
Night Goblin Warboss
Lord· Lord· 1 model at Ultra size
Comes with The King & The Warlord(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Night Goblin Warboss is Greenskins lord: 3,869 HP, armour 25, melee attack 45, melee defence 53, weapon strength 400. It costs 500 in the campaign and 550 in multiplayer. It comes with The King & The Warlord. Unit key wh_dlc06_grn_cha_night_goblin_warboss_0. Patch 9.0.4, from the game's data tables.
Health
3,869
Armour
shield blocks 35% of small-arms missiles from the front (not artillery)
25
Leadership
60
Speed
35
Melee attack
45
Melee defence
53
Weapon strength
260 base + 140 armour-piercing
400
Charge bonus
35
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
- Da Boss' LoonsVortex · Causes armour-piercing damage, Small moving area of effect…activeDa Boss' LoonsVortexCauses armour-piercing damageSmall moving area of effectStrong vs multiple unitsWeak vs a single combatantUnpredictable release from unitCooldown 30 s · Duration 12 s · 2 usesForce-feeding madness-inducing fungus brew to your minions can be advantageous but risky, with wholly unpredictable results.
- Fermented FungiHex · -24 Melee DefenceactiveFermented FungiHex-24 Melee DefenceCooldown 90 s · Duration 15 s · 3 usesRotten mushroom gas wafted towards the enemy can cause them to lose their mind at the worst possible moment in battle.
- 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.
- Spite of Da Bad MoonAugment (Area) · +16 Bonus vs. Large, +25% Armour-Piercing Weapon Damage…activeSpite of Da Bad MoonAugment (Area)+16 Bonus vs. Large+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 20 s · Range 35 mDa Bad Moon offers heightened pugnacity to its weird and disgusting worshippers, spurring them to dish out even more pain.
- Get Back 'Ere!Augment (Area) · +16 LeadershipactiveGet Back 'Ere!Augment (Area)+16 LeadershipCooldown 60 s · Duration 14 s · Range 35 mDa Boss ain't ready to run an' so expects da boyz to stay put too!
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Greenskins: Rogue Idol, Colossal Squig
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 Warboss skill tree
53 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 Warboss's skills
- Great Cave SquigGreat Cave SquigUnlocks at rank 9
- Mount: Great Cave Squig
- Tunnel BossTunnel BossUnlocks at rank 5
- Leadership: +6 during subterranean siege battles (Lord's army)
- Leadership: +6 during subterranean intercept battles (Lord's army)
- BellowerBellowerUnlocks at rank 5
- Leadership aura size: +25%
- AmbusherAmbusherUnlocks at rank 7
- Melee attack: +4 during ambushes (Lord's army)
- Ambush success chance: +15% (Lord's army)
- Nastier SquigsNastier SquigsUnlocks at rank 10
- Charge bonus: +10 for Squig units (Lord's army)
- Melee attack: +8 for Squig units (Lord's army)
- Betta Night Sneakin'Betta Night Sneakin'Unlocks at rank 10
- Melee attack: +6 for Night Goblin units (Lord's army)
- Melee defence: +6 for Night Goblin units (Lord's army)
- Dodgy GeezerDodgy GeezerUnlocks at rank 8
- Missile resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- ManstabbaManstabbaUnlocks at rank 12
- Armour-piercing weapon damage: +45
- Bonus vs Infantry: +15
- Grinnin' LoonyGrinnin' Loony
- Passive ability: "Frenzy"
- Attribute: Causes Fear
- Cunnin' MovementCunnin' Movement
- Passive ability: "Wayfarer"
- Attribute: Strider
- Speed: +15%
- Shroomz Is Good Eatin'!Shroomz Is Good Eatin'!
- Attribute: Immune to Contact Effects
- Population surplus: +1 for newly-captured settlements
- You'z All Dyin' First!You'z All Dyin' First!
- Passive ability: "Guardian" for All Units except Lords and Heroes (Lord's army)
- Ward save: +10%
- Skulkin' ExpertSkulkin' ExpertUnlocks at rank 10
- Ability: "Smoke Bomb" for Lords and Heroes (Lord's army)
- Bonus vs Infantry: +8 for Nasty Skulkers units (Lord's army)
- Top LoonzTop LoonzUnlocks at rank 10
- Ability number of uses: +1 for "Spinning Loons" (Lord's army)
- Weapon strength: +15% for Night Goblin (Fanatics) units (Lord's army)
- Pointy GitzPointy GitzUnlocks at rank 10
- Armour-piercing missile damage: +1 for all Goblin and Night Goblin bow units (Lord's army)
- Blade MasterBlade Master
- Melee attack: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- ChoppasChoppas2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Fermented FungiFermented Fungi
- Ability: "Fermented Fungi"
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Da Boss' LoonsDa Boss' Loons
- Ability: "Da Boss' Loons"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Da GobbosDa Gobbos3 levelsLevel 1
- Ammunition: +10% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Ammunition: +15% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee attack: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Missile strength: +6% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Ammunition: +20% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee attack: +6 for Goblin and Night Goblin Infantry units (Lord's army)
- Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)
- Missile strength: +8% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- RiderzRiderz3 levelsLevel 1
- Speed: +6% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Charge bonus: +6 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Speed: +9% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Charge bonus: +12 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Speed: +12% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Da BoyzDa Boyz3 levelsLevel 1
- Weapon strength: +6% for Orc Infantry units (Lord's army)
- Base missile damage: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Melee attack: +4 for Orc Infantry units (Lord's army)
- Reload time reduction: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Weapon strength: +9% for Orc Infantry units (Lord's army)
- Base missile damage: +6% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Melee attack: +6 for Orc Infantry units (Lord's army)
- Reload time reduction: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Weapon strength: +12% for Orc Infantry units (Lord's army)
- Base missile damage: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- ‘Ard as Nailz‘Ard as Nailz3 levelsLevel 1
- Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +4 for Chariots and Pump Wagon units (Lord's army)
- Missile strength: +6% for Missile Cavalry and Chariot units (Lord's army)
- Range: +5% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +8 for Chariots and Pump Wagon units (Lord's army)
- Missile strength: +8% for Missile Cavalry and Chariot units (Lord's army)
- Range: +10% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +12 for Chariots and Pump Wagon units (Lord's army)
- Da Big LadzDa Big Ladz3 levelsLevel 1
- Weapon strength: +6% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Melee attack: +4 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Weapon strength: +9% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Melee attack: +6 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Deff From AbuvDeff From Abuv3 levelsLevel 1
- Ammunition: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Ammunition: +15% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Missile strength: +6% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Get Back 'Ere!Get Back 'Ere!
- Ability: "Get Back 'Ere!"
- Sneaky StabberzSneaky Stabberz
- Leadership: +5 for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- 'Ard Ladz'Ard Ladz
- Armour: +12 for Orc units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Orc units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Orc units (Rank 7 and above) (Lord's army)
- Biggest ‘n' StrongestBiggest ‘n' Strongest
- Melee defence: +5 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Savage SmartzSavage Smartz
- Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Smash 'Em FasterSmash 'Em Faster
- Ability: "Smash 'Em Faster"
- Replaces: "Get Back 'Ere!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- TroglodytesTroglodytes3 levelsLevel 1
- Evasion chance when using Tunnelling: +15%
- Evasion chance when using Tunnelling: +30%
- Evasion chance when using Tunnelling: +45%
- RaiderRaider3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from raiding: +30% (Lord's army)
- LooterLooter3 levelsLevel 1
- Income from looting settlements: +3% (Lord's army)
- Income from looting settlements: +8% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- RavagerRavager3 levelsLevel 1
- Income from sacking settlements: +3% (Lord's army)
- Income from sacking settlements: +8% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Iron-HardIron-Hard
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Wound recovery time: -1 turns
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- Out-CleveringOut-Clevering3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Mob BossMob Boss3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- Really GreenReally Green3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
Every version of Night Goblin Warboss
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GreenskinsLord | 3,869 | 1 | 25 | 60 | 35 | 45 | 53 | 400 | 35 | 500 | 125 | wh_dlc06_grn_cha_night_goblin_warboss_0 |
| GreenskinsLord | 4,420 | 1 | 55 | 60 | 82 | 45 | 53 | 400 | 65 | 850 | 213 | wh_dlc06_grn_cha_night_goblin_warboss_1 |
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.
The game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh2_dlc15_grn_cha_night_goblin_warboss_0_big).
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.