Night Runners (Slings)

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Night Runners
Wh2 main skv inf night runners slings.png
Overview
FactionSkaven
CategorySkaven missile infantry
Unit size120
Recruitment
Icon treasury.png Cost (MP): 500 (500)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 125
Statistics
Icon stat health.png Health: 56
Icon stat morale.png Leadership: 48
Icon stat speed.png Speed: 54
Icon stat attack.png Melee attack: 24
Icon stat defence.png Melee defence: 14
Icon stat charge bonus.png Charge Bonus: 10
Resistance physical.png Damage Resist Physical: 30


Weapons
Melee
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Ranged
Icon stat ranged damage.png Missile Damage: 9
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 1
Icon stat ammo.png Reload Time: 7.2
Icon stat ammo.png Ammunition: 22
Icon stat range.png Range: 140
Protection
Icon stat armour.png
Armor:
7.5%
Attributes
  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Night Runners (Slings) is a Skaven missile infantry unit in Total War: Warhammer II. Appearing as if from the earth itself, peppering opponents with relentless, deadly sling-fire.

Description[edit | edit source]

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.

Abilities[edit | edit source]

  • Decent Melee Combatant: Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • Dodge: This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.
  • 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.

Strategy[edit | edit source]

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