Source: Warhammer Armies Project: Unofficial 9th Edition

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In each friendly Shooting phase, even when engaged in close combat or when fleeing, the Doomwheel automatically unleashes bolts of warp lightning using the following profile:

RangeStrengthSpecial Rules
18"Artillery Dice-

Each warp lightning bolt will automatically hit the nearest unit (friend or foe), regardless of line of sight and direction. This is a non-physical attack.

The Warlock Engineer may choose to take a Leadership test in an attempt to stop the Doomwheel from firing. If the test is failed, the machine fires as normal.

Roll an Artillery dice to determine the Strength for the bolts, measuring from the Doomwheel's base. 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 something has gone awry. No more shots are fired this turn and you must immediately roll a D6 and consult the Doomwheel Mishap Chart.

Doomwheel Mishap Chart

D6

Result

1-2

Disaster. The Doomwbeel suffers a partial meltdown and begins to glow a luminous greenish tint.

The Doomwheel immediately takes D6 Strength 6 hits and many of the treadmill rats succumb to the toxic leak of power. From now on roll one less D6 for the Doomwheel's movement. If reduced to zero dice the Doomwheel is removed as a casualty.

3-5

Out of Control. The screeching feedback of the warpstone has jammed the sternwheel.

If the Doomwheel is unengaged, it immediately moves in a random direction determined by the scatter dice. If it hits any unit (friend or foe) the Doomwheel inflicts Impact Hits as normal and counts as charging if the unit is an enemy. In the case of a Doomwheel hitting a friendly unit, resolve Impact Hits immediately after contact and then move the Doomwheel back 1".

6

Burst of Speed. The overheated warpstone reinvigorates the treadmill rats to perform truly inspired wheel-spinning as never before.

The Doomwheel gains the Random Movement (4D6) special rule.

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