Skaven – Slynk Skittershank
This warscroll does not meet the selection criteria (see Settings tab).
7"
5
4+
5
WARSCROLL

Slynk Skittershank

Slynk Skittershank embodies all the devious cruelty of the Eshin clans. He prefers to ambush his foes, slashing them with twin toxin-dripping blades before scampering into the safety of the shadows, where he can watch them succumb to his agonising concoctions.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Eshin Throwing Stars
Eshin Throwing Stars12"44+4+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Paired Weeping Blades
Paired Weeping Blades1"63+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 225
Battlefield Role: Leader
Notes: Single, Unique. Slynk Skittershank and Skittershank’s Clawpack units must be taken as a set. Although taken as a set, each is a separate unit.

Slynk Skittershank is armed with Eshin Throwing Stars and Paired Weeping Blades.

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 D3 mortal wounds 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.

Misdirection: Slynk has perfected the art of lurking near his minions, darting in to strike at the enemy and scurrying away before the foe can strike back.
If this unit is within 1" of a friendly SKITTERSHANK’S CLAWPACK unit at the start of the combat phase, the strike-first effect applies to this unit in that combat phase. In addition, after this unit has fought for the first time in the combat phase, if this unit is within 1" of a friendly SKITTERSHANK’S CLAWPACK unit, this unit can retreat.

KEYWORDS
CHAOS, SKAVEN, CLANS ESHIN, HERO, DEATHMASTER, SLYNK SKITTERSHANK
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.
Army List
Warscrolls collated
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.
8.2 Retreat
When you pick a unit to retreat, 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. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
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.

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

Leader, Behemoth
Leader
None

The DEATHMASTER keyword is used in the following Skaven warscrolls:

Leader

The SKITTERSHANK’S CLAWPACK keyword is used in the following Skaven warscrolls:

None
© Vyacheslav Maltsev 2013-2022