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HomeHome / Total War: WARHAMMER III / Clan Moulder / Units / Poisoned Wind Globadiers
Poisoned Wind Globadiers Clan MoulderClan Moulder Missile Infantry

Poisoned Wind Globadiers

When a poisoned globe explodes, anyone caught in its radius is guaranteed to die a painful, pus-ridden death.

Poisoned wind globes are glass or crystal orbs filled with deadly Warpstone gas. When thrown, the sphere shatters, releasing billowing clouds so lethal that mere skin contact can cause severe pain or even death. Breathing the vapours causes lungs to spontaneously fill with bubbling pus - a horrible and nearly instantaneous death. For this reason, Globadiers wear all manner of elaborate masks, goggles and cumbersome rebreathing apparatus in an effort to protect themselves against accidental gassing. Armour offers no protection against poisoned gas, but this does not stop the Globadiers from wearing arcane body armour underneath their robes.

Poisoned Wind Globadiers

Unit Name

Poisoned Wind Globadiers

Main Unit Key

wh2_main_skv_inf_poison_wind_globadiers

Land Unit Key

wh2_main_skv_inf_poison_wind_globadiers

Land Unit Group Parents

Missile Infantry

Land Unit Group

Missile Infantry

Caste

Missile Infantry

Category

Missile Infantry

Class

Missile Infantry

Custom Battle Cost

650

Recruitment Cost

650

Upkeep Cost

138

Number of Units

48

Hit Points

3648

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu17_skaven_sword_and_globe

├ Man Entity

wh2_main_skv_infantry_heavy_globadiers

├ Man Hit Points

8

├ Num Men

48

└ Bonus Hit Points

68

Mass

150

└ Man Mass

150.0000

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Shield

none

Missile Block Chance

0

Leadership

58

Speed

38

└ Man Speed

38

Melee Attack

18

Melee Defence

16

Weapon Strength

26

├ Melee Weapon

wh2_main_skv_sword

Base Weapon Damage

20

Armour-Piercing Weapon Damage

6

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

6

Ammunition

18

Range

85

Missile Strength

40

├ Missile Weapon

wh2_main_skv_poison_wind_globe

├ Projectile

wh2_main_skv_poison_wind_globe

Base Missile Damage

4

Armour-Piercing Missile Damage

12

Base Explosive Damage

12.0000

Armour-Piercing Explosive Damage

16.0000

├ Number of Projectiles

1

├ Shots per volley

1

Reload Time

11

Accuracy

10

Reload Skill

0

Abilities

  • Scurry Away!
    "He who runs away lives to fight another day!" - so the foul, craven adage goes.
    Speed x 110%
  • Strength in Numbers
    Skaven are craven by nature but take courage when in packs of their own kind, where they move slower but enjoy the safety of numbers.
    Speed x 90%
    Melee Defence +8
    Leadership +6

Attributes

  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Poison Wind Globes
    Misleadingly, and to the horror of anyone exposed to its content, the globes thrown by the Poison Wind Globadiers do not release poison, but a small cloud of lethal Warpstone gas. The larger the target's surface, the more pain it will experience.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Piercing Missiles
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.