Cities of Sigmar – Cannonade Cogfort

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CITIES OF SIGMAR WARSCROLL
Cannonade Cogfort
6"
25
3+
10
Built for total battlefield domination, the Cannonade Cogfort towers above the fray like a god of war, grinding enemies to paste beneath its stone and iron feet. When its main godbreaker cannon fires, the report can be heard for miles around – and whatever is unfortunate enough to lie in the Cogfort’s path is reduced to splintered fragments and ash.
CITIES OF SIGMAR WARSCROLL
Cannonade Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Godbreaker Cannon
Godbreaker Cannon24"44+2+24
Breacher Cannon [Anti-INFANTRY (+1 Rend)]
Breacher Cannon
Anti-INFANTRY (+1 Rend)
12"63+3+12
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
BATTLE PROFILE

Unit Size: 1      Points: 530
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE, Any ALLIES OF THE FREE CITIES

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Once Per Turn (Army), Any Hero Phase
FULL POWER!: The Castellan-Captain orders their crew to push the Cannonade Cogfort to its absolute limits.

Effect: Pick 1 or more of the following effects. For each effect you pick, give this unit a number of heat tokens equal to the number beside it.

1 Launch Countermeasures!: Until the start of your next turn, subtract 1 from hit rolls for shooting attacks that target other friendly SIGMARITE units while they are wholly within 12" of this unit and are under orders.

2 Full Throttle!: For the rest of the turn, this unit’s Move characteristic is 10".

3 Calculate Firing Solution!: For the rest of the turn, each time this unit uses a SHOOT ability, you can re-roll 1 hit roll and 1 wound roll for shooting attacks made with this unit’s Godbreaker Cannon.

6 Get Us Out of Here!: For the rest of the turn, this unit can use SHOOT abilities even if it used a RETREAT ability in the same turn.

Passive
OVERHEATING: If pushed too hard, a Cogfort’s arco‑combustor can overheat and cause serious damage.

Effect: Immediately after resolving this unit’s ‘Full Power!’ ability, you must roll a number of dice equal to the number of heat tokens this unit has. For each 5+, allocate 1 damage point to this unit (ward rolls cannot be made for those damage points), then remove 1 of this unit’s heat tokens.

Once Per Turn (Army), Reaction: You declared a SHOOT ability for this unit
SPECIAL AMMUNITION: At a word, the Cogfort’s crew swiftly load specialised ammunition into the godbreaker cannon.

Effect: If this unit is under orders, roll a dice. On a 3+, pick 1 of the following effects.

Nullshot: Subtract 1 from ward rolls for damage points inflicted by attacks made with this unit’s Godbreaker Cannon this phase.

Heavy Shot: Add 1 to the Rend characteristic of this unit’s Godbreaker Cannon this phase.

Grapeshot: After that SHOOT ability has been resolved, if all of the attacks made with this unit’s Godbreaker Cannon targeted the same enemy unit, inflict D3 mortal damage on each other enemy unit within that enemy unit’s combat range.

KEYWORDS
HERO, WAR MACHINE
ORDER, CITIES OF SIGMAR, SIGMARITE

The ORDER keyword is used in the following Cities of Sigmar warscrolls:


and others...

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:


and others...
Army List
Warscrolls collated

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Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Those HEROES can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
Cavalry Hero
© Vyacheslav Maltsev 2013-2026