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HomeHome / Total War: WARHAMMER III / Clan Eshin / Units / Doomwheel
Doomwheel Clan EshinClan Eshin Artillery & War Machines

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

Land Unit Group Parents

Artillery & War Machines

Land Unit Group

War Machine

Caste

War Machine

Category

War Machine

Class

Chariot

Custom Battle Cost

1450

Recruitment Cost

1450

Upkeep Cost

363

Number of Units

1

Hit Points

6420

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

wm_doomwheel_warp_lightning01

├ Engines of War

wh2_main_skv_veh_doomwheel

├ Engine Entity

wh2_main_skv_vehicle_doomwheel

├ Engine Hit Points

8

├ Num Engines

1

├ Man Entity

wh2_main_skv_infantry

├ Man Hit Points

8

├ Num Men

25

└ Bonus Hit Points

6212

Mass

2000

├ Engine Mass

1900.0000

└ Man Mass

100.0000

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

72

├ Engine Speed

72

└ Man Speed

42

Melee Attack

26

Melee Defence

37

Weapon Strength

297

├ Melee Weapon

wh2_main_skv_doomwheel

Base Weapon Damage

102

Armour-Piercing Weapon Damage

195

Bonus vs. Large

0

Bonus vs. Infantry

30

Charge Bonus

50

Abilities

  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%

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 effects a large area.