Cities of Sigmar – Immolator Cogfort

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CITIES OF SIGMAR WARSCROLL
The Iron March
Immolator Cogfort
6"
25
3+
10
The Immolator Cogfort eschews a transport galley in favour of a breacher cannon and more ammunition for its terrifying realmscorcher flame cannon. Its experimental dual capacity arco-combustor allows for brief periods of increased firepower and speed, although careless use of this design feature can lead to a truly catastrophic explosion.
CITIES OF SIGMAR WARSCROLL
The Iron March
Immolator Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)]
Realmscorcher Flame Cannon
Anti-INFANTRY (+1 Rend)
18"6D62+4+11
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: 510
Base size: 160mm
Can be reinforced: No
Regiment Options: Any Freeguild Gallants
Notes: This unit can only be taken in an Iron March Army of Renown

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
POWER TO MAXIMUM!: The Castellan-Captain orders their crew to push the Immolator Cogfort to its absolute limits.

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

1 - Load Triple Shot!: This unit’s Breacher Cannon has Crit (2 Hits).

1 - Go, Go, Go!: When making charge rolls for this unit, add 1 to the number of dice rolled, to a maximum of 3, then remove 1 dice of your choice and use the remaining dice as the charge roll.

2 - Get Us In There!: This unit’s Crushing Iron Feet have Charge (+1 Damage).

3 - Load Chain Shot! Each time this unit uses a Shoot ability, after that ability has been resolved, if any enemy models were slain by attacks made with this unit’s Breacher Cannon, for each model slain by those attacks, inflict 1 mortal damage on that model’s unit.

4 - Disengage Safeties! The Attacks characteristic of this unit’s Realmscorcher Flame Cannon is 2.

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

Effect: Immediately after resolving this unit’s Power to Maximum! 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.

KEYWORDS
HERO, WAR MACHINE, IRON MARCH
ORDER, CITIES OF SIGMAR, SIGMARITE
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

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.
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).
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.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
14.3 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

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

© Vyacheslav Maltsev 2013-2026