Todesrad-Regeln

  • Ich suche die Regeln für das Todesrad, kann mir jemand das Profil, Regeln, etc. geben??? Oder mir sagen wo ich sie her kriege?

    ...die Macht liegt im Wandel...Tzeentch...

  • ja, das hab ich auch gewusst...so weit war ich auch, aber für den Rattendämon(der nicht mehr existeiert) gibts auch Regeln...ich brauch ja blos die Regeln...bitte...wenn ich meinen Gegner frag, darf ich es ja auch benutzen... :mauer:

    ...die Macht liegt im Wandel...Tzeentch...

  • Sorry für den toten Link. Habe es jetzt per Email geschickt. Zur not Schau unter den Thema Rattendämon. Da hat Joker den Link für mich gepostet.

    Ich mag Skaven :)

  • Für alle die die regeln ma nachlesen wollen:
    Rare Unit Points/model: 150
    The Doomwheel was designed by the mad genius
    Ikit Claw, Chief Warlock of Clan Skryre, who later
    created the highly successful Warp-Lightning
    Cannon. The Chief Warlock is obsessed with
    creating the ultimate killing machine, determined
    one day to outdo his predecessors who enjoyed
    the easy successes of warpfire throwers and
    jezzails. By harnessing the power of raw
    warpstone to create energy discharges Ikit Claw
    has created a terrifying engine of destruction that
    rolls forward surrounded by a crackling halo of
    purple warp-lightning. Anything foolish enough
    to hold its ground before this infernal machine is
    blasted apart by the warp-lightning or crushed
    under the Doomwheel itself.
    The Doomwheel has a single Skaven crewman as
    crew; its motive power is supplied by hordes of
    giant rats in two great treadmills. The turning of
    the treadmills in turn operates a
    warpstone generator which creates the
    lightning. Though it can be said that the
    warpstone reactor is somewhat unstable
    and the speed generated by the rats is
    rather erratic a series of tests using Slave
    units as targets has yielded impressive
    results. Now the Clan Skryre Warlock
    Engineers are building this new
    wonder weapon as fast as
    possible.
    Unit Size: Each Doomwheel
    is a single unit.
    Crew: Each Doomwheel is
    crewed by a single Skaven
    Driver.
    Weapons and Armour: The
    Skaven Driver is armed with
    a hand weapon and a
    Warplock Pistol.
    Drawn by: Giant Rats
    Armour Save: 5+
    SPECIAL RULES
    Chariot: The Doomwheel is treated as a chariot
    with the exceptions noted opposite.
    DOOMWHEEL
    Original background by Andy Chambers, new rules by Anthony Reynolds.
    We know many Skaven players out there will have the older miniatures in their armies, so
    Anthony has updated the rules for the Doomwheel and Vermin Lord
    for the latest edition of Warhammer.
    PROFILE M WS BS S T W I A Ld
    Doomwheel 3D6 - - 5 5 4 - - -
    Giant Rats - 3 0 3 - - 4 5 -
    Skaven - 3 3 3 - - 4 1 8
    Driver
    Movement: The rats scampering around inside
    the Doomwheel’s tread mills are driven into an
    insane frenzy by the lightning flashing and
    sparking around them. As they tumble over each
    other the wheel rumbles forward, but the
    Doomwheel’s speed is impossible to control
    accurately. Sometimes it will roll along more
    swiftly than a galloping horse, at other times it
    will virtually halt because the rats are temporarily
    exhausted.
    To represent this the Doomwheel does not have a
    fixed Movement rate. It automatically moves 3D6"
    and is moved along with compulsory movement
    before any other troops can move. The player can
    control the direction the Doomwheel moves in,
    representing the Warlock Engineer using the
    trailing stern wheels to brake one side of the
    machine or another, but he has no say at all about
    the distance travelled. The player must decide
    which direction to move the Doomwheel before
    the dice are rolled for distance.
    If the Doomwheel’s movement is sufficient to
    move into contact with a unit it is considered to
    have charged. No formal declaration of a charge is
    necessary. The target unit can make the usual
    response just as if it had been charged in the
    normal manner. These rules apply even if the
    Doomwheel hits a friendly unit by accident!
    Impact Hits: When the Doomwheel charges into
    combat it inflicts D6+2 impact hits at Strength 5.
    This is worked out exactly like other chariot
    impact hits and only differs in so far as the
    number of hits is greater.
    Warp-Lightning: In each Skaven shooting phase
    the Doomwheel can unleash D3 bolts of warplightning
    (roll in each Shooting phase). The
    power of the warp-lightning can be very
    unpredictable – it can shatter mountains one
    minute and only cause slight burns the next. The
    Skaven player can decide not to release the warplightning
    – this helps to keep the Skaven alive
    until the Doomwheel gets closer to the enemy.
    To work out how powerful the lightning is, each
    turn roll an Artillery dice. If you roll a number (2,
    4, 6, 8 or 10) then that is the Strength of all the
    lightning bolts this turn. Each of the three bolts
    has a range of 3D6" and will strike the nearest
    model within range in any direction – friend or
    foe! The bolts of warp-lightning arc wildly so they
    ignore any terrain between them and the nearest
    target. If the Doomwheel is in contact with a unit
    or model don’t bother rolling for range, the bolts
    will automatically hit the targets in contact. If
    several targets are the same distance away (or in
    contact with the Doomwheel) the bolt will be
    attracted to the target with the best saving throw
    (since they have more metal armour on them).
    Each bolt will only damage a single model, but
    the model struck suffers not one but D6 wounds
    if the bolt damages them. Against war engines,
    ridden monsters and the like the hit scored by a
    bolt of warp-lightning is randomised between the
    machine/creature and its crew.
    If you roll a ‘misfire’ result something has gone
    awry with the warpstone generator. The
    Doomwheel will fire three shots at full range and
    full power (so 18" at Strength 10). After this, the
    Doomwheel is itself destroyed and removed from
    play.
    Crew Attack: In the close combat phase the rats
    and the Skaven Driver will fight enemy models in
    contact with the Doomwheel whether to its front,
    sides or rear.
    Immune to Psychology: The Skaven Driver is so
    excited about riding the Doomwheel that the
    model is Immune to Psychology.
    Unit Strength: The Doomwheel has a unit
    strength of 4.
    Fleeing and Pursuing: The Doomwheel flees
    and pursues exactly like ordinary troops,
    although it flees and pursues 3D6".
    Magic Resistance: The random discharges of
    energy and magic produced by the warpstone
    generator create a powerful protective field
    around the Doomwheel. Spells cast into this area
    are very likely to be disrupted by the magical
    turmoil, hence the Doomwheel counts as having
    Magic Resistance (2).
    Leadership: The Skaven Driver in command of
    the Doomwheel draws great reassurance from the
    monstrous, infernal engine he’s riding on and so
    counts as having a Leadership value of 8

    Einmal editiert, zuletzt von Ragnarok ()

  • Gibts die Regeln auch auf Deutsch ?( ?(

    Die güldene Sonne bringt leben und wonne, die finsternis weicht. Der morgen sich zeiget, die röte aufsteiget, der monde verbleicht

  • Nicht das ich wüsste, Joker oder Nemo fragen die müssten es wissen. Aber gibts da überhaupt einen unterschied zum Armeebuch der 5th.???

    Ich mag Skaven :)