Cities of Sigmar – Ironweld Great Cannon

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CITIES OF SIGMAR WARSCROLL
Ironweld Great Cannon
3"
6
4+
2
The massive artillery piece known as the Ironweld Great Cannon is painstakingly engineered to strike a balance between speed of loading and raw firepower. Breech-loaded, the cannon is a hive of activity when battle is joined, its winch arm swinging to and fro as each new cannonball or shell clunks into place and its elevation adjusted by lever-and-cogtooth to optimise range and impact. No few of these munitions are inscribed with litanies to banish the gheist and the daemon. Those cannons likely to face a massed attack are loaded with loose cylinders of grapeshot that come apart on firing to send a roaring, shredding storm of firepower into the enemy. When the cannons are wheeled into place, they are stabilised by stout harnesses of leather and iron that pin them down into the earth. Hinged shields are unfolded to bracket the cannon’s chassis – if all else fails, it can be used as a battering ram. When several of these cannons are placed together, wing-shields abutted and crews working in coordination, the storm of firepower they can lay down is enough to fell a stampede of megafauna or a charging wave of orruks with each ear-splitting, tooth-rattling volley.
CITIES OF SIGMAR WARSCROLL
Ironweld Great Cannon
RANGED WEAPONS
RngAtkHitWndRndDmg
Great Cannon
Great Cannon24"34+2+2D3+2
MELEE WEAPONS
AtkHitWndRndDmg
Crew’s Tools and Sidearms
Crew’s Tools and Sidearms24+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 90mm
Can be reinforced: No

Once Per Turn (Army), Any Shooting Phase
RELENTLESS BOMBARDMENT: Ironweld gunners can relentlessly pour fire down into oncoming enemies, slowing their advance if not outright stopping it.

Declare: Pick an enemy unit that was targeted by this unit’s shooting attacks this phase to be the target.

Effect: Roll a dice. Add 1 to the roll if this unit is under orders. On a 3+, subtract 2 from charge rolls and run rolls for the target until the start of your next turn.

KEYWORDS
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
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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.
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

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).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

© Vyacheslav Maltsev 2013-2026