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HomeHome / Total War: WARHAMMER / Mercenaries / Durkit's Squigs (Night Goblin Squig Hoppers)
Durkit's Squigs (Night Goblin Squig Hoppers) Mercenaries Melee Cavalry

Durkit's Squigs (Night Goblin Squig Hoppers)

Riding a Squig is a dangerous, foolish business. Goblins, however, are better riders than most, so live slightly longer.

Once, in a reckless mood, a Squig Herder dared to leap upon the back of one of his catches. Driven to new heights of fury by the unexpected rider, the Cave Squig responded by bouncing with unflagging enthusiasm. The rider flailed about, screaming in a high-pitched manner while desperately holding on. This provided great entertainment and the remaining Herders cheered and cackled every time the Squig unseated its unwanted guest. Although the incident ended with both Squig and rider skewered atop a wickedly sharp stalagmite, it was an impressive enough spectacle to inspire the onlookers. Thus the tradition of riding atop Squigs was born and the first mob of Squig Hoppers soon followed. When the living balls of muscle, teeth and claws actually manage to bounce into the enemy, they deliver quite a blow. Squigs use their gaping maws and prodigious strength to gouge and tear, often biting victims in two. Their riders are far too preoccupied with clinging on to add their own meagre contributions. This doesn't stop some Night Goblins from bringing along clubs or weapons, but these are mere props brandished when bragging about their (mostly fictitious) heroic deeds.

Durkit's Squigs (Night Goblin Squig Hoppers)

Unit Name

Durkit's Squigs (Night Goblin Squig Hoppers)

Main Unit Key

wh_dlc06_grn_cav_durkits_squigs_0

Land Unit Key

wh_dlc06_grn_cav_durkits_squigs_0

Naval Unit Key

wh_main_shp_transport

Soldiers

60

Category

Cavalry

Class

Melee Cavalry

Custom Battle Cost

750

Recruitment Cost

750

Upkeep Cost

145

Melee Attack

31

Weapon Strength (Weapon Damage)

27

├ Melee Weapon

wh_dlc06_grn_goblin_sword_squig_hopper

├ Melee Damage Base

21

├ Melee Damage Ap

6

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

9

Charge Bonus

30

Melee Defence

31

├ Base Defence

31

├ Shield

none

└ Shield Defence

0

Armour

25

├ Armour

wh_main_grn_goblin_leather

├ Armour Defence

25

└ Shield Armour

0

Health

82

├ Man Entity

wh_main_grn_inf_goblin_cav_blood

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

66

├ Mount

wh_dlc06_grn_mnt_squig

├ Mount Entity

wh_dlc06_grn_mnt_squig

├ Mount Speed

84

└ Mount Health

8

Leadership (Base Morale)

60

Abilities

No Ability

Attributes

  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

Strengths & Weaknesses

No Strengths and Weaknesses
Recuitment Requirement
Maximum Number 1
Faction Availability
Warhammer Campaign

Faction Mercenaries Pool

Mercenaries Pool
No. Pool Faction Initial Unit Count Chance To Replenish Max Replenish Per Turn Max Count
1 wh_dlc06_grn_units_of_renown_pool 1 100 1 1