About
Unit Description
Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem.
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!
Strengths & Weaknesses
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.
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.
Weak Against Armour
This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies.
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 |
Missile Infantry |
Unit Class |
Missile Infantry |
Move Action Points |
2100 |
Melee Attack |
15 |
Melee Defence |
20 |
Charge Bonus |
7 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
5 |
Morale |
40 |
Bonus Hit Points |
46 |
Unit Stats |
Unit Caste |
Missile Infantry |
Unit Weight |
Light |
Unit Group |
Missile Infantry |
Unit Group Parent |
Missile Infantry |
Recruitment Turns |
1 |
Recruitment Cost |
575 |
Upkeep Cost |
144 |
Unit Size |
120 |
Melee CP |
55 |
Missile CP |
470 |
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 |
Missile Weapon |
Projectile Number |
1 |
Effective Range |
115 |
Minimum Range |
|
Marksmanship Bonus |
10 |
Projectile Spread |
|
Damage |
10 |
Armor-Piercing Damage |
1 |
Base Reload Time |
8 |
Shield |
Missile Block Chance |
0 |