A piercing arrow is debilitating enough, yet all manner of filth and corrosion is loosed from their crude bows.
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.
Melee Contact Effects
Da Rusty Arrers (Night Goblin Archers) inflicts the following debuff when hitting an enemy.
Poison! (10 seconds)
- -20% Armour-Piercing Missile Damage
- -20% Missile Damage
- -24% Speed
- -20% Armour-Piercing Damage
- -20% Weapon Damage
Ranged Contact Effects
Da Rusty Arrers (Night Goblin Archers) inflicts the following debuff when hitting an enemy with a missile attack.
Sundered Armour (10 seconds)
- -30 Armour
|Vanguard Deployment||This unit can deploy outside the deployment zone.|
|Stalk||This unit can move hidden in any terrain.|
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|Missile Cavalry & Chariots|
|Monsters & Beasts|
|Rare Monsters & Beasts|
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