Description: In each Skaven shooting phase the Doomwheel can unleash D3 bolts of warp- lightning (roll in each Shooting phase). The power of the warp-lightning can be very unpredictable – it can shatter mountains one minute and only cause slight burns the next. The Skaven player can decide not to release the warp- lightning – this helps to keep the Skaven alive until the Doomwheel gets closer to the enemy.
To work out how powerful the lightning is, each turn roll an Artillery dice. If you roll a number (2, 4, 6, 8 or 10) then that is the Strength of all the lightning bolts this turn. Each of the three bolts has a range of 3D6" and will strike the nearest model within range in any direction – friend or foe! The bolts of warp-lightning arc wildly so they ignore any terrain between them and the nearest target. If the Doomwheel is in contact with a unit or model don’t bother rolling for range, the bolts will automatically hit the targets in contact. If several targets are the same distance away (or in contact with the Doomwheel) the bolt will be attracted to the target with the best saving throw (since they have more metal armour on them). Each bolt will only damage a single model, but the model struck suffers not one but D6 wounds if the bolt damages them. Against war engines, ridden monsters and the like the hit scored by a bolt of warp-lightning is randomised between the machine/creature and its crew.
If you roll a ‘misfire’ result something has gone awry with the warpstone generator. The Doomwheel will fire three shots at full range and full power (so 18" at Strength 10). After this, the Doomwheel is itself destroyed and removed from play.