Cogforts in Warcry

 


Cogforts are coming to the Age of Sigmar and I think that they provide a very cool tool for your narrative games where warbands can team up to try and take one down! Note that I've designed the rules for this to be intentionally very powerful ingame (because I am pretty sure that in Age of Sigmar they aren't supposed to be able to be taken down by a roaming band of missfits) and I'm not even sure that it's possible for a 'normal' warband to be able to kill one but they do make for a real cool last stand, final boss, or escape mission antagonist.

You can find the rules in PDF form HERE

COGFORTS

These enormous walking fortresses of stone and steel are the pride of the Ironweld Arsenal and the pinnacle of their battlefield ingenuity, wading into battle like living avatars of the Freeguilds’ die-hard defensive doctrine. Though originally envisioned as garrison machines that anchored the rear lines of a Sigmarite advance, the Cogforts’ operators soon realised their massive battlefield potential and began to charge them headfirst into the fray.


LOCATIONS

Cogforts are made up of 4 distinct locations each with their own weapons and abilities. Cannonade Cogforts are fitted with a gigantic Godbreaker cannon in addition to a battery of other gunpowder weapons, while those known as Conqueror Cogforts trade this arsenal for a terrifying Realmscorcher flame cannon and enough internal space to carry a unit of infantry into battle.

In game each location is treated as a separate unit and can activate as normal. When targeting a Cogfort with an attack or ability; measure range to the Cogfort’s base as normal but when selecting a target, instead pick 1 visible location to be the target of the attack action.

Each location it’s their own wound pool so you should track these separately during the game. When a location is reduced to 0 wounds, that location is taken down and takes no further part in the battle.


BUILDING YOUR COGFORT

Cogforts come with an impressive arsenal of weaponry. When choosing the configuration of your Cogfort you can pick from up to two Parapets, up to one Tower and up to one Body. 


COGFORT ABILITIES

Every Cogfort location has access to one or more abilities as determined by the runemarks on their profile. A location can use 1 ability during their activation if the player activating that location has sufficient ability dice. The ability can be used either before the first action or after the first or second actions made by that location. Note that despite being truly monstrous in scale, the Cogfort cannot use any abilities in the Monster Ability table.



COGFORT HUNTING ABILITIES

Just like when warbands roam out into the Gnarlwood to hunt the dangerous monsters lurking within; A warband aware of a Cogfort’s presence in the vicinity are not totally unprepared. If any Cogforts are in play, all fighters except the Cogfort itself can use the Cogfort Hunter abilities shown below. Fighters with the Beast runemark cannot use the Deadfall Traps or Spiked Palisade abilities.


COOPERATIVE PLAY MISSION PACK

If you have been playing either single player or coop vs Non-Player Fighters (Rules for this can be found HERE), I've also included rules for the Cogfort's use in these game modes. The Cogfort itself is roughly equal to around 120-150 wounds worth of NPFs and is supposed to be VERY hard to be able to deal with so can be a good challenge for a couple of players to try and take down.


I've also included one mission designed to be used with the Cogfort as your NPF antagonist. I've got a whole bunch of ideas as to other mechanics you might want to use in your homebrew including an 'ambush' system where your fighters start on the board but are untargetable until they make an action other then wait, having pre-prepared traps on the board (see the Cogfort Hunting Abilities above) and having an already damaged Cogfort that slowly comes back online through the Duardin Engineers ability but I'll leave it to you to come up with other cool ideas of your own.