Skaven – Gutter Runners

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SKAVEN WARSCROLL
Gutter Runners
7"
1
6+
1
6+
Gutter Runners are shadowy killers and saboteurs in service to the Clans Eshin. Trained in unique combat arts, they are fearsome close-quarters opponents, wielding lethal poisons and an array of rat-borne explosives to disorient and devastate foes
SKAVEN WARSCROLL
Gutter Runners
RANGED WEAPONS
RngAtkHitWndRndDmg
Saboteur Bombs [Anti-INFANTRY (+1 Rend), Shoot in Combat]
Saboteur Bombs
Anti-INFANTRY (+1 Rend), Shoot in Combat
10"24+2+-D3
MELEE WEAPONS
AtkHitWndRndDmg
Punch Dagger and Blade [Crit (Mortal)]
Punch Dagger and Blade
Crit (Mortal)
33+4+11
BATTLE PROFILE

Unit Size: 10      Points: 160
MODELBASE SIZE
Gutter Runner Champion32mm
Gutter Runners28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced

Each model in this unit is armed with a Punch Dagger and Blade.
1/10 models in this unit can be armed with Saboteur Bombs.
The champion cannot be armed with Saboteur Bombs.

Once Per Turn (Army), Any Combat Phase
BOMB RATS: Bomb Rats skitter amidst the enemy lines, largely unnoticed in the confusion of battle.

Declare: This unit’s Bomb Rats are tokens. If there are fewer than 2 friendly Bomb Rats next to enemy units, pick an enemy unit in combat with this unit that does not have a friendly Bomb Rat next to it to be the target.

Effect: Place this unit’s Bomb Rat next to the target.

End of Any Turn
DETONATE: Many Gutter Runners are experts in the use of improvised explosives, deploying skittering Bomb Rats to rush the enemy and detonate amongst them in a burst of warpstone-fuelled fury.

Declare: This unit can use this ability even if it has been destroyed. Pick each enemy unit that has a friendly Bomb Rat token to be a target.

Effect: Roll a D3 for each enemy unit within a target’s combat range. On a 2+, inflict an amount of mortal damage on that enemy unit equal to the roll. Then, remove the target’s Bomb Rat.

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
CHAOS, SKAVEN, ESHIN
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Army List
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7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Skaven warscrolls:

Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

The ESHIN keyword is used in the following Skaven warscrolls:

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
23.0 Tokens
Tokens are not considered to be models for rules purposes and can be ignored or moved out of the way for purposes of visibility, coherency or abilities. They cannot be picked as the target of abilities. Their purpose is to indicate persisting effects on units they are placed next to. Each time a unit with a token finishes a move or is set up, place the token next to the unit.
© Vyacheslav Maltsev 2013-2026