We know what a Cogfort is, now it’s time to find out what a Cogfort does.

The Cogfort comes in two main patterns – the godbreaker cannon-armed Cannonade and the Conqueror, which can transport a unit of infantry directly into the fray. Both variants are engineering marvels, able to dominate the battlefield with devastating ranged weaponry and crushing iron feet.
At the firing of a godbreaker cannon – so large a man could crawl inside its barrel – tightly packed masses of enemy troops disappear in an earth-rending explosion, bringing down even the mightiest foes.* The Cannonade Cogfort is also armed with a high-calibre breacher cannon to add even more firepower.

CANNONADE COGFORT
RANGED WEAPONS
Godbreaker Cannon
Rng: 24”
Atk: 4
Hit: 4+
Wnd: 2+
Rnd: 2
Dmg: 4
Breacher Cannon
Anti-Infantry (+1 Rend)
Rng: 12”
Atk: 6
Hit: 3+
Wnd: 3+
Rnd: 1
Dmg: 2

CONQUEROR COGFORT
RANGED WEAPONS
Realmscorcher Flame Cannon
Anti-Infantry (+1 Rend)
Rng: 18”
Atk: 6d6
Hit: 2+
Wnd: 4+
Rnd: 1
Dmg: 1
While the Cannonade Cogfort specialises as a mobile artillery piece, holding ground as it pummels the enemy with overwhelming firepower, the Conqueror is a more aggressive war machine. Instead of a lead-belching cannon, its turret contains a pyroleum-fuelled flame cannon. This horrifying weapon spews a thick torrent of liquid flame that sticks to everything it touches – melting stone, metal and flesh alike.
Cogforts require an obscene amount of energy, using as much emberstone in a few days of operation as an entire infantry regiment does in a month. The crew can even overcharge their technological titan, but at the risk of overheating.

FULL POWER!
Once Per Turn (Army), Any Hero Phase
The Castellan-Captain orders their crew to push the Cannonade Cogfort to its absolute limits.
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 Launch Countermeasures!: Until the start of your next turn, subtract 1 from hit rolls for shooting
attacks that target other friendly SIGMARITE units while they are wholly within 12" of this unit and are under orders.
2 Full Throttle!: For the rest of the turn, this unit’s Move characteristic is 10".
3 Calculate Firing Solution!: For the rest of the turn, each time this unit uses a SHOOT ability, you can
re‑roll 1 hit roll and 1 wound roll for shooting attacks made with this unit’s Godbreaker Cannon.
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.

FULL CHARGE!
Once Per Turn (Army), Any Hero Phase
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.
Need to improve the accuracy of your godbreaker cannon? Calculate Firing Solution! Want to immolate hordes of enemy troops? Disengage Safeties on your realmscorcher flame cannon to get a reliable 22 Attacks – will you take the gamble to get the maximum punch?
But what happens if you overheat? Well, let’s just hope you have on hand whatever the Mortal Realms equivalent of a fire extinguisher is.

OVERHEATING
Passive
If pushed too hard, a Cogfort’s arco‑combustor can overheat and cause serious damage.
Effect: Immediately after resolving this unit’s ‘Full Charge!’ 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.
There will be times in battle where the benefits of overcharging your Cogfort far outweigh the risk of damage. And sometimes, the God-King smiles on you, and none of your rolls are 5+.** Don’t worry if the dice aren’t in your favour – you can heal your war machine with various prayers and the rally command.
The Cogfort is going to be a prime target for your enemies, so it’s important that you give it some support. The new Freeguild Gallants will smash anything that charges your Cogfort, and Freeguild Cavaliers offer your foe a lose-lose choice of what to charge. We’re also a fan of Pontifex Zenestra, whose Vessel of Sigmar prayer will give anyone Strike-last should they Charge your piston-limbed behemoth.

PONTIFEX ZENESTRA
MATRIARCH OF THE GREAT WHEEL
VESSEL OF SIGMAR
Your Hero Phase
Channelling the divine might of the God-King, Pontifex Zenestra is a powerful beacon of faith, blasting the enemy and granting those that battle within her blazing aura protection and might in equal measure.
Declare: Make a chanting roll of D6. If the roll is an unmodified 1, you can re-roll the dice.
Effect: Pick 1 of the following effects. Pick up to 2 different effects instead if the chanting roll was 10+.
Sanctified Ground: Until the start of your next turn, visible enemy units that use a Charge ability while they are within 9" of this unit have Strike-last for the rest of the turn.
Ardent Prayers: Add 1 to zealotry rolls for friendly SIGMARITE units until the start of your next turn.
Cast Out Evil: Roll a D3 for each visible enemy WIZARD and PRIEST on the battlefield. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
KEYWORDS: PRAYER
The new Cities of Sigmar battletome also includes an Army of Renown – The Iron March – built around a cadre of elite Cogforts. It introduces two new patterns: the Immolator, which pairs the realmscorcher flame cannon with a breacher cannon; and the Linebreaker, which has a godbreaker cannon AND a transport hold.
The enhancements for the Iron March are all based around legendary commanders, engineers and auxiliaries. Commodore de Graçon lets two of your war machines make a normal move in the deployment phase – ideal for getting the flame cannons on your Conquerors and Immolators into range quickly.

COMMODORE DE GRAÇON
Deployment Phase
De Graçon is an intrepid commander known for her lightning raids on enemy positions. She has a reputation for burning through fuel at a fearsome pace.
Effect: This unit and up to 1 other friendly Iron March War Machine within this unit’s combat range can use the ‘Normal Move’ ability as if it were your movement phase.

ENGINEER BARTEL HOLST
Passive
Holst believes that a powerful defence is a Cogfort’s greatest boon. His war machine is clad in duardin-forged steel plate; to him, the Cogfort’s severely reduced manoeuvrability and speed is an acceptable cost.
Effect: This unit has WARD (6+) and STRIKE-LAST.
Engineer Bartel Holst can make your Cogforts even harder to kill with Ward (6+). The drawback of Strike-last is less of an issue on a Conqueror that spends its time raining down volleys on your enemies while staying well out of melee range.
Broadmoore and Louse are a Freeguild Marshal and Relic Envoy famed for taking a Cogfort to war.*** As well as increasing the number of shooting attacks you can make, should their war machine be destroyed, they can leap clear to continue the fight on foot.

BROADMOORE AND LOUSE
Passive
The notoriously foul-tempered Marshal Hans Broadmoore and his downtrodden Relic Envoy ‘Louse’ Renlik often ride to battle atop a Cogfort. Should foes attempt to board, the pair fight back fiercely with sabre and pistol.
Effect: Add 2 to the Attacks characteristic of this unit’s Crew’s Leadshotters. In addition, if this unit is destroyed, before removing it from play, roll a dice. On a 3+, you can set up a Freeguild Marshal and Relic Envoy wholly within 6" of this unit and not in combat. That unit has the IRON MARCH keyword.

THIS IS YOUR STOP, MAGGOTS!
Once Per Battle, Any Charge Phase
The ramp slams down and the forces of disorder race forward, eager to spill blood on behalf on whoever may be watching
Declare: Pick this unit’s passengers to be the targets.
Effect: Set up each target wholly within 6" of this unit and more than 9" from all enemy units. In addition, the targets’ melee weapons have Charge (+1 Damage) for the rest of the turn.
Not every Castellan-Captain has remained loyal to the God-King. The Regiments of Renown rules allow you to add one such fugitive war machine to any army in Warhammer Age of Sigmar. The Outlaw Cogforts have their own set of abilities – the commander of a Conqueror can tell their passengers, “This is Your Stop, Maggots!”.
But who’s marching down the ramp? Orruk Brutes rushing out when you call a Waaagh!? Brutal Chaos Chosen?**** Ironguts and a Tyrant? You can really make the most out of your super choppy units.
The Cogfort will be available to pre-order from Saturday, along with Battletome: Cities of Sigmar and a host of other new miniatures. Join us throughout the week as we take a closer look at some more fresh and updated rules for the followers of the God-King.
* There’s special ammunition, too – choose from a Nullshot to mitigate against ward rolls, Heavy Shot to increase your Rend characteristic, or Grapeshot to also damage additional enemy units.
** If you do manage this, please let us know how – we keep rolling LOTS of 5+s and blowing up our Cogforts.
*** We assume it’s just like hailing a taxi.
**** Give them a Khorne banner and fight twice!




















