Well for starters they're thrown weapons (right?), so looking that up in the
BRB tells you that they don't count movement or range penalties. I forget the range, but probably 8"? Here's how your globadier's turn goes:
0) Move 0-5" to get range to target.
1) Toss globe! Will most likely need 4+ to hit (BS3 with no negative for moving or long range), could be better (large targets) or worse (skirmishers), so roll that die ...
2) Check what your die rolled (let's assume 4+ to hit):
4-6 = hit!
2-3 = miss!
1 = dropped the globe, globadier hits himself!
3) If you hit the target, roll a 4+ to wound it, no matter the toughness. If you make that, the enemy gets no armor save, but can take ward or regen as allowed.
3) If you dropped the globe, roll a 5+ to wound the globadier (his gas mask makes it a little harder). If you make that, the globby is dead
Make some sense? Most of the time it'll involve rolling 4+ followed by 4+, or 1 followed by 5+ for your own dudes. Remember that if you cause 25% casualties to your own unit they need a panic check
- Salvage