Night Runners (Slings)
Appearing as if from the earth itself, peppering opponents with relentless, deadly sling-fire.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.
Unit Name Night Runners (Slings) |
Main Unit Key wh2_main_skv_inf_night_runners_1 |
Land Unit Key wh2_main_skv_inf_night_runners_1 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile Infantry |
Naval Unit Group Missile Infantry |
Soldiers 120 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Cost 500 |
Recruitment Cost 500 |
Upkeep Cost 125 |
11 |
├ Missile Weapon wh2_main_skv_sling_night_runners |
├ Projectile wh2_main_skv_sling_night_runners |
├ Missile Damage 10 |
├ Missile Ap Damage 1 |
└ Base Reload Time 8 |
Accuracy 10 |
Range 140 |
Reload 10 |
Shots Per Minute 8.3 |
Ammunition 22 |
Melee Attack 24 |
26 |
├ Melee Weapon wh2_main_skv_sword |
├ Melee Damage Base 20 |
├ Melee Damage Ap 6 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 10 |
14 |
├ Base Defence 14 |
├ Shield none |
└ Shield Defence 0 |
10 |
├ Armour wh2_main_body_10 |
├ Armour Defence 10 |
└ Shield Armour 0 |
56 |
├ Man Entity wh2_main_skv_infantry_fast |
├ Man Speed 54 |
├ Man Health 8 |
└ Bonus Hit Points 48 |
Leadership (Base Morale) 48 |
Abilities
- 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.
Attributes
- {{tr:guerrilla_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. - 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. - Dodge
This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.
Requires Buildings | |
---|---|
Lv. 0 |
Hidden Lair
(wh2_main_skv_assassins_1) Level 0
Assassin's Hideout
(wh2_main_skv_assassins_2) Level 1
Den of Secrets
(wh2_main_skv_assassins_3) Level 2 |
Faction Availability | |
---|---|
The Eye of the Vortex |