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HomeHome / Total War: WARHAMMER III / Bonerattlaz / Units / Night Goblins
Night Goblins BonerattlazBonerattlaz 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

Land Unit Group Parents

Infantry

Land Unit Group

Sword Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

400

Recruitment Cost

400

Upkeep Cost

100

Number of Units

160

Hit Points

8960

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_sword_and_shield

├ Man Entity

wh_main_grn_inf_night_goblin_blood_dismembers

├ Man Hit Points

8

├ Num Men

160

└ Bonus Hit Points

48

Mass

90

└ Man Mass

90.0000

Armour

15

├ Armour

wh2_main_leather_15

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

44

Speed

35

└ Man Speed

35

Melee Attack

26

Melee Defence

24

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

12

Abilities

No Ability

Attributes

  • Expendable
    Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • 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 leadership and will easily rout. Keep its flanks secure and your Lord or other encouraging units nearby.
  • 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.
  • Expendable
    Witnessing friendly expendable units rout does not reduce other units' Leadership, unless they are themselves expendable.