![Gutter Runners](gen_images/unit_icon/warhammer2/wh2_dlc09_skv_clan_rictus_separatists/wh2_main_skv_inf_gutter_runners_0.png)
![Clan Rictus Separatists](images/warhammer2/flags/wh2_dlc09_skv_clan_rictus_separatists/mon_24.png)
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.
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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 ![]() |
Naval Unit Group ![]() |
Soldiers 120 |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
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 | |
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to be deleted
(wh2_main_horde_skv_assassins_2) Level 1 ![]()
Assassin's Hideout
(wh2_main_skv_assassins_2) Level 1 ![]()
Den of Secrets
(wh2_main_skv_assassins_3) Level 2 |
Faction Availability | |
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The Eye of the Vortex |