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.
- ▲ Armour-Sundering: The armour-splitting attacks of this unit can significantly weaken the target's armour.
- ▲ Poison Attacks: The poisonous attacks of this unit weaken the target's speed and damage and/or apply the Poison! debuff.
- ▲ Stalk: This unit can move hidden in any terrain.
- ▲ 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.
Night Goblin Archers with the Sunder Armour Contact Effect. This can be useful for Greenskins as they do not have the most armour-piercing melee or missile units. They can work well in conjunctions with other Goblin archers who have abysmally low armour-piercing (Orc arrer boys have surprisingly decent armour-piercing). They can also fire into melee engagements to help melee units crunch through their opposition.