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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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.
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:

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
© Vyacheslav Maltsev 2013-2024