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HomeHome / Total War: WARHAMMER / The Bloody Handz / Units / Da Rusty Arrers (Night Goblin Archers)
Da Rusty Arrers (Night Goblin Archers) The Bloody HandzThe Bloody Handz Missile Infantry

Da Rusty Arrers (Night Goblin Archers)

A piercing arrow is debilitating enough, yet all manner of filth and corrosion is loosed from their crude bows.

Night Goblins are well suited to their subterranean existence. They range in size, but many are on the stunted side, which better enables the spiteful creatures to move quickly through the tight cavernways below ground. Night Goblins are easily marked out from other Greenskins as they wear long, dark, hooded cloaks, in part to blend in with the poorly lit tunnels but mostly to protect themselves from the hated sunlight should they venture above ground. Given a choice, Night Goblins only leave their underground lairs at night or when the sun is shrouded by cloud or gloomspell. When they do emerge, Night Goblins launch deadly raids, ambush travellers in mountain passes, and commit countless other malicious deeds. They are particular enemies of the Dwarfs, and the two races share a long history of bitter battles on mountainous peaks and below ground.

Da Rusty Arrers (Night Goblin Archers)

Unit Name

Da Rusty Arrers (Night Goblin Archers)

Main Unit Key

wh_dlc06_grn_inf_da_rusty_arrers_0

Land Unit Key

wh_dlc06_grn_inf_da_rusty_arrers_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Missile Infantry

Naval Unit Group

Missile Infantry

Soldiers

120

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

150

Missile Damage

11

├ Missile Weapon

wh_main_grn_goblin_bow_sundered

├ Projectile

wh_grn_goblin_arrow_sundered_night_goblin

├ Missile Damage

10

├ Missile Ap Damage

1

└ Base Reload Time

8

Accuracy

33

Range

115

Reload

30

Shots Per Minute

10.7

Ammunition

24

Melee Attack

23

Weapon Strength (Weapon Damage)

27

├ Melee Weapon

wh_main_grn_goblin_sword_poison

├ Melee Damage Base

22

├ Melee Damage Ap

5

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

7

Melee Defence

29

├ Base Defence

29

├ Shield

none

└ Shield Defence

0

Armour

15

├ Armour

wh_main_grn_cloth

├ Armour Defence

15

└ Shield Armour

0

Health

46

├ Man Entity

wh_main_grn_inf_goblin_blood_dismembers

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

38

Leadership (Base Morale)

45

Abilities

No Ability

Attributes

  • {{tr:guerrilla_deployment}}
  • 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.
  • Armour-Sundering
    The armour-splitting attacks of this unit can significantly weaken the target's armour.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage, whilst reducing its vigour.
  • Stalk
    This unit can move hidden in any terrain.
Recuitment Requirement
Maximum Number 1
Faction Availability
Warhammer