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HomeHome / Total War: WARHAMMER III / Clan Skryre / Units / Gutter Runner Slingers (Poison)
Gutter Runner Slingers (Poison) Clan SkryreClan Skryre 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

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

825

Recruitment Cost

825

Upkeep Cost

206

Number of Units

120

Hit Points

6960

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu17_skaven_dual_claw_and_sling

├ Man Entity

wh2_main_skv_infantry_fast

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

50

Mass

90

└ Man Mass

90.0000

Armour

20

├ Armour

wh2_main_body_20

├ Shield

none

Missile Block Chance

0

Leadership

54

Speed

54

└ Man Speed

54

Melee Attack

26

Melee Defence

20

Weapon Strength

28

├ Melee Weapon

wh2_main_skv_claw_blade_poison

Base Weapon Damage

21

Armour-Piercing Weapon Damage

7

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

10

Ammunition

24

Range

140

Missile Strength

18

├ Missile Weapon

wh2_main_skv_sling_gutter_runners_poison

├ Projectile

wh2_main_skv_sling_gutter_runners_poison

Base Missile Damage

12

Armour-Piercing Missile Damage

2

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

8

Accuracy

15

Reload Skill

0

Abilities

  • Scurry Away!
    "He who runs away lives to fight another day!" - so the foul, craven adage goes.
    Speed x 110%
  • Snare-Net
    Snare-nets are lightweight but strong and covered in hooks. They are used by Gutter Runners to capture live prisoners.
    Charge Speed x 90%
    Speed x 90%
  • 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.
    Speed x 90%
    Melee Defence +8
    Leadership +6

Attributes

  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • 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.