Skaven – Night Runners
This warscroll does not meet the selection criteria (see Settings tab).
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 WoundTo WndRendDamageDmg
Eshin Throwing Weapons
Eshin Throwing Weapons12"14+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Stabbing Blade
Stabbing Blade1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 85
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 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 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).

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

None
Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021