unit
Rare
Faction: Skaven - Renegades v2.0, Rare, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines'), 1 single 'per 1000 points' selection in Battle March
2fea-3a42-d7d7-9892
false
| Unit | Troop Type | Unit Size |
|---|---|---|
| Doomwheel | Heavy chariot | 1 |
| Special Rule | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Close Order: A unit consisting of models with this special rule may adopt a Close Order formation. | ||||||||||
| Crushing Bulk: Any Stomp Attacks made by a Doom Wheel have an Armour Piercing characteristic of -2. In addition, the first time in the game that any enemy unit suffers Impact Hits from this model, the enemy unit becomes Disrupted until the end of the current Combat phase. | ||||||||||
| Immune To Psychology: If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction. Note that this special rule does not make a unit immune to any test made against Leadership not stated here. | ||||||||||
| Impact Hits: The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice. Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them. | ||||||||||
| Large Target: Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill. | ||||||||||
| Random Attacks: Models with this special rule do not have a normal Attacks characteristic. Instead, a dice roll is given (D3+1, for example). Each time a model with this special rule attacks in combat, roll the dice to determine the number of attacks it will make, then roll To Hit as normal. If a fighting rank contains more than one model with this special rule, roll separately for each, unless specified otherwise. | ||||||||||
| Random Movement: Models with this special rule do not have a normal Movement characteristic. Instead, a dice roll is given (2D6, for example). When a model with this special rule moves, roll the dice to determine its maximum movement.. Models with this special rule move during the Compulsory Moves sub-phase. They cannot march or declare a charge. They can wheel to change direction, but cannot perform any other manoeuvres. If the model is able to make contact with an enemy unit during the Compulsory Moves sub-phase or whilst pursuing, it may do so and counts as having charged. The model aligns against the enemy unit and stops moving. A unit charged in this way must Hold. If every model in a unit has this special rule, roll once for the entire unit. If two or more models in a unit have different Random Movement characteristics, roll for each and use the lowest result for the entire unit. | ||||||||||
| Stomp Attacks: The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice. Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them. | ||||||||||
| Zzzzap!: In each friendly Shooting Phase, even when engaged in close combat, the Doomwheel automatically shoots Warp Lightning Bolts 3 times. However, the controlling player may attempt to prevent the Doomwheel from shooting this turn by passing a Leadership Test using the Warlock’s Leadership characteristic. Each Warp Lightning Bolt automatically hits the nearest unit (friend or foe), regardless of line of sight and direction. Roll the Artillery dice to determine the strength of each shot and resolve the roll to wound one at a time. If the closest unit dies from the first bolt, the second bolt hits the next closest unit in range, and so on. If two targets are equidistant, the owning player may choose which unit is struck. If you roll a Misfire result, no more shots are fired this turn. You must immediately roll a D6 and consult the Doomwheel Mishap chart:
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| Armour |
|---|
| Armour Value: Base Armour value |
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