The Commodore Cannon & Crew

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The Commodore Cannon & Crew
Mercenary Privateer Sea Dog Character Unit

fluff text

Basic Info[edit]

The Commodore Cannon & Crew
Commodore Cannon.jpg
Gun Crewmen
SPD 0 6
MAT - 5
RAT - 4
DEF 5 13
ARM 18 11
HP 10 1
Cost 7
Unit Size Gun + 3 crew
See also How to Read the statblock



  • Cannon - variable range, AOE and POW
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:


  • Hand Weapon - 0.5" reach, P+S 8 melee weapon
  • Pistol - 8" range, POW 10 gun


  • Mercenary - But won't work for any faction.
  • Limited Employment - This model may only be included in an army with a Privateer warcaster.
  • Cannon only
    • Focal Point - If this model is destroyed or RFP'd, the rest of the unit is RFP'd.
    • Construct - This model is a construct and is not a living model.
    • Heavy Artillery - 1) The cannon isn't a warrior model. 2) It never activates, but it advances up to 1" for each Crewman in B2B at the start of the unit's activation. 3) If it does move, it can't be fired. 4) It is auto-hit in melee, and is immune to knockdown and stationary. - this model gets lugged by its crew. It doesn't activate - instead one crewman gets to fire it with the Fire action. Can't be knocked down or made stationary and can't shoot if the crew have lugged it.
  • Crewmen only
    • Fire! (★ Attack) - The crewman muse be B2B with the cannon and not engaged to do this. Only one crewman can Fire! the cannon each activation. The crewman makes a ranged attack with the cannon, but both models must have LOS to the target (the crewman can ignore the cannon for LOS). The crewman can never get the aiming bonus, and all ranges (and range modifiers) are measured from the cannon.
    • Gunnery (★ Action) - Target the cannon. If it's in this Crewman's CMD range, the Crewman making the Fire! attack gains a cumulative +2 RAT.

Thoughts on The Commodore Cannon & Crew[edit]

The Commodore Cannon & Crew in a nutshell[edit]

The Commodore cannon commands respect as the most feared artillery piece in the game thanks to its 20" slam. With Shae's feat, Rockbottom's Money Shot and Dougal's Double Powder Ration, it can slam something 25" away at RAT 10. It can light blast-immune troops on fire to boot. While it can be taken with all the privateer warcasters, Bart and Fiona struggle to get nearly the use out of it Shae does because it only moves 3", and if it moves, it can't shoot. Shae gets around this with his feat, but Bart and Fiona offer no such help, which leaves the cannon farther back than you'd like unless you sacrifice a turn of shooting.

Combos & Synergies[edit]

  • Captain Phinneus Shae gets it into position and can protect it from incoming fire with Phantasm, which he should. (Note that Coup de Main does not affect the speed of the cannon due to the wording of its rules. The cannon itself does not activate so it is unaffected by the spell.)
  • Lord Rockbottom grants it Money Shot. If you take the cannon, you should have Rockbottom.
  • Master Gunner Dougal MacNaile grants it Artillerist (if using the blast shot) or 2" extra range on his mini feat turn.

Drawbacks and Downsides[edit]

  • Kill either the infantry or the gun and it dies.

Tricks and Tips[edit]

  • The possibilities are endless. Run a low DEF model in front of the caster and slam it over them. Slam an enemy heavy into another from downtown. Be on the lookout for ideal targets.



Theme Forces[edit]

Given that it must be with a Privateer warcaster (Bart, Fiona, or Shae), the only theme forces it can be taken in at the time of writing (2017.11) are:

Other Mercenary models[edit]



Mercenary 'Jack Controllers (Edit)
Warcasters Ashlynn - Caine3 - Captain Bart - Captain Damiano - Gastone2 - Captain Shae - Macbain - Constance - Fiona - Magnus1 - Magnus2
BGC Gastone Crosse
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
Mercenary Warjacks (Edit)
Light Buccaneer - Renegade (Magnus only) - Talon - Vanguard
Heavy Freebooter - Mangler - Mariner - Mule - Nomad - Rover - Toro
Gallant - Rocinante
Colossal Galleon
Rhulic 'Jack Controllers (Edit)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Cannot take Colossals
Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Ogrun Assault Corps - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - Steelhead Halberdiers - Steelhead Heavy Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator
Character Units Alexia1 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos Cephalyx Agitator - Gobber Tinker - Ogrun Bokur - Swamp Gobber River Raider
Character Solos Alexia2 - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun & Lug - Colbie - Dahlia & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity - Eiryss1 - Eiryss2 - Hawk - Gastone1 - Gorman - Gudrun - Harlan Versh - Hutchuk - Kell Bailoch - Lanyssa - Rockbottom - Major Harrison Gibbs - Dougal - Orin - Ragman - Raluk - Rhupert - Rorsh & Brine - Rutger - Savio - Saxon - Sergeant Nick - Stannis - Taryn - Thor - Viktor - Wrong Eye & Snapjaw
Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Hammer Strike - The Irregulars - The Kingmaker's Army - Operating Theater - The Talion Charter - Llaelese Resistance

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.

Rules Clarification : Cannister Shot - None yet. (Edit)

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Rules Clarification : Cannonball      (Edit)

  • Slam (Edit) - Refer to the Slam page for a recap of the Slam rules.
RC symbol.png

Rules Clarification : Incendiary Shot      (Edit)

RC symbol.png

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Selective and/or Limited Employment     (Edit)

  • Selective models that can work for a faction can, indeed, work for that faction ... despite Selective's poorly worded "this model can only work in a Mercenary Theme Force" clause. (Infernal Ruling)
  • When working outside their theme, they can have non-theme attachments (eg Madelyn). (Infernal Ruling)
RC symbol.png

Rules Clarification : Heavy Artillery      (Edit)

  • Because the cannon isn't a warrior model, they aren't a warrior unit and cannot score zones in Steamroller 2017. They can contest just fine, though.

Rules Clarification : Focal Point - None yet. (Edit)

Rules Clarification : Fire! - None yet. (Edit)
Rules Clarification : Gunnery - None yet. (Edit)