Cogs
Though inhospitable, the Wastes and the Outlands are not devoid of life, nor
is what life there is entirely savage or primitive. While Ash Waste Nomads, Ratskins, various mutants and beastmen such as Scavvies or Ulfgar, and other technologically
stunted tribes and bands are more common, some groups of outlanders with a better appreciation for technology can be found.
Ranging from escaped Guilder slaves cybernetically enhanced to work or even to do battle in gladiatorial competition, to
surviving descendants of a long lost AdMech detachment who sought rumored STC technology but were betrayed by the Van Saar
and cast out of the hive to die (or so their tribal lore has it), to miscellaneous groups of salvagers and survivors...
well geared outlanders such as these are referred to as Cogs.
Gang Composition
A Cogs gang must follow these rules when it is founded, and when new fighters are added to the gang.
Fighters
A starting Cogs gang is made up of the following fighters. Cogs use the
Human Characteristics Maxima.
Primary: Ferocity, Leadership
Secondary: Combat, Shooting
Starting: Boss Cogs start with 1 skill chosen from their Primary skill sets
Access: Boss Cogs may be equipped from the Cog and Cybernetics Equipment Lists.
Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog Skill.
Secondary: Cunning, Ferocity, Leadership
Starting: Tech Cogs start with 1 skill chosen from their Primary skill sets
Access: Tech Cogs may be equipped from the Cog, Cybernetics, and Techie Equipment Lists.
Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog Skill.
Techie: This fighter gains access to the Cog Techie Equipment List and can be equipped with gear from that list (at normal cost).
Tech Cog Skills: A skill must be selected from the list below when a Tech Cog is added to a roster, and cannot be changed thereafter.
Additionally, when a Tech Cog would pick a Primary Skill, they may instead choose one of the following skills that they do not already have.
Primary: Combat, Ferocity
Secondary: Agility, Brawn
Starting: Killer Cogs start with 1 skill chosen from their Primary skill sets
Access: Killer Cogs may be equipped from the Cog and Cybernetics Equipment Lists.
Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog Skill.
Secondary: Agility, Combat
Access: Warrior Cogs may be equipped from the Cog and Cybernetics Equipment Lists.
Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog Skill.
Access: Servitors may only be equipped from the Servitor and Cybernetics Equipment Lists.
Passive: This fighter can only take actions as part of a group activation or use of the Overseer skill.
Robotic: This fighter automatically passes any Cool, Willpower, or Nerve test they are required to make.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This fighter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 1 XP immediately.
More Machine Than Man: 4+ save (included in profile)
Cog Skills
When a Cog would pick a Primary Skill, they may instead choose one of the following
Cog Skills.
Adaptable: Once per battle at any point during the Battle Sequence,
the controlling player of this fighter may pick any one other skill from the standard skill categories (Agility,
Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant).
This fighter gains that skill until the end of the current round's End Phase or the end of the Wrap Up step
of the Post-Battle Sequence, whichever comes first.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them.
In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away
and return to their gang unharmed.
Iron Jaw: When this fighter would be Seriously Injured in close combat, roll a D6 and then
add this fighter's current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash).
On a 7+ this fighter is not Seriously Injured, and takes a Flesh Wound instead.
Iron Will: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Techie: This fighter gains access to the Cog Techie Equipment List and can be equipped with gear from that list (at normal cost).
Equipment Lists
Unlike most kinds of gangs, Cogs have several smaller Equipment Lists available but
access to each is limited to specific types of fighters.
Cog Equipment List
Cogs may select from the following Equipment list.
Armor
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Grenades
Ammunition
Attachments
Wargear
Cybernetics Equipment List
Cogs and Servitors may select from the following Equipment list.
Weapons (CCWs)
Bionics
Wargear
Servitor Equipment List
Servitors may select from the following Equipment list.
Weapons (Heavies)
Attachments
Bionics
Techie Equipment List
Tech Cogs and other Cogs with the Techie Skill may select from the following Equipment list.
Armor
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Grenades
Ammunition
Attachments
Wargear
Campaign
The following changes to the standard Gang War rules are in effect when using Cogs
in campaign mode. Sections not mentioned follow the standard rules.
Turf Size and Special Territories
A Cogs gang does not have Turf and cannot have Special Territories. A Cogs gang always has a Turf size of 0.
Injury
The Lasting Injury rules are modified for Cogs as follows:
Pre-battle Sequence
1) Buy Advancements and Recruit Hired Guns
Cogs cannot hire Hired Guns.
5) Draw Tactics Cards
Cogs may use any neutral Tactics Cards.
Post-battle Sequence
2) Receive Rewards
Turf
Cogs do not hold Turf. If a scenario indicates that a Cogs gang would gain Turf, for
each Turf they would gain roll once on the Pillage table below instead.
Pillage
1
The gang finds nothing of value. The player may choose to raze the area in retaliation, and if they do the gang gains 1 Reputation.
2-4
The gang gains D3+1 x 10 credits.
5
The gang gains 2D3 x 10 credits.
6
The gang gains 1D6+1 x 15 credits.
Stealing Turf
Cogs have no Turf to steal, thus if a scenario directs an enemy gang to steal Turf from
a Cogs gang, the enemy gang does not gain any Turf and the Cogs gang does not lose any Turf.
3) Post-Battle Actions
Work the Turf
This action is not available to Cogs.
Trade
This action is not available to Cogs.
Sell to the Guilders
This action is not available to Cogs.
Post Bounty
This action is not available to Cogs.
Remove Bounty
This action is not available to Cogs.
Medical Escort
This action is not available to Cogs.
Find A Buyer
If the Cogs want to sell unwanted equipment later in the Post-Battle Actions sequence,
at least one Champion or the Leader must take this action to attempt to find someone willing to
buy from outlanders. The more who attempt to find a buyer, the more likely the chance of success.
Artifex
A Tech Cog may take this action if they are available to take Post-Battle Actions, attempting
to either cobble something together from scratch or repair a recovered relic to produce a working piece of gear.
For each Tech Cog taking this action, you may select an item from one of this gang's Equipment Lists (Cog, Techie, Cybernetic, Servitor) or the Trading Post
and subtract 2D3 x 10 credits from its listed cost.
You may pay for the selected item at this reduced cost immediately and add it to the gang's Stash. If you do not,
the Tech Cog's attempt to produce the item fails and their action is wasted.
Prize Fight
A Boss Cog, Killer Cog, or a Warrior Cog who has been promoted to become a Champion or Leader may take this action
if they are available to take Post-Battle Actions.
The fighter goes off to contest in a prize fight for money and glory! Roll on the following Prize Fight table to determine the outcome.
Prize Fight
1
The fighter loses; make a Lasting Injury roll for the fighter. If the fighter does not die, the gang gains D3 x 5 credits. The gang loses 1 Reputation.
2-3
The fighter wins. The gang gains 2D3 x 5 credits.
4-5
The fighter has a memorable victory. The fighter gains 1 XP and the gang gains D3 x 10 credits.
6
The fighter has a spectacular victory. The fighter gains D3 XP, and the gang gains 1 Reputation and D6 x 10 credits.
Forage
To use this action, no other Post-Battle Actions may be taken in this Post-Battle Sequence.
All available gang members comb the hive looking for food, supplies, or whatever can be found, stolen, or taken.
Roll on the following Foraging table to determine the outcome.
Foraging
1
The gang finds enough to survive off of, but nothing else.
2
The gang finds enough to survive off of, and gains D3+1 x 10 credits.
3-4
The gang finds sufficient resources to subsist on, and gains 2D3+1 x 10 credits.
5-6
The gang finds enough to thrive on, and gains 1D6+1 x 15 credits.
5) Update Roster
C. Visit the Trading Post: Sell Unwanted Equipment
If one or more fighters took the Find A Buyer action after the battle, roll a D6 and
add 1 for each additional fighter who took this action after the first. On a 3+
the gang may sell unwanted equipment at this time using the standard rules. On a 1 or 2
no buyer was found.
C. Visit the Trading Post: Purchase Equipment
Cogs can purchase any equipment from the Cog
Equipment lists at the price shown, adding it to their Stash.
Cogs cannot purchase Common equipment from the Trading Post during this step.
C. Visit the Trading Post: Seek Rare Equipment
Cogs cannot purchase Rare equipment from the Trading Post during this step.