Scrap Cog

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
5"
5+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
6+
7+
6+
5+
Save
-

Skill Access

Primary: Shooting

Secondary: Cunning, Ferocity

Equipment

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

Special

Scrap Cog: This fighter is a Scrap Cog; any game effect referring to Cogs or Prospects is applicable to them. This fighter may be equipped from the Scrap Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Tech Cog position this fighter may be promoted to become a Tech Cog. If this option is taken this fighter loses this ability, Expendable, and their current Equipment and Skill Access, and then gains the Equipment and Skill Access of a Tech Cog; any Skills this fighter already has are retained and their characteristics remain unchanged.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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.
Command Servitors: Group Activation (2): only Servitor fighters within 4'' of this fighter.

Scrap Cog Skill List

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

Artifex: During the Post-Battle Actions step of the Post-Battle Sequence, this fighter may select an item from the Tech Cog Equipment List with Rarity 10 or less and then take the following action:
Craft Item (Post-Battle Action): Make an Intelligence check with no penalty. If you succeed, multiply the result of the roll by 5. The cost of the item is reduced by this total (to a minimum of 0), and you may spend credits to lower the cost further if necessary. If the cost of the chosen item has been reduced to 0, you successfully craft that item and add it to the gang's Stash immediately. If you fail the Intelligence check or if the credit cost of the item is not reduced to 0, nothing happens.
Cyberdoc: When this fighter would take a Post-Battle Action, they may select an item from the Cogs Cybernetics Equipment List and resolve the following action:
Cybernetic Surgery (Post-Battle Action): Make an Intelligence check. If this check is successful subtract D3 x 15 credits from the selected item's cost (to a minimum cost of 0 credits); you may purchase the selected item at this reduced price (if able) and add it to the fighter card of any fighter in the gang who has Equipment Access that allows them to be equipped with the selected item; if it is a Bionic item that fighter does not go into Recovery.
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 D3 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 an enemy fighter moves into their vision arc or becomes no longer Hidden while in their vision arc, 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.

Scrap Cog Equipment Lists

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


Scrap 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
15
Common
65
Common
15
Common
15
Common
15
Common
15
Common