ID: wh2_main_skv_veh_doomwheel


War Machine
25 1400 350
Armour 100
Leadership 65
Speed 42
Melee Attack 24
Melee Defence 32
Weapon Strength 270
Charge Bonus 50
Ammunition 52


Unit Description

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

Historical Description

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!


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause 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


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.


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.


Armoured units can block damage from any source apart from Armour-Piercing damage.


The Doomwheel sports fully automatic Warp-lightning rods which discharge bolts in front, and to the left and right.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 4.20
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.80
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category War Machine
Unit Class Chariot
Move Action Points 2100
Melee Attack 24
Melee Defence 32
Charge Bonus 50
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 65
Bonus Hit Points 5180
Unit Stats
Unit Caste War Machine
Unit Weight Medium
Unit Group War Machine
Unit Group Parent Artillery & War Machines
Recruitment Turns 3
Recruitment Cost 1400
Upkeep Cost 350
Unit Size 25
Melee CP 980
Missile CP 420


Melee Weapon
Weapon Size Very Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 30
Weapon Damage 94
Weapon AP Damage 176
Building Damage 150
Armour Value 100
Missile Block Chance 0