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HomeHome / Total War: WARHAMMER II / Clan Skryre / Units / Ikit Claw (Doomwheel)
Ikit Claw (Doomwheel) Clan SkryreClan Skryre Command

Ikit Claw (Doomwheel)

The notorious tinker-rat known as Ikit Claw focuses his diabolical pursuits on building the most heinous killing-contraptions possible.

Chief Warlock Ikit Claw has taken Skryre’s blend of science and sorcery to entirely new levels. He was tall and white-furred before a failed experiment exploded and mangled his body, so an intricate iron mask of his own invention now covers his hairless skull and a cunningly wrought exoskeleton aids his withered left side. The iron contraption is run by a Warp-generator, a masterpiece of engineering that siphons the Winds of Magic to also power Ikit’s devilish inventions. Whirring cogs hiss and vent steam as the Chief Warlock moves, clanking like a fully armoured knight. Like all Clan Skryre Warlock Engineers, Ikit has continued to tinker, adding countless upgrades. He wields the crackling blade Storm Daemon, a modified halberd wrapped with copper wire coils set with glowing Warpstone, energised with barely suppressed power drawn from his Warp-generator.

Ikit Claw (Doomwheel)

Unit Name

Ikit Claw (Doomwheel)

Main Unit Key

wh2_dlc12_skv_cha_ikit_claw_2

Land Unit Key

wh2_dlc12_skv_cha_ikit_claw_2

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

25

Caste

Lord

Category

War Machine

Class

Command

Cost

1550

Recruitment Cost

1300

Upkeep Cost

250

Engine Missile Damage

0

├ Engine

wh2_dlc12_skv_veh_doomwheel_ikit

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

10

Shots Per Minute

Ammunition

52

Melee Attack

28

Weapon Strength (Weapon Damage)

323

├ Melee Weapon

wh2_dlc12_skv_doomwheel_ikit

├ Melee Damage Base

112

├ Melee Damage Ap

211

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

30

Charge Bonus

50

Melee Defence

36

├ Base Defence

36

├ Shield

none

└ Shield Defence

0

Armour

110

├ Armour

wh2_main_heavy_metal_110

├ Armour Defence

110

└ Shield Armour

0

Health

5328

├ Man Entity

wh2_dlc12_skv_rider_doomwheel_ikit

├ Man Speed

33

├ Man Health

8

└ Bonus Hit Points

5320

Leadership (Base Morale)

65

Abilities

  • Brass Orb
    Possession of this orb enables the user to inexorably drag the foe into a turbulent vortex of pain and death.
  • Unlimited Power!
    Unlimited power corrupts the already-totally-corrupted utterly.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes 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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Zzzzap!
    The Doomwheel sports fully automatic Warp-lightning rods which discharge bolts in front, and to the left and right.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Anti-Infantry
    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.