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

Night Goblins

Night Goblins raid with efficiency; they swarm and ambush, cutting their foes apart.

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

Unit Name

Night Goblins

Main Unit Key

wh_main_grn_inf_night_goblins

Land Unit Key

wh_main_grn_inf_night_goblins

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

400

Recruitment Cost

400

Upkeep Cost

100

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

No Ability

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.
  • 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 Lv. 0 Fightin' Pit
Fightin' Pit
(wh_main_grn_military_3)
Level 2
Black Orc Barracks
Black Orc Barracks
(wh_main_grn_military_4)
Level 3
Garrison Buildings
Night Goblins x 2 Greenskin Fort
Greenskin Fort
(wh_main_grn_settlement_major_4)
Level 4
Greenskin Fort
Greenskin Fort
(wh_main_grn_settlement_major_4_coast)
Level 4
Karak Eight Peaks (Greenskin Hideout)
Karak Eight Peaks (Greenskin Hideout)
(wh_main_special_settlement_eight_peaks_1_grn)
Level 1
Karak Eight Peaks (Greenskin Camp)
Karak Eight Peaks (Greenskin Camp)
(wh_main_special_settlement_eight_peaks_2_grn)
Level 2
Karak Eight Peaks (Greenskin Encampment)
Karak Eight Peaks (Greenskin Encampment)
(wh_main_special_settlement_eight_peaks_3_grn)
Level 3
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 Fort)
Occupied Karaz-a-Karak (Greenskin Fort)
(wh_main_special_settlement_karaz_a_karak_4_grn)
Level 4