Source: Warhammer Fantasy: 4th Edition

Poison Wind Globadiers
URL Copied!

MWSBSSTWIALd
Globadier533331415

Poisoned Wind Globes

Poisoned wind globes have a range of 6", and use a 1" radius area effect template. Place the template anywhere in range of the Globadier and roll the scatter dice to see if a globe is on target. If a 'hit' is rolled the globe is on target. If an arrow is shown the template is moved D3" in the direction indicated by the arrow. Any model that is more than half under the template is hit on a 4, 5 or 6 (Globadiers are only affected on a roll of 6 because of their special masks).

Hits automatically cause 1 wound with no armour saving throw possible. Unlike most missile weapons poison wind globes can be hurled into the rear ranks of an enemy regiment which is fighting in hand to hand combat with no risk to the unit they are fighting - unless the globes miss of course!

Globadiers

When Globadiers operate as individuals they must stick with a particular Skaven regiment throughout the battle. A maximum of two Globadiers can be attached to a regiment and they must remain within 6" of the regiment at all times. The Globadiers count as part of the regiment for all intents and purposes and don't test separately for psychology, panic etc, so if the regiment flees the Globadiers flee as well; if the regiment rallies the Globadiers rally too.

The only exception to this rule is that if the Globadiers are charged they must evade - usually moving around the side of the Skaven regiment for protection. A skirmishing unit of Globadiers forms a completely separate regiment and follows all the normal rules for skirmishers.