eshin Toxins: Eshin weapons are coated in deadly poisons.
If the unmodified hit roll for an attack made by this unit is 6, the target suffers 1 mortal wound and the attack sequence ends (do not make a wound roll or save roll).

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 turn.

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

KEYWORDS
CHAOS, SKAVEN, CLANS ESHIN, GUTTER RUNNERS
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.
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14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
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).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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. Units cannot run if they are within 3" of an enemy unit.

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

Leader, Behemoth
Leader
None

The CLANS ESHIN and HERO keywords are used in the following Skaven warscrolls:

Leader, Behemoth
Leader
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.
© Vyacheslav Maltsev 2013-2022