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Gutter Runners | |
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Missile Infantry |
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120 | ![]() |
750 | ![]() |
187 |
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Vanguard Deployment |
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Stalk |
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Snare Net |
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Fire Whilst Moving |
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Dodge |
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Armour | 20 | ||
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Leadership | 54 | ||
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Speed | 54 | ||
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Melee Attack | 26 | ||
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Melee Defence | 20 | ||
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Weapon Strength | 28 | ||
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Charge Bonus | 14 | ||
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Ammunition | 12 | ||
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Range | 70 | ||
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Missile Strength | 24 |
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Lightly armoured and nimble beyond the ken of most, Clan Eshin's death squads move fast and kill quickly.
Most suspicious deaths and acts of espionage in Skaven society are blamed on the nefarious Clan Eshin. Such accusations are probably true, but, of course, there is no evidence. Much of this devastation is wrought by the Gutter Runners, Clan Eshin's black-clad death squads. Gutter Runners have undergone training in the mysterious fighting style developed in the Far East. Because of their ability to bend and contort their pliable bodies with a speed and dexterity unachievable by man, Gutter Runners have no need for encumbering armour - they simply dodge the blows and missile of their foes. A unit is often led by a Death Runner - the term used for the most promising assassin-adept.
He who runs away lives to fight another day! - so the foul, craven adage goes.
Snare-nets are lightweight but strong and covered in hooks. They are used by Gutter Runners to capture live prisoners.
Skaven are craven by nature but take courage when in packs of their own kind, where they move slower but enjoy the safety of numbers.
This unit can fire while on the move.
This unit can move hidden in any terrain.
This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.
This unit can fire while on the move.
Short-range throwing attack that slows the target.
This unit can move hidden in any terrain.
This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 5.40 |
Acceleration | 5.00 |
Deceleration | 6.00 |
Charge Speed | 6.00 |
Ch. Dist. to Commence Run | 30.00 |
Ch. Dist. to Adopt Pose | 25.00 |
Ch. Dist. to Pick Target | 25.00 |
Turn Speed | 120 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Missile Infantry |
Unit Class | Missile Infantry |
Move Action Points | 2100 |
Melee Attack | 26 |
Melee Defence | 20 |
Charge Bonus | 14 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 5 |
Morale | 54 |
Bonus Hit Points | 50 |
Unit Stats | |
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Unit Caste | Missile Infantry |
Unit Weight | Medium |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 750 |
Upkeep Cost | 187 |
Unit Size | 120 |
Melee CP | 225 |
Missile CP | 525 |
Melee Weapon | |
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Weapon Size | |
Weapon Type | Sword |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 21 |
Weapon AP Damage | 7 |
Building Damage | 10 |
Missile Weapon | |
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Projectile Number | 1 |
Effective Range | 70 |
Minimum Range | |
Marksmanship Bonus | 10 |
Projectile Spread | |
Damage | 11 |
Armor-Piercing Damage | 3 |
Base Reload Time | 7 |
Armour | |
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Armour Value | 20 |
Shield | |
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Missile Block Chance | 0 |