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HomeHome / Total War: WARHAMMER II / Clan Rictus / Units / Gutter Runner Slingers (Poison)
Gutter Runner Slingers (Poison) Clan RictusClan Rictus Missile Infantry

Gutter Runner Slingers (Poison)

Raining slingshots down then vanishing again, too quickly to be caught; a frustrating nuisance to the foe.

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.

Gutter Runner Slingers (Poison)

Unit Name

Gutter Runner Slingers (Poison)

Main Unit Key

wh2_main_skv_inf_gutter_runner_slingers_1

Land Unit Key

wh2_main_skv_inf_gutter_runner_slingers_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

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

212

Missile Damage

14

├ Missile Weapon

wh2_main_skv_sling_gutter_runners_poison

├ Projectile

wh2_main_skv_sling_gutter_runners_poison

├ Missile Damage

12

├ Missile Ap Damage

2

└ Base Reload Time

8

Accuracy

15

Range

140

Reload

10

Shots Per Minute

8.3

Ammunition

24

Melee Attack

26

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh2_main_skv_claw_blade_poison

├ Melee Damage Base

21

├ Melee Damage Ap

7

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

10

Melee Defence

20

├ Base Defence

20

├ Shield

none

└ Shield Defence

0

Armour

20

├ Armour

wh2_main_body_20

├ Armour Defence

20

└ Shield Armour

0

Health

58

├ Man Entity

wh2_main_skv_infantry_fast

├ Man Speed

54

├ Man Health

8

└ Bonus Hit Points

50

Leadership (Base Morale)

54

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

  • {{tr:guerrilla_deployment}}
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • 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.
  • Stalk
    This unit can move hidden in any terrain.
  • Snare Net
    Short-range throwing attack that slows the target.
  • 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
Gutter Runner Slingers (Poison) Lv. 0 Den of Secrets
Den of Secrets
(wh2_main_skv_assassins_3)
Level 2
Garrison Buildings
Gutter Runner Slingers (Poison) x 2 Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5
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