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HomeHome / Total War: WARHAMMER II / Clan Rictus / Units / Gutter Runners
Gutter Runners Clan RictusClan Rictus Missile Infantry

Gutter Runners

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.

Gutter Runners

Unit Name

Gutter Runners

Main Unit Key

wh2_main_skv_inf_gutter_runners_0

Land Unit Key

wh2_main_skv_inf_gutter_runners_0

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

750

Recruitment Cost

750

Upkeep Cost

187

Missile Damage

14

├ Missile Weapon

wh2_main_skv_throwing_star_gutter_runners

├ Projectile

wh2_main_skv_throwing_star_gutter_runners

├ Missile Damage

11

├ Missile Ap Damage

3

└ Base Reload Time

7

Accuracy

15

Range

70

Reload

10

Shots Per Minute

9.5

Ammunition

12

Melee Attack

26

Weapon Strength (Weapon Damage)

28

├ Melee Weapon

wh2_main_skv_claw_blade

├ 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

14

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_360

├ 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}}
  • Fire Whilst Moving
    This unit can fire while on the move.
  • 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.
  • Fire whilst moving
    This unit can fire while on the move.
  • 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 Runners Lv. 0 to be deleted
to be deleted
(wh2_main_horde_skv_assassins_2)
Level 1
Assassin's Hideout
Assassin's Hideout
(wh2_main_skv_assassins_2)
Level 1
Den of Secrets
Den of Secrets
(wh2_main_skv_assassins_3)
Level 2
Garrison Buildings
Gutter Runners x 2 Covert Chokepoints
Covert Chokepoints
(wh2_main_skv_defence_major_1)
Level 0
Back-Tunnels
Back-Tunnels
(wh2_main_skv_defence_major_2)
Level 1
Alarmed Tunnel
Alarmed Tunnel
(wh2_main_skv_defence_minor_1)
Level 0
Outpost Garrison
Outpost Garrison
(wh2_main_skv_defence_norsca_1)
Level 0
Gutter Runners x 3 Fortified Entries
Fortified Entries
(wh2_main_skv_defence_minor_2)
Level 1