Skaventide – Doomwheel


Amongst the most deranged inventions of the Clans Skryre, the Doomwheel is a rumbling war engine that crushes enemies to a bloody paste while spitting bolts of warp lightning into their midst.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warp Bolts
Warp Bolts13"D63+3+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grinding Wheel
Grinding Wheel1"D63+3+-11
Teeth and Knives
Teeth and Knives1"65+5+-1

Unit Size: 1      Points: 150
Battlefield Role: Behemoth


A Doomwheel is a single model armed with Warp Bolts, a Grinding Wheel and its crew’s Teeth and Knives.


Rolling Doom: A Doomwheel will mercilessly crush anything in its path.
When this model makes a normal move, it can pass across models with a Wounds characteristic of 3 or less in the same manner as a model that can fly. In addition, after this model has made a normal move or a charge move, roll a dice for each unit that has any models it passed across, and each other unit that is within 1" of this model at the end of the move. On a 2+ that unit suffers D3 mortal wounds.

More-more Speed!: The Warlock Engineer that pilots a Doomwheel can goad the rats that propel it in order to make it move faster, but at the risk that they will turn and attack their tormentor.
When this model makes a normal move, you can re-roll the 4D6 roll that determines its Move characteristic. However, if you do so and the new roll includes any dice with an unmodified roll of 1, then your opponent carries out that normal move for that model instead of you.

More-more Warp Bolts!: A daring or foolhardy engineer pilot can overload their Doomwheel’s warp lightning generator.
Before you determine the Attacks characteristic for this model’s Warp Bolts attack, you can say that the engineer is overcharging the warp lightning generator. If you do so, the Attacks characteristic for that attack is 2D6 instead of D6. However, if you do so and you roll a double, this model suffers 2D6 mortal wounds after all of the attacks have been resolved.

Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The CLANS SKRYRE keyword is used in following Skaventide warscrolls:


The WAR MACHINE keyword is used in following Skaventide warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2020