Cities of Sigmar – Conqueror Cogfort

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CITIES OF SIGMAR WARSCROLL
Conqueror Cogfort
6"
25
3+
10
The Conqueror Cogfort exchanges a conventional main gun for a realmscorcher flame cannon: a truly terrifying weapon that swathes the battlefield in sheets of flesh- melting fire. Outfitted with an underbelly transport cage, the Conqueror is typically used in an assault role, delivering troops right into the heart of the enemy’s battleline.
CITIES OF SIGMAR WARSCROLL
Conqueror Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)]
Realmscorcher Flame Cannon
Anti-INFANTRY (+1 Rend)
18"6D62+4+11
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: 440
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.

Deployment Phase
ALL ABOARD!: The warriors clamber aboard the Conqueror Cogfort and ready themselves for battle.

Declare: Pick up to 1 friendly SIGMARITE INFANTRY HERO and up to 1 friendly non-HERO SIGMARITE INFANTRY unit that have not been deployed.

Effect: Set up those units in reserve as this unit’s passengers. They have now been deployed.
KEYWORDSDEPLOY

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), Any Hero Phase
FULL CHARGE!: The Cogsmith kicks the arco-combustor into high gear, causing the Cogfort to surge forwards and allowing the crew to obliterate the enemy.

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 Breaching Assist!: If this unit uses the ‘Sally Forth’ ability this turn, melee weapons used by the targets of that ability have Charge (+1 Damage) for the rest of the turn.

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

3 Repel Boarders!: For the rest of the turn, add 2 to the Attacks characteristic of this unit’s Crew’s Leadshotters and Crushing Iron Feet.

4 Disengage Safeties!: For the rest of the turn, the Attacks characteristic of this unit’s Realmscorcher Flame Cannon is 22.

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.

Once Per Battle, Any Charge Phase
SALLY FORTH: The warriors aboard the Conqueror Cogfort hurl themselves into battle.

Declare: If this unit has not used a RUN ability this turn, pick this unit’s passengers to be the targets.

Effect: Set up each target wholly within 6" of this unit and either not in combat or within ½" of an enemy unit. If a target is set up in combat, it has charged. Then, if this unit is not under orders, this unit and the targets are under orders for the rest of the battle round.

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.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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’).
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.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Those HEROES can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
Cavalry Hero
© Vyacheslav Maltsev 2013-2026