Da Warlord's Boyz (Night Goblins)
A bunch of sneaky, venal, stabby gits - a suitably befitting bodyguard for the treacherous Warlord of the Eight Peaks.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.
Unit Name Da Warlord's Boyz (Night Goblins) |
Main Unit Key wh_dlc06_grn_inf_da_warlords_boyz_0 |
Land Unit Key wh_dlc06_grn_inf_da_warlords_boyz_0 |
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 550 |
Recruitment Cost 550 |
Upkeep Cost 138 |
Melee Attack 34 |
27 |
├ Melee Weapon wh_dlc06_grn_goblin_sword_rustblight |
├ 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 |
31 |
├ Base Defence 31 |
├ Shield wh_missile_block_55_wood |
└ Shield Defence 0 |
70 |
├ Armour wh2_main_leather_15 |
├ Armour Defence 15 |
└ Shield Armour 55 |
56 |
├ Man Entity wh_main_grn_inf_night_goblin_blood_dismembers |
├ Man Speed 35 |
├ Man Health 8 |
└ Bonus Hit Points 48 |
Leadership (Base Morale) 54 |
Abilities
No Ability
Attributes
- {{tr:guerrilla_deployment}}
- Immune to Psychology
The unit is immune to psychological attacks (fear and terror). - 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. - Armour-Sundering
The armour-splitting attacks of this unit can significantly weaken the target's armour. - Stalk
This unit can move hidden in any terrain.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |