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HomeHome / Total War: WARHAMMER / The Bloody Handz / Units / Night Goblins (Fanatics)
Night Goblins (Fanatics) The Bloody HandzThe Bloody Handz Melee Infantry

Night Goblins (Fanatics)

Night Goblins Fanatics are highly efficient killers – the ball and chain they wield sees to that!

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.

Night Goblins (Fanatics)

Unit Name

Night Goblins (Fanatics)

Main Unit Key

wh_main_grn_inf_night_goblin_fanatics

Land Unit Key

wh_main_grn_inf_night_goblin_fanatics

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Sword Infantry

Naval Unit Group

Sword Infantry

Soldiers

160

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

450

Recruitment Cost

450

Upkeep Cost

113

Melee Attack

26

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

12

Melee Defence

24

├ Base Defence

24

├ Shield

wh_missile_block_55_wood

└ Shield Defence

0

Armour

70

├ Armour

wh_main_grn_cloth

├ Armour Defence

15

└ Shield Armour

55

Health

48

├ Man Entity

wh_main_grn_inf_goblin_blood_dismembers

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

40

Leadership (Base Morale)

40

Abilities

  • Spinning Loons
    Sent mad by drinking fungus brew, Night Goblin Fanatics are released from their mobs as a twirling cyclone of destruction armed with a large ball and chain!

Attributes

  • {{tr:guerrilla_deployment}}
  • Stalk
    This unit can move hidden in any terrain.

Strengths & Weaknesses

  • Shielded
    Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • Poor Leadership
    This unit suffers from poor Lord or other encouraging units nearby.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage, whilst reducing its vigour.
Requires Buildings
Night Goblins (Fanatics) Lv. 0 Black Orc Barracks
Black Orc Barracks
(wh_main_grn_military_4)
Level 3
Garrison Buildings
Night Goblins (Fanatics) x 2 Greenskin Stronghold
Greenskin Stronghold
(wh_main_grn_settlement_major_5)
Level 5
Greenskin Stronghold
Greenskin Stronghold
(wh_main_grn_settlement_major_5_coast)
Level 5
Karak Eight Peaks (Greenskin Fort)
Karak Eight Peaks (Greenskin Fort)
(wh_main_special_settlement_eight_peaks_4_grn)
Level 4
Karak Eight Peaks (Greenskin Stronghold)
Karak Eight Peaks (Greenskin Stronghold)
(wh_main_special_settlement_eight_peaks_5_grn)
Level 5
Occupied Karaz-a-Karak (Greenskin Stronghold)
Occupied Karaz-a-Karak (Greenskin Stronghold)
(wh_main_special_settlement_karaz_a_karak_5_grn)
Level 5