The Doomwheel has the Random Movement (3D6) special rule, with the following exceptions:
If the move takes the Doomwheel into a friendly unit, it inflicts D6+1 S6 Hits, distributed in the same manner as shooting attacks, and then stops 1" away from the unit (or flee through it if it is fleeing).
The Doomwheel treats terrain in the same manner as a Chariot.