Skaven – Night Runners

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SKAVEN WARSCROLL
Night Runners
7"
1
6+
1
Night Runners are the lowliest acolytes of the Eshin and are seen as an entirely disposable asset. Often their fate is to be hurled into the enemy's path and provide a distraction with their messy deaths, allowing more adroit killers to carry out their subtle missions amongst the mayhem. Still, disposable as they are, Night Runners are trained and equipped to a level beyond their equivalents in the other Great Clans.
SKAVEN WARSCROLL
Night Runners
RANGED WEAPONS
RngAtkHitWndRndDmg
Slings and Poisoned Stars [Crit (Auto-wound), Shoot in Combat]
Slings and Poisoned Stars
Crit (Auto-wound), Shoot in Combat
10"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Poisoned Blades [Crit (Mortal)]
Poisoned Blades
Crit (Mortal)
24+5+-1
BATTLE PROFILE

Unit Size: 10      Points: 130
Base size: 25mm
Can be reinforced: Yes

Deployment Phase
SLINKING ADVANCE: Night Runners scurry ahead of the main body of a Skaven army to harass and slow down the foe.

Effect: This unit can use the ‘Normal Move’ ability as if it were your movement phase.

Passive
SNEAKY INFILTRATORS: Night Runners are masters of stealth and can sneak up on almost anyone.

Effect: While each model in this unit is within 1" of any terrain features, this unit cannot be targeted by shooting attacks unless the attacking model is within 9" of it.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, SKAVEN, ESHIN

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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.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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).
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
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.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.

The ESHIN keyword is used in the following Skaven warscrolls:

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2024