Source: Warhammer Fantasy: 7th Edition

Doomwheel Misfire Chart
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D6

Result

1-2

Disaster: The Doomwheel suffers a partial meltdown and begins to glow a luminous greenish tint.

The Doomwheel immediately takes D6 Strength 6 hits and many of the treadmill rats succumb to the toxic leak of power. From now on roll one less D6 for the Doomwheel's movement. If reduced to zero dice the Doomwheel is removed as a casualty.

3-5

Out of Control: The screeching feedback of the warpstone has jammed the sternwheel.

Doomwheel is unengaged, the owning player must immediately roll a scatter dice and move the Doomwheel its full random move in a straight line in the direction indicated. No manoeuvring is allowed. If it hits any unit (friend or foe) the Doomwheel inflicts Impact Hits as normal and counts as charging if the unit is an enemy. Doomwheels already engaged do not move Out of Control and ignore this result.

6

Burst of Speed: The overheated warpstone reinvigorates the treadmill rats to perform truly inspired wheel-spinning as never before.

For the remainder of the battle the random movement is increased by an additional dice.


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