The Doomwheel is treated as a chariot with the exceptions noted opposite.
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.
When the Doomwheel charges into combat it inflicts D6+2 impact hits at Strength 5. This is worked out exactly like other chariot impact hits and only differs in so far as the number of hits is greater.
The Doomwheel does not have a fixed Movement rate. It automatically moves 3D6" and is moved along with compulsory movement before any other troops can move. The player can control the direction the Doomwheel moves in, representing the Warlock Engineer using the trailing stern wheels to brake one side of the machine or another, but he has no say at all about the distance travelled. The player must decide which direction to move the Doomwheel before the dice are rolled for distance. If the Doomwheel’s movement is sufficient to move into contact with a unit it is considered to have charged. No formal declaration of a charge is necessary. The target unit can make the usual response just as if it had been harged in the normal manner. These rules apply even if the Doomwheel hits a friendly unit by accident!
Some warriors and creatures in the Warhammer world are almost completely fearless, or such grizzled veterans that scenes which would make lesser troops panic have no effect on them. Troops that are immune to psychology are never affected by fear terror, frenzy or any other Psychology rules. Troops immune to Psychology may never flee as a charge reaction - they are far too proud and brave to do this! These troops still have to take Break tests as normal.
Generates two dispel dice when spells cast at the unit
3D6
-
5
4
3
0
1
8
CC only
As User
10"
cc , AP, Reliable