
The normal -1 modifier for firing at a single character does apply. Shooting: Poisoned wind globadiers attached to units count as character models for the purposes of shooting, so they may only be shot at while they are within 5" of their parent unit if they are the closest target.The globadiers count as part of the regiment for all intents and purposes and don't test separately for psychology, panic, fleeing and rallying. A maximum of two globadiers can be attached to a regiment and they must remain within 6" of the regiment at all times. Globadiers: When they operate as individuals they must stick with a particular Skaven regiment throughout the battle.Unlike most missile weapons, poisoned wind globes can be hurled into the rear ranks of an enemy regiment with no risk to the Skaven unit they are fighting - unless the globes miss, of course! Hits automatically cause 1 wound with no armour saving throw possible. Any model that is more than half under the template is hit on a 4, 5 or 6 (globadiers are only affect on a roll of 6 because of their masks). If an arrow is shown the template is moved D3" in that direction. If a "hit" is rolled the globe is on target. Place it anywhere in the range of the globadier and roll the scatter dice to see whether the globe is on target. Poisoned wind globes: These have a range of 6", use a 1" radius area effect template.In the fourth edition, they cost 20 points each, and could be equipped with light armour. No saving throw allowed for armour or aura spells, but the immunity from poison spell will protect a model.

A circular card of radius 1" is placed over the target and the Skaven player rolls to hit each model whose base lies wholly or partially in the target area. Gas globes: The globes have a range of 6", and a strength of 4.They were armed with a hand weapon and poisoned globes. In the third edition, poisoned wind globadiers cost 25 points and came in units of 1-3.
