Cities of Sigmar – Linebreaker Cogfort

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CITIES OF SIGMAR WARSCROLL
The Iron March
Linebreaker Cogfort
6"
25
3+
10
The Linebreaker Cogfort is a hybrid assault and bombardment design that is intended to provide adaptability on the battlefield. The sheer recoil of a godbreaker cannon makes for an uncomfortable experience for the Freeguilders riding in the Linebreaker’s belly. It does at least assure that when they pour out of the hold to engage with the foe, most of their opposition has already been reduced to smoke and ashes.
CITIES OF SIGMAR WARSCROLL
The Iron March
Linebreaker Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Godbreaker Cannon
Godbreaker Cannon24"44+2+24
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: 450
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.

Deployment Phase
RIDE TO GLORY: The warriors climb aboard the Cogfort, praying for the strength and resolve they know will be sorely needed in the hours to come.

Declare: Pick up to 1 friendly IRON MARCH INFANTRY HERO and up to 1 friendly non-HERO IRON MARCH 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

Once Per Battle, Any Charge Phase
VENTURE FORTH: The warriors aboard the Linebreaker 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.

Once Per Turn (Army), Any Hero Phase
OUTPUT TO MAXIMUM!: Few are the Linebreaker commanders who will not use every last shred of fuel and ammunition to destroy whatever hated monsters their enemies hurl at them.

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 - Trample Them to Dust!: This unit’s Crushing Iron Feet have Anti-MONSTER (+1 Rend).

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).

2 - Load Heavy Shot!: Add 1 to the Rend characteristic of this unit’s Godbreaker Cannon, but all of this unit’s attacks made with that weapon this turn must target the same enemy unit.

2 - Full Throttle!: This unit’s Move characteristic is 10

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

Effect: Immediately after resolving this unit’s Output 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

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.
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