![Night Goblin Squig Hoppers](gen_images/unit_icon/warhammer3/wh_main_grn_black_venom/wh_dlc06_grn_cav_squig_hoppers_0.png)
![Black Venom](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh_main_grn_black_venom/mon_256.png)
Night Goblin Squig Hoppers
It takes a certain kind of insanity to ride a rage-frothed Squig and bounce into the fray.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.
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Unit Name Night Goblin Squig Hoppers |
Main Unit Key wh_dlc06_grn_cav_squig_hoppers_0 |
Land Unit Key wh_dlc06_grn_cav_squig_hoppers_0 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Melee Cavalry |
Category Cavalry |
Class Melee Cavalry |
Custom Battle Cost 650 |
Recruitment Cost 650 |
Upkeep Cost 163 |
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├ Mount 40 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu5_goblin_rp2_squig_sword |
├ Man Entity wh_main_grn_inf_goblin_cav_blood |
├ Man Hit Points 8 |
├ Num Men 60 |
└ Bonus Hit Points 82 |
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└ Man Mass 90.0000 |
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├ Armour wh2_main_leather_25 |
├ Shield none |
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└ Man Speed 33 |
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├ Melee Weapon wh_dlc06_grn_goblin_sword_squig_hopper |
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Abilities
No Ability
Attributes
-
Vanguard Deployment
This unit can deploy outside the deployment zone. -
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
- 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-Piercing
The damage ofarmour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
- Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be adamage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
- Poison Attacks
The [[img:ui/battle ui/ability_icons/wh_main_unit_contact_poison.png]]poisonous attacks of this unit weaken the target's speed and damage.
Faction Availability | |
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Immortal Empires | |
The Realm of Chaos |