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HomeHome / Total War: WARHAMMER III / Bonerattlaz / Units / Da Rusty Arrers (Night Goblin Archers)
Da Rusty Arrers (Night Goblin Archers) BonerattlazBonerattlaz 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

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

600

Recruitment Cost

600

Upkeep Cost

150

Number of Units

120

Hit Points

6480

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_sword_bow

├ Man Entity

wh_main_grn_inf_night_goblin_blood_dismembers

├ Man Hit Points

8

├ Num Men

120

└ Bonus Hit Points

46

Mass

90

└ Man Mass

90.0000

Armour

15

├ Armour

wh2_main_leather_15

├ Shield

none

Missile Block Chance

0

Leadership

50

Speed

35

└ Man Speed

35

Melee Attack

20

Melee Defence

27

Weapon Strength

27

├ Melee Weapon

wh_main_grn_goblin_sword_poison

Base Weapon Damage

21

Armour-Piercing Weapon Damage

6

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

7

Ammunition

24

Range

115

Missile Strength

17

├ Missile Weapon

wh_main_grn_goblin_bow_sundered

├ Projectile

wh_grn_goblin_arrow_sundered_night_goblin

Base Missile Damage

10

Armour-Piercing Missile Damage

1

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

6.56

Accuracy

33

Reload Skill

18

Abilities

No Ability

Attributes

  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • 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 [[img:ui/battle ui/ability_icons/wh_dlc06_unit_contact_sundered_armour.png]]armour-splitting attacks of this unit can significantly weaken the target's armour.
  • Stalk
    This unit can move hidden in any terrain.
  • 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.
Recuitment Requirement
Maximum Number 1