Left Panel
menu
HomeHome / Total War: WARHAMMER II / Skull-takerz (Mortal Empires) / Units / Night Goblins (Fanatics)
Night Goblins (Fanatics) Skull-takerz (Mortal Empires)Skull-takerz (Mortal Empires) 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

Cost

500

Recruitment Cost

500

Upkeep Cost

125

Melee Attack

26

Weapon Strength (Weapon Damage)

27

├ Melee Weapon

wh_main_grn_goblin_sword_poison

├ Melee Damage Base

21

├ Melee Damage Ap

6

├ 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

wh2_main_leather_15

├ Armour Defence

15

└ Shield Armour

55

Health

56

├ Man Entity

wh_main_grn_inf_night_goblin_blood_dismembers

├ Man Speed

35

├ Man Health

8

└ Bonus Hit Points

48

Leadership (Base Morale)

44

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

  • Expendable
    Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.
  • {{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.
  • Poison Attacks
    The poisonous attacks of this unit weaken the target's speed and damage.
  • Expendable
    Witnessing friendly expendable units rout does not reduce other units' Leadership, unless they are themselves expendable.
Garrison Buildings
Night Goblins (Fanatics) x 2 The Maelstrom
The Maelstrom
(wh2_dlc11_special_settlement_galleons_graveyard_other_1)
Level 1
Occupied Hell Pit Level 5
Occupied Hell Pit Level 5
(wh2_main_special_settlement_hellpit_other_5)
Level 5
Occupied Skavenblight Level 5
Occupied Skavenblight Level 5
(wh2_main_special_settlement_skavenblight_other_5)
Level 5