Ich suche die Regeln für das Todesrad, kann mir jemand das Profil, Regeln, etc. geben??? Oder mir sagen wo ich sie her kriege?
Todesrad-Regeln
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- WHFB
- Pandrodor
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In der 6. Edition gibts das Todesrad offiziell nicht mehr...
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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...
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Habe es dir per Email geschickt.
Jetzt habe ich es den falschen geschickt. Du hast ja keine angegeben ok ich poste sie dann mal hier.
Hier kannst du die regeln Downloaden. Kann sie nämlich nicht anhängen.
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Link funzt nicht...
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jau, der Link geht irgendwie nich...
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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.
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thx, email bisher noch erhalten..
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Mein Email Programm spinnt ein bisschen. Ich sende es nochmal.
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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 -
Gibts die Regeln auch auf Deutsch
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Nicht das ich wüsste, Joker oder Nemo fragen die müssten es wissen. Aber gibts da überhaupt einen unterschied zum Armeebuch der 5th.???