Night Runners (Slings)

ID: wh2_main_skv_inf_night_runners_1


Night Runners (Slings)
Missile Infantry
120 500 125
Decent Melee Combatant
Vanguard Deployment
Armour 10
Leadership 48
Speed 54
Melee Attack 24
Melee Defence 14
Weapon Strength 26
Charge Bonus 10
Ammunition 22
Range 140
Missile Strength 26


Unit Description

Appearing as if from the earth itself, peppering opponents with relentless, deadly sling-fire.

Historical Description

Night Runners are the most common Clan Eshin warriors, although they are still secretive like all their mysterious clan. Trained to move at speed, Night Runners strike quickly to prepare the way for Skaven armies. Small furtive units sneak from the shadows to seize key terrain features, while larger blocks of Night Runners scurry ahead of the Skaven lines to harass and slow down the foe. Night Runners fight with blades in each hand, although many employ slings to rain death on enemy war machines or poorly armoured elites. A typical ruse is to slink off to the army's flanks, hoping to lure pursuit into a hastily prepared ambush.


Scurry Away!

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

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.


Guerilla Deployment

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

Decent Melee Combatant

Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.


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

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 24
Melee Defence 14
Charge Bonus 10
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 5
Morale 48
Bonus Hit Points 48
Unit Stats
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 500
Upkeep Cost 125
Unit Size 120
Melee CP 150
Missile CP 350


Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 20
Weapon AP Damage 6
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 140
Minimum Range
Marksmanship Bonus 15
Projectile Spread
Damage 10
Armor-Piercing Damage 1
Base Reload Time 8
Armour Value 10
Missile Block Chance 0