Gutter Runners (Poison)

ID: wh2_main_skv_inf_gutter_runners_1

Unit

Gutter Runners (Poison)
Missile Infantry
120 850 212
Vanguard Deployment
Stalk
Snare Net
Fire Whilst Moving
Dodge
6,960
Armour 20
Leadership 54
Speed 54
Melee Attack 26
Melee Defence 20
Weapon Strength 28
Charge Bonus 14
Ammunition 12
Range 70
Missile Strength 24

About

Unit Description

Armed with poison, so even a glancing blow may mean agonising death to the target.

Historical Description

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.

Abilities

Scurry Away!

He who runs away lives to fight another day! - so the foul, craven adage goes.

Snare-Net

Snare-nets are lightweight but strong and covered in hooks. They are used by Gutter Runners to capture live prisoners.

Strength in Numbers

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.

Attributes

Guerilla Deployment

Fire Whilst Moving

This unit can fire while on the move.

Stalk

This unit can move hidden in any terrain.

Strengths & Weaknesses

Dodge

This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.

Fire Whilst Moving

This unit can fire while on the move.

Snare Net

Short-range throwing attack that slows the target.

Stalk

This unit can move hidden in any terrain.

Vanguard Deployment

This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Detailed Stats

Battle Entity Stats
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
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
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 850
Upkeep Cost 212
Unit Size 120
Melee CP 255
Missile CP 595

Equipment

Melee Weapon
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
Projectile Number 1
Effective Range 70
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 11
Armor-Piercing Damage 3
Base Reload Time 7
Armour
Armour Value 20
Shield
Missile Block Chance 0