
Night Goblin Big Boss
Hero· Support Specialist· 1 model at Ultra size
Comes with Omens of Destruction – Greenskins(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Night Goblin Big Boss is Greenskins hero: 3,485 HP, armour 25, melee attack 35, melee defence 45, weapon strength 340. It costs 400 in the campaign and 325 in multiplayer. It comes with Omens of Destruction – Greenskins. Unit key wh3_dlc26_grn_cha_night_goblin_big_boss. Patch 9.0.4, from the game's data tables.
Health
3,485
Armour
25
Leadership
45
Speed
35
Melee attack
35
Melee defence
45
Weapon strength
200 base + 140 armour-piercing
340
Charge bonus
15
Attributes
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Stalk
This unit can move hidden in any terrain.
Abilities
- Empowering ShroomsAugment (Area) · +24 Melee Attack, +16 LeadershipactiveEmpowering ShroomsAugment (Area)+24 Melee Attack+16 LeadershipCooldown 90 s · Duration 35 s · Range 35 mThe fact that Squigs and gobbos love them should serve as a warning to the more inherently sensible races.
- Squig Thinkin'Summon Unit · Summons a Squig Herd unit, Summoned units degrade over timeactiveSquig Thinkin'Summon UnitSummons a Squig Herd unitSummoned units degrade over timeCooldown 90 s · Duration 1 s · 1 useA Squig's tactical acumen extends to hearing and following the loudest belly growl around, a nod towards a dangerous and rudimentary sentience often exploited by Night Goblins.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Greenskins: Rogue Idol, Colossal Squig
- Missile fire — armour 25, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Greenskins: Night Goblin Archers, Goblin Archers
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Night Goblin Big Boss skill tree
29 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Night Goblin Big Boss's skills
- Great Cave SquigGreat Cave SquigUnlocks at rank 9
- Mount: Great Cave Squig
- StalkerStalker
- Campaign line of sight: +20%
- Deadly SchemerDeadly SchemerUnlocks at rank 7
- Hero action success chance: +10%
- Hero self-defence: +10% chance of wounding aggressors
- Campaign movement range: +20% (when not embedded)
- Dark DeedsDark DeedsUnlocks at rank 10
- Ambush defence chance: +10% (Hero's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20% (accompanying Lord)
- Dodgy GeezerDodgy GeezerUnlocks at rank 8
- Missile resistance: 10%
- ImmortalityImmortalityUnlocks at rank 20
- When normally killed in action, this Hero will be wounded instead
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character will share +15% of experience earned between all other active Heroes of the same type
- Character will share +30% of experience earned between all other active Heroes of the same type
- Character will share +50% of experience earned between all other active Heroes of the same type
- Empowering ShroomsEmpowering ShroomsUnlocks at rank 12
- Ability: "Empowering Shrooms"
- Release da Squigs!Release da Squigs!
- Passive ability: "Loner" for Squig Herd and Colossal Squig units (Hero's army)
- Attribute: Vanguard Deployment for Squig Herd and Colossal Squig units (Hero's army)
- Craziest SquigsCraziest Squigs
- Passive ability: "Frenzy" for Squig Hoppers and Mangler Squigs units (Hero's army)
- Attribute: Causes Fear for Squig Hoppers and Mangler Squigs units (Hero's army)
- HerderHerder
- Recruit rank: +1 for Squig units (Hero's army)
- Upkeep: -5% for Squig units (Hero's army)
- TricksyTricksy
- Effect duration: +50% for "Empowering Shrooms"
- Ability number of uses: +3 for "Squig Thinkin'"
- Bloody BladeBloody Blade
- Weapon strength: +10%
- Gutter FighterGutter Fighter3 levelsLevel 1
- Melee attack: +3
- Melee attack: +7
- Melee attack: +12
- ElusiveElusive3 levelsLevel 1
- Melee defence: +3
- Melee defence: +7
- Melee defence: +12
- PrecisePrecise3 levelsLevel 1
- Weapon strength: +5%
- Weapon strength: +12%
- Weapon strength: +20%
- Fleet-FootedFleet-Footed3 levelsLevel 1
- Speed: +3%
- Speed: +8%
- Speed: +15%
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- OpportunistOpportunist3 levelsLevel 1
- Charge bonus: +4
- Charge bonus: +9
- Charge bonus: +15
- Hard to HitHard to Hit3 levelsLevel 1
- Melee defence: +3
- Melee defence: +7
- Melee defence: +12
- SurvivalistSurvivalist3 levelsLevel 1
- Hit points: +3%
- Hit points: +8%
- Hit points: +15%
- Cornered RatCornered Rat3 levelsLevel 1
- Leadership: +2
- Leadership: +5
- Leadership: +9
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Increase MobilityIncrease Mobility3 levelsLevel 1
- Increase Mobility action: Movement range is increased by an additional 5%
- Increase Mobility action: Movement range is increased by an additional 10%
- Increase Mobility action: Movement range is increased by an additional 15%
- Stimulate GrowthStimulate Growth3 levelsLevel 1
- Stimulate Growth action: Growth is modified by an additional 10
- Stimulate Growth action: Growth is modified by an additional 20
- Stimulate Growth action: Growth is modified by an additional 30
- Damage WallsDamage Walls3 levelsLevel 1
- Damage Walls action: 1 additional wall breaches
- Damage Walls action: 2 additional wall breaches
- Damage Walls action: 3 additional wall breaches
- WoundWound3 levelsLevel 1
- Wound action: Additional 5% chance of wounding target
- Wound action: Additional 12% chance of wounding target
- Wound action: Additional 21% chance of wounding target
- Hinder ReplenishmentHinder Replenishment3 levelsLevel 1
- Hinder Replenishment action: Replenishment is modified by an additional -10%
- Hinder Replenishment action: Replenishment is modified by an additional -20%
- Hinder Replenishment action: Replenishment is modified by an additional -40%
- SpecialistSpecialist3 levelsLevel 1
- Hero action cost: -10%
- Hero action success chance: +1%
- Hero action cost: -20%
- Hero action success chance: +3%
- Hero action cost: -40%
- Hero action success chance: +6%
Every version of Night Goblin Big Boss
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GreenskinsSupport Specialist | 3,485 | 1 | 25 | 45 | 35 | 35 | 45 | 340 | 15 | 400 | 100 | wh3_dlc26_grn_cha_night_goblin_big_boss |
| GreenskinsSupport Specialist | 4,052 | 1 | 55 | 45 | 82 | 35 | 45 | 340 | 35 | 600 | 150 | wh3_dlc26_grn_cha_night_goblin_big_boss_squig |
Who can field it
- Greenskins · Grimgor's 'Ardboyz
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.