Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Poison Wind Globadiers
Wh2 main skv inf poison wind globadiers.png
CategorySkaven missile infantry
Unit size48
Icon treasury.png Cost (MP): 600 (550)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 187
Icon stat health.png Health: 74
Icon stat morale.png Leadership: 55
Icon stat speed.png Speed: 38
Icon stat attack.png Melee Attack: 18
Icon stat defence.png Melee Defence: 16
Icon stat charge bonus.png Charge Bonus: 6
Icon stat damage.png Weapon Damage: 20
Modifier icon armour piercing.png Armour-Piercing Damage: 6
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Icon stat ranged damage.png Missile Damage: 4
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 36
Modifier icon bonus vs large.png Bonus vs. Large: 32
Icon stat ammo.png Reload Time: 11.7
Icon stat ammo.png Ammunition: 14
Icon stat range.png Range: 85
Modifier icon magical.png Magical Attacks: Yes
Icon stat armour.png
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Poison Wind Globadiers is a Skaven missile infantry unit in Total War: Warhammer II. 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.


  • 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.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.



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Quite a good pick in MP, as they are cheap (only 550 a piece), have a decent model count, and deal magic damage, so are great for stamping out witch-elves, plague monks, and any other low armour/ high resistance units.

Try to place behind a unit on clanrats or slaves, and have them fire at will. They nearly always pay for themselves, often getting 1k+ damage value. i always bring 2 in my competetive armies.

Campaign is another story entirely, just don't bother with them. As simple as that.