Tech Cog

Champion
155
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
4
2
3+
2
Ld
Cl
Wil
Int
5+
6+
5+
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 Tech Cog and Cogs Cybernetics Lists. Tech Cogs must start play with a minimum of one (1) Bionic item.

Special

Tech Cog: This fighter is a Tech Cog; any game effect referring to Cogs or Champions is applicable to them. This fighter may be equipped from the Tech Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
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 (3): only Servitor fighters within 6'' of this fighter.
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.

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, 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 round, or the Battle Sequence ends (whichever comes first).
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.
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.

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

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

Weapons (CCWs)

50
Common
15
Common
10
Common
50
Common
60
Common
50
Common
20
Common
50
Common
50
Common
35
Common
45
Common
45
Common

Weapons (Basic)

15
Common
25
Common
60 + ammo
Common

Ammunition is purchased for this weapon separately.

15
Common
40
Common
10
Common
15
Common
20
Common
15
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

Weapons (Specials)

100
Common
45
Common
135
Common
100
Common
55 + ammo
Common

Ammunition is purchased for this weapon separately.

90
Common
70
Common
100
Common
100
Common
120
Common
100
Common
45
Common
70
Common
10
Common

Weapons (Heavies)

150
Common
150
Common
200
Common
130
Common
155
Common
200
Common
150
Common

Grenades

45
Common
30
Common
45
Common
45
Common
25
Common
30
Common
15
Common
50
Common
20
Common
20
Common

Wargear

10
Common
25
Common
15
Common
30
Common
10
Common
35
Common
15
Common
150
Common
30
Common
50
Common
10
Common
5
Common
150
Common
15
Common
10
Common
15
Common
35
Common
10
Common
30
Common
5
Common
25
Common
15
Common
25
Common
75
Common
75
Common
65
Common
5
Common
5
Common
10
Common
15
Common
15
Common
10
Common
100
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