Skaven – Night Runners

This warscroll does not meet the selection criteria (see Settings tab).
SKAVEN WARSCROLL
Night Runners
7"
1
6+
1
6+
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: 28.5mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Once Per Turn (Army), Your Movement Phase
GRAPPLING HOOKS: Night Runners are experts at scaling vertical terrain with their grapnels, either to ambush an unwary foe or retreat to where the enemy cannot follow.

Declare: If this unit was not set up this turn, pick a terrain feature within 3" of this unit to be the target.

Effect: Remove this unit from the battlefield and set it up again wholly within 3" of the target and more than 3" from all enemy units.

Once Per Turn (Army), Any Combat Phase
SMOKE BOMBS: The Clans Eshin use smoke bombs to cause confusion and disorientate the enemy.

Declare: If this unit is in combat or charged this turn, this unit can make a pile-in move. Then, if this unit is in combat, you must pick 1 or more enemy units to be the target(s) of this unit’s attacks.

Effect: Resolve combat attacks against the target unit(s). Then, if this unit is in combat, roll a dice. On a 3+, this unit can move a distance up to its Move characteristic. It can pass through the combat ranges of enemy units but can only end that move in combat with units it was in combat with at the start of that move. It does not have to end the move in combat.
KEYWORDSCORE, ATTACK, FIGHT

KEYWORDS
INFANTRY, CHAMPION, WARD (6+)
CHAOS, SKAVEN, ESHIN
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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).
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.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
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:

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.

© Vyacheslav Maltsev 2013-2026