Skaven – Night Runners

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SPEARHEAD WARSCROLL
Night Runners
7"
1
6+
1
6+
Night Runners are the lowliest acolytes of the Clans Eshin, seen as an entirely disposable asset by their masters. 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, Night Runners are trained and equipped to a level beyond their equivalents in the other Great Clans. Wielding shuriken, slings and poisoned blades, they can overwhelm isolated prey, while the smoke bombs they carry allow the most capable among them to slip away before retribution arrives.
SPEARHEAD WARSCROLL
Night Runners
RANGED WEAPONS
RngAtkHitWndRndDmg
Slings and Poisoned Stars [Shoot in Combat, Crit (Auto-wound)]
Slings and Poisoned Stars
Shoot in Combat, Crit (Auto-wound)
10"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Poisoned Blades [Crit (Mortal)]
Poisoned Blades
Crit (Mortal)
24+5+-1
Once Per Turn (Army), Any Combat Phase
SMOKE BOMBS: The Clans Eshin use smoke bombs to cause confusion and disorientate the enemy.

Declare: This unit can only use this ability if it is in combat. Roll a dice.

Effect: On a 4+, this unit can immediately use the ‘Retreat’ ability as if it were your movement phase.

KEYWORDS
INFANTRY, REINFORCEMENTS, WARD (6+)
Army List
Warscrolls collated

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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).
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.
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.
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 2013-2026