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HomeHome / Total War: WARHAMMER II / Clan Mors / Units / Doomwheel
Doomwheel Clan MorsClan Mors Chariot

Doomwheel

Careening across the battlefield, smashing everything on contact and incinerating anything too close with bolts of savage Warpstone lightning.

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!

Doomwheel Doomwheel
Doomwheel

Unit Name

Doomwheel

Main Unit Key

wh2_main_skv_veh_doomwheel

Land Unit Key

wh2_main_skv_veh_doomwheel

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

1450

Recruitment Cost

1400

Upkeep Cost

350

Engine Missile Damage

0

├ Engine

wh2_main_skv_veh_doomwheel

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

10

Shots Per Minute

Ammunition

52

Melee Attack

24

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

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Armour Defence

100

└ Shield Armour

0

Health

5188

├ Man Entity

wh2_main_skv_infantry

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

5180

Leadership (Base Morale)

65

Abilities

No Ability

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.
  • 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.
Requires Buildings
Doomwheel Lv. 0 to be deleted
to be deleted
(wh2_main_horde_skv_warmachines_3)
Level 2
Warp-Turbine Plant
Warp-Turbine Plant
(wh2_main_skv_engineers_3)
Level 2