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HomeHome / Total War: WARHAMMER II / Clan Mors / Units / Warpfire's Wheel (Doomwheel)
Warpfire's Wheel (Doomwheel) Clan MorsClan Mors Chariot

Warpfire's Wheel (Doomwheel)

"…and Hell, quite literally, followed with it."

Few devices sum up the blend of science and sorcery, the sheer inhuman ingenuity of the Skaven, than the infernal war machine known as the Doomwheel. At first sight the Doomwheel might seem an oddity, perhaps even comical to opponents that have not faced one before. The Dwarfs, who have suffered many wars against the Skaven, know full well the Doomwheel's measure and will direct every war machine at their disposal to blast the deadly wheel apart before it can churn close enough to pulverise the Dwarf battlelines. Indeed, Dwarf cannons will allow themselves to be overrun by the foe, willingly sacrificing themselves for their Hold in order to get off a single shot at the infernal Skaven device. When it works correctly, the Doomwheel whirs quickly across the battlefield, moving more swiftly than galloping horses. If it is going exceptionally well, the Warlock Engineer will even steer the great wheel towards the enemy. This is ideal, as the powerful Warp-lightning bolts fire out, blasting the nearest thing to shrivelled blackness, so it is best to be nearer the foe!

Warpfire's Wheel (Doomwheel)

Unit Name

Warpfire's Wheel (Doomwheel)

Main Unit Key

wh2_dlc12_skv_veh_doomwheel_ror_tech_lab_0

Land Unit Key

wh2_dlc12_skv_veh_doomwheel_ror_tech_lab_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

War Machine

Naval Unit Group

War Machine

Soldiers

25

Caste

War Machine

Category

War Machine

Class

Chariot

Cost

1700

Recruitment Cost

1400

Upkeep Cost

350

Engine Missile Damage

0

├ Engine

wh2_dlc12_skv_veh_doomwheel_tech_lab_ror

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

33

Range

Reload

30

Shots Per Minute

Ammunition

52

Melee Attack

31

Weapon Strength (Weapon Damage)

270

├ Melee Weapon

wh2_main_skv_doomwheel

├ Melee Damage Base

94

├ Melee Damage Ap

176

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

30

Charge Bonus

50

Melee Defence

41

├ Base Defence

41

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Armour Defence

100

└ Shield Armour

0

Health

6288

├ Man Entity

wh2_main_skv_infantry

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

6280

Leadership (Base Morale)

75

Abilities

  • Regeneration
    There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Strengths & Weaknesses

  • Zzzzap!
    The Doomwheel sports fully automatic Warp-lightning rods which discharge bolts in front, and to the left and right.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Regeneration
    flaming attacks will cause more damage to units with Regeneration.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
Recuitment Requirement
Maximum Number 1