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.

  • There must be one Leader (if the Leader is killed, see page 24 of Gang War).
  • There can be no more than one Champion, plus one for every full 10 Reputation the gang has.
  • There can be no more than two Servitors, plus one for every full 10 Reputation the gang has.
  • The total number of Gangers in the gang must be equal to or higher than the total number of other fighters in the gang. Servitors are considered to be Gangers for this purpose.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • Cogs cannot hire Hive Scum.
  • Cogs cannot hire Mercs.
  • Cogs cannot hire Bounty Hunters.
  • Cogs cannot hire Hangers-on.
  • Cogs cannot spend XP to choose Savant Skills.

Fighters

A starting Cogs gang is made up of the following fighters. Cogs use the Human Characteristics Maxima.

Boss Cog

Leader
145
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
4
4
2
4+
2
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
-

Skill Access

Primary: Ferocity, Leadership

Secondary: Combat, Shooting

Starting: Boss Cogs start with 1 skill chosen from their Primary skill sets

Equipment

Access: Boss Cogs may be equipped from the Cog and Cybernetics Equipment Lists.

Special

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.

Tech Cog

Champion
155
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
4
2
3+
2
Ld
Cl
Wil
Int
6+
6+
6+
4+
Save
-

Skill Access

Primary: Shooting

Secondary: Cunning, Ferocity, Leadership

Starting: Tech Cogs start with 1 skill chosen from their Primary skill sets

Equipment

Access: Tech Cogs may be equipped from the Cog, Cybernetics, and Techie Equipment Lists.

Special

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.
  • Ballistics Expert
  • Medicae
  • Munitioneer
  • Overseer

Killer Cog

Champion
135
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
4
3
3+
3
Ld
Cl
Wil
Int
8+
6+
6+
8+
Save
-

Skill Access

Primary: Combat, Ferocity

Secondary: Agility, Brawn

Starting: Killer Cogs start with 1 skill chosen from their Primary skill sets

Equipment

Access: Killer Cogs may be equipped from the Cog and Cybernetics Equipment Lists.

Special

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.

Warrior Cog

Ganger
45
M
WS
BS
 S 
 T 
W
I
A
5"
3+
5+
3
4
1
4+
2
Ld
Cl
Wil
Int
8+
7+
7+
8+
Save
-

Skill Access

Primary: Ferocity

Secondary: Agility, Combat

Equipment

Access: Warrior Cogs may be equipped from the Cog and Cybernetics Equipment Lists.

Special

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.

Servitor

Ganger
-45
M
WS
BS
 S 
 T 
W
I
A
4"
5+
5+
4
5
2
5+
1
Ld
Cl
Wil
Int
12+
12+
12+
12+
Save
4+

Equipment

Access: Servitors may only be equipped from the Servitor and Cybernetics Equipment Lists.

Special

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

10
Common
10
Common

Weapons (CCWs)

15
Common
10
Common
35
Common
15
Common
20
Common
5
Common
30
Common
10
Common
25
Common
25
Common
20
Common

Weapons (Pistols)

10
Common
10
Common
20
Common
10
Common

Weapons (Basic)

15
Common
15
Common
40
Common
10
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

20
Common
15
Common
10
Common

Weapons (Specials)

80
Common

Grenades

30
Common
20
Common

Wargear

5
Common
5
Common

Cybernetics Equipment List

Cogs and Servitors may select from the following Equipment list.

Weapons (CCWs)

25
Common

Bionics

30
Common
20
Common
30
Common
50
Common
45
Common
50
Common
20
Common
65
Common
65
Common
65
Common
10
Common
65
Common
65
Common
65
Common
25
Common
15
Common

Wargear

10
Common
15
Common
20
Common
10
Common
10
Common
10
Common
25
Common
10
Common
5
Common
20
Common
10
Common
10
Common
15
Common

Servitor Equipment List

Servitors may select from the following Equipment list.

Weapons (Heavies)

110
Common
150
Common
150
Common
200
Common
130
Common
200
Common

Techie Equipment List

Tech Cogs and other Cogs with the Techie Skill may select from the following Equipment list.

Armor

15
Common

Weapons (CCWs)

50
Common
60
Common
50
Common
25
Common
50
Common
50
Common

Weapons (Basic)

Weapons (Specials)


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:

Survivor Critical Injury Table

The Critical Injury outcome (61-65) of the Lasting Injury table is modified as follows:

61-65: Roll a D6 and add the fighter's unmodified Toughness and Wounds characteristics, then consult the table below with the total:
  • 1-7: the fighter dies. If the injury was caused by an attack, the attacker gains one additional Experience.
  • 8: the fighter suffers a Permanent Injury.
  • 9: the fighter suffers a Grievous Injury.
  • 10+: the fighter is Out Cold.

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
D6
Outcome
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
D6
Outcome
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
D6
Outcome
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.