Zzzzap!
In each friendly Shooting Phase, even when engaged in close combat, the Doomwheel automatically shoots Warp Lightning Bolts 3 times. However, the controlling player may attempt to prevent the Doomwheel from shooting this turn by passing a Leadership Test using the Warlockâs Leadership characteristic.
Each Warp Lightning Bolt automatically hits the nearest unit (friend or foe), regardless of line of sight and direction. Roll the Artillery dice to determine the strength of each shot and resolve the roll to wound one at a time. If the closest unit dies from the first bolt, the second bolt hits the next closest unit in range, and so on. If two targets are equidistant, the owning player may choose which unit is struck.
If you roll a Misfire result, no more shots are fired this turn. You must immediately roll a D6 and consult the Doomwheel Mishap chart:
| D6 | Result |
|---|---|
| 1-2 | Disaster: The Doomwheel immediately takes D6 Strength 5 hits. In addition, the Doomwheel loses 1 D6 from their Random Movement (X) special rule. If Random Movement (X) is reduced to zero, the Doomwheel is removed as a casualty and counts as destroyed. |
| 3-5 | Out of Control: If the Doomwheel is unengaged in combat, roll the scatter dice. Pivot the model so that it is facing in the direction of the arrow (including a Hit). The Doomwheel immediately moves as far as possible in a straight line using its current Random Movement (X) characteristic. If it makes contact with an enemy unit, the Doomwheel counts as having charged, aligns against the enemy unit and stops moving. If the Doomwheel makes contact with a friendly unit, resolve Impact Hits immediately after contact and then move the Doomwheel directly away 1". |
| 6 | Burst of Speed: The Doomwheel gains an extra D6 to their Random Movement (X) special rule to a maximum of 4D6. |