Boss Cog

Leader
175
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
4
4
2
4+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
-

Skill Access

Primary: Combat, Ferocity, Leadership, Shooting

Secondary: Agility, Brawn

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

Equipment

Access: Boss Cogs may be equipped from the Boss Cog and Cog Cybernetics Equipment Lists. Boss Cogs must start play with a minimum of one (1) Bionic item.

Special

Boss Cog: This fighter is a Boss Cog; any game effect referring to Cogs or Leaders is applicable to them. This fighter may be equipped from the Boss Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Adaptable: Once per battle at any point during the Battle Sequence or the Post-Battle Sequence, the controlling player of this fighter may select 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, as applicable.

Boss Cog Skill List

When a Boss Cog would choose a Primary Skill, they may instead choose one of the following Boss Cog Skills.

Determined: If this fighter is in Recovery at the beginning of the Choose Crews step of the Pre-battle Sequence they may recover immediately and join the gang's Crew. Additionally, if this fighter's gang has Bottled Out this fighter does not have to make a Nerve test to Ready.
Escape Artist: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional 1 XP immediately (if able).
Master of Servitors: When this fighter group activates and includes one or more Servitors in their group, if any of those Servitors accomplish something during their activation that grants an XP award (which they are ineligible to receive), this fighter may make a Leadership check. If the check is successful this fighter gains that XP award instead.
Snap Shot: Once per round if this fighter is Active and a previously non-visible enemy fighter becomes visible to them, this fighter may interrupt to make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their turn ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck. Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
Techie: This fighter's Equipment Access is extended to include the Tech Cog Equipment List; they may be equipped with items from that list (at additional cost).

Boss Cog Equipment Lists

When creating a new gang or buying Common equipment during a Post Battle Sequence, a Boss Cog may select from the Boss Cog Equipment List and the Cogs Cybernetics Equipment List.


Boss Cog Equipment List

Armor

20
Common
10
Common
10
Common
10
Common
5
Common
10
Common

Weapons (CCWs)

15
Common
15
Common
35
Common
35
Common
5
Common
20
Common
15
Common
20
Common
60
Common
25
Common
5
Common
10
Common
40
Common
25
Common
30
Common
45
Common
10
Common
30
Common
25
Common
20
Common

Weapons (Pistols)

10
Common
20
Common
50
Common
10
Common
20
Common
15
Common
10
Common

Weapons (Basic)

15
Common
15
Common
10
Common
20
Common
15
Common

Weapons (Specials)

130
Common
60
Common
100
Common
45
Common
10
Common

Grenades

30
Common
45
Common
30
Common

Wargear

10
Common
10
Common
10
Common
10
Common
5
Common
10
Common
10
Common
15
Common
10
Common
5
Common

Cogs Cybernetics Equipment List

Wargear from the Cogs Cybernetics Equipment List is considered to be designed in the form of Bionic components and cannot be removed from a fighter's card once added to it.

Bionics

15
Common
15
Common
30
Common
45
Common
45
Common
45
Common
30
Common
75
Common
75
Common
75
Common
15
Common
75
Common
75
Common
75
Common
30
Common
15
Common

Wargear

30
Common
30
Common
15
Common
30
Common
10
Common
15
Common
75
Common
15
Common
65
Common
15
Common
15
Common
15
Common
15
Common