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GUTTER RUNNER THE GUTTER RUNNER

Wounds: 1D6+3 Sometimes magical storms in the blasted regions of


Move: 6 the north spew forth chunks of solidified, corrupting
Weapon Skill: 4 magic known as Warpstone. In ages past, rats gnawed
Ballistic Skill: 3+ upon this material, and were mutated by its power.
Strength: 4 Those who survived grew in size and intelligence,
Toughness: 3 becoming the vile children of Chaos known as the
Initiative: 5 Skaven.
Attacks: 1
The Skaven live in a vast network of tunnels under
the earth, some of them reaching far into the eastern
lands of Cathay. Clan Eshin, one of the great clans
Equipment: Warpstone Amulet. that dominates Skaven society, resides here. Among
Weapon: Sword, causing 1D6+4 Wounds. its number are feared black-clad assassins who have
Armour: None. trained from birth in the use of poisons, garrottes,
Pinning: The Gutter Runner cannot be pinned. throwing stars and all manner of exotic weaponry. The
Special Rules lowest of their number are the Gutter Runners, but even
Any time a Monster Event is encountered (in a new room or these are feared and respected by other Skaven.
when the Wizard rolls a 1), roll 1D6. On a 5+, the Gutter
Runner may ambush the Monsters. Remove his model from It is highly unlikely that a Skaven might ever fight
the board. After all Monster models are placed, he may be
on the side of good, but this particular Skaven has for
placed anywhere in the room (or adjacent room, if there is no
space in the same one), and immediately gets a free turn before
whatever reason taken up arms with the Warriors.
anyone else may act. Perhaps he has some redeeming qualities. Perhaps
he merely has ulterior motives. In any case, his skills
can be of great value to the Warriors, even though they
ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 may be ill at ease in his presence.
TO HIT FOE 2 3 3 4 4 4 4 4 5 5

GUTTER RUNNER ADVANCED PROFILES


GUTTER RUNNER ADVANCED PROFILES Battle Wounds: 3D6+3 Wpn./Bal. Skill: 5/2+

Level 6 Strength/Dice:
Initiative:
ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
4/2
6
Toughness:
Attacks:
3
3

Battle Wounds: 1D6+3 Wpn./Bal. Skill: 4/3+ Luck: 2

Level 2 Strength/Dice:
Initiative:
4/1
5
Toughness:
Attacks:
3
1 TO HIT
SKILLS: 3
2 3 3 3 4 4 4 4 4 4
AMBUSH: A
Willpower:
Pinning:
2
Auto
ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 0
Willpower: 1 Battle Wounds: 4D6+3 Wpn./Bal. Skill: 6/2+
TO HIT
SKILLS: 1
2 3 3 4 4 4 4 4 5 5
AMBUSH: 4+
Pinning: Auto
Level 7 Strength/Dice:
Initiative:
ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
4/2
7
Toughness:
Attacks:
4
3

Luck: 2
Willpower: 2
Battle Wounds: 1D6+3 Wpn./Bal. Skill: 4/3+ TO HIT 2 3 3 3 3 4 4 4 4 4
3
Pinning: Auto
Strength/Dice: 4/1 Toughness: 3 SKILLS: 4 AMBUSH: A
Level Initiative: 5 Attacks: 2
Battle Wounds: 5D6+3 Wpn./Bal. Skill: 6/2+
ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
TO HIT 2 3 3 4 4 4 4 4 5 5
Luck:
Willpower:
Pinning:
1
2
Auto
Level 8 Strength/Dice:
Initiative:
4/3
8
Toughness:
Attacks:
4
4

SKILLS: 2 AMBUSH: 3+ ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 2


Willpower: 2
TO HIT 2 3 3 3 3 4 4 4 4 4 Pinning: Auto
Wounds: 2D6+3 Wpn./Bal. Skill: 4/3+ SKILLS: 4 AMBUSH: A
Battle
Level 4 Strength/Dice:
Initiative:
4/1
5
Toughness:
Attacks:
3
2 Battle
Level 9
Wounds:
Strength/Dice:
Initiative:
6D6+3
4/3
9
Wpn./Bal. Skill:
Toughness:
Attacks:
7/1+
4
4
ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 1
TO HIT 2 3 3 4 4 4 4 4 5 5
Willpower: 2 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3
Pinning: Auto Willpower: 3
SKILLS: 2 AMBUSH: 2+ TO HIT 2 2 2 3 3 3 4 4 4 4 Pinning: Auto
SKILLS: 5 AMBUSH: M

Battle Wounds: 7D6+3 Wpn./Bal. Skill: 8/1+


Battle
Level 5
Wounds:
Strength/Dice:
Initiative:
2D6+3
4/1
5
Wpn.Bal. Skill:
Toughness:
Attacks:
5/3+
3
2
Level 10 Strength/Dice:
Initiative:
4/4
10
Toughness:
Attacks:
4
5

ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 Luck: 3


Luck: 1
Willpower: 2 Willpower: 3
TO HIT 2 3 3 3 4 4 4 4 4 4 TO HIT 2 2 2 3 3 3 3 4 4 4 Pinning: Auto
Pinning: Auto
SKILLS: 3 AMBUSH: A SKILLS: 6 AMBUSH: M

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