Geared Cog

Specialist
60
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
8+
7+
7+
7+
Save
-

Skill Access

Primary: Ferocity

Secondary: Agility, Brawn, Combat, Shooting

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

Equipment

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

Special

Specialist: This fighter is a Specialist; any game effect referring to Cogs or Specialists is applicable to them. This fighter may be equipped from the Geared Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Geared 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 Killer Cog position this fighter may be promoted to become a Killer Cog. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of a Killer Cog; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.

Geared Cog Skill List

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

Combat Focus: This fighter does not have to make Nerve tests when nearby friendly fighters are Seriously Injured or taken Out of Action. Additionally, when this fighter must make a Cool or Willpower check they may roll an extra dice and discard a dice of their choice from their result before determining the outcome. Finally, this fighter gains a +1 bonus to Detect enemy fighters.
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).
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their Reaction attacks, this fighter may make a free Disengage action. If this fighter is still Standing after disengaging, they can move D3'' in a direction of their choice immediately (the 1'' rule applies).
Lightning Reflexes: If this fighter is engaged by an enemy fighter while Standing and Readied, this fighter may choose to lose their Ready marker to interrupt that enemy fighter's action. If they do, this fighter immediately makes close combat attacks against the interrupted enemy as if this fighter had successfully made a Charge action against that enemy. Afterwards, if the enemy fighter remains Engaged with this fighter they may make Reaction attacks versus this fighter (instead of any attacks they otherwise would have made).
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.
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).

Geared Cog Equipment Lists

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


Geared 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