Tech Cog Skill List
When a Tech Cog would choose a Primary Skill, they may instead choose one of the following Tech Cog Skills.
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.
Artifex: During the Post-Battle Sequence, this fighter may select an item from the Tech Cog Equipment List and then take the following Post-Battle Action:
Craft Item (Post-Battle Action): Make an Intelligence check. If this check is successful subtract D6 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.
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.
Tech Cog Equipment Lists
When creating a new gang or buying Common equipment during a Post Battle Sequence, a Tech Cog may select from the Tech Cog Equipment List and the Cogs Cybernetics Equipment List.
Tech Cog Equipment List
Armor
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Weapons (Heavies)
Grenades
Ammunition
Attachments
Wargear
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
Wargear