Night Goblins (Fanatics) - Unit | Total War: WARHAMMER II Database Night Goblins (Fanatics) - Unit | Total War: WARHAMMER II Database

Night Goblins (Fanatics)

ID: wh_main_grn_inf_night_goblin_fanatics

Unit

Night Goblins (Fanatics)
Sword Infantry
160 500 125
Shielded
Special Ranged Weapon
Poison Attacks
Expendable
8,960
Armour 15
Leadership 44
Speed 35
Melee Attack 26
Melee Defence 24
Weapon Strength 27
Charge Bonus 12

About

Unit Description

Night Goblins Fanatics are highly efficient killers – the ball and chain they wield sees to that!

Historical Description

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.

Abilities

Spinning Loons

Sent mad by drinking fungus brew, Night Goblin Fanatics are released from their mobs as a twirling cyclone of destruction armed with a large ball and chain!

Attributes

Expendable

Witnessing friendly expendable units rout does not reduce other units' leadership, unless they are themselves expendable.

Guerilla Deployment

Stalk

This unit can move hidden in any terrain.

Strengths & Weaknesses

Expendable

Witnessing friendly expendable units rout does not reduce other units' Leadership, unless they are themselves expendable.

Poison Attacks

The poisonous attacks of this unit weaken the target's speed and damage.

Special Ranged Weapon

This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.

Shielded

Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.50
Acceleration 4.00
Deceleration 5.00
Charge Speed 4.10
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 26
Melee Defence 24
Charge Bonus 12
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 7
Morale 44
Bonus Hit Points 48
Unit Stats
Unit Caste Melee Infantry
Unit Weight Light
Unit Group Sword Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 500
Upkeep Cost 125
Unit Size 160
Melee CP 450
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 21
Weapon AP Damage 6
Building Damage 10
Armour
Armour Value 15
Shield
Missile Block Chance 55