Left Panel
menu
HomeHome / Total War: WARHAMMER III / Bonerattlaz / Units / Goblin Big Boss (Giant Spider)
Goblin Big Boss (Giant Spider) BonerattlazBonerattlaz Heroes

Goblin Big Boss (Giant Spider)

Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory.

Orcs determine their hierarchy in a simple manner - the biggest and best fighter takes control. Goblins follow a less straightforward path to the top ranks, as they are both more devious and more cowardly than their brutish Orc cousins. Underhanded ploys and strategy are the preferred tactics for Goblins; although straight-up fighting is still an option, it is one that is typically left to the especially desperate. All Goblins use dirty tricks, with the best schemers being the most dangerous of their diminutive kind and the most likely to rise through the ranks. Those Goblins that make it to the very top are known as Warbosses or Warlords, although some of the more outlandish tribes might use more localised names such as a Wolf-khan, Grand Despot, Potentate, Bogtator, Chieftain-king or Great Grif.

Goblin Big Boss (Giant Spider)

Unit Name

Goblin Big Boss (Giant Spider)

Main Unit Key

wh_main_grn_cha_goblin_big_boss_2

Land Unit Key

wh_main_grn_cha_goblin_big_boss_2

Land Unit Group Parents

Heroes

Land Unit Group

Melee Specialist

Caste

Hero

Category

Cavalry

Class

Command

Custom Battle Cost

500

Recruitment Cost

700

Upkeep Cost

175

Number of Units

1

Hit Points

4087

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_sp1_giant_spider_spear_and_shield

├ Man Entity

wh_main_grn_cha_goblin_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4079

Mass

350

└ Man Mass

350.0000

Armour

45

├ Armour

wh2_main_bone_45

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

55

Speed

35

└ Man Speed

35

Melee Attack

40

Melee Defence

48

Weapon Strength

360

├ Melee Weapon

wh_main_grn_goblin_sword_hero_poison

Base Weapon Damage

240

Armour-Piercing Weapon Damage

120

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

60

Abilities

  • They Needs Stabbin’
    "Get yer stabbers out, boys. We ain’t leavin’ ‘til they's fulla gashes!"
    Armour -30
    Melee Defence -24
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Slippery
    Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
    Speed x 125%
    Melee Defence +24

Attributes

  • Encourage
    This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Strider
    Speed and combat penalties caused by terrain are ignored by this unit.

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.
  • Duellist
    This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.
  • 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.