Cities of SigmarCogsmith
4"
5
5+
7
WARSCROLL

Cogsmith

Grizzled combat engineers who know how to squeeze peak performance and killing power from any war machine, Cogsmiths are also proficientwarriors capable of cutting down those who would interfere with their field repairs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Grudge-raker
Grudge-raker16"D34+3+-11
Duardin Pistols
Duardin Pistols8"24+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cog Axe
Cog Axe1"43+4+-1
Gun Butt
Gun Butt1"14+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 60
Battlefield Role: Leader

DESCRIPTION

A Cogsmith is a single model armed with Duardin Pistols and Gun Butt. In addition, it is armed with one or both of the following weapon options: Grudge-raker; or Cog Axe.

ABILITIES

Free Arm: Cogsmiths always keep a hand on their weapons, ready to deal with any incoming foes.
Add 1 to hit rolls for attacks made with this model’s missile weapons if it is not armed with a Cog Axe. Add 1 to hit rolls for attacks made with this model’s melee weapons if it is not armed with a Grudge-raker.

Master Engineer: Extensive field repairs are conducted by Cogsmiths in the heat of battle.
In your hero phase, you can pick 1 friendly IRONWELD ARSENAL WAR MACHINE unit within 3" of this model. You can heal up to D3 wounds allocated to that unit.

KEYWORDS
ORDER, DUARDIN, CITIES OF SIGMAR, IRONWELD ARSENAL, HERO, ENGINEER, COGSMITH
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.

The IRONWELD ARSENAL and WAR MACHINE keywords are used in following Cities of Sigmar warscrolls:

None
Artillery
Leader, Behemoth
Behemoth
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.

The DUARDIN keyword is used in following Cities of Sigmar warscrolls:

None
Battleline
Leader

The IRONWELD ARSENAL keyword is used in following Cities of Sigmar warscrolls:

None
Artillery
Leader
Leader, Behemoth
Behemoth
Army List
Warscrolls collated
© Vyacheslav Maltsev 2013-2020