Skaven – Night Runners
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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: 90
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 Night Runners unit is armed with Eshin Throwing Weapons and a Stabbing Blade.

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

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

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.

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

KEYWORDS
CHAOS, SKAVEN, CLANS ESHIN, NIGHT 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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.

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
© Vyacheslav Maltsev 2013-2022