Pit Cog

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
5"
4+
5+
3
4
2
4+
1
Ld
Cl
Wil
Int
7+
6+
6+
7+
Save
-

Skill Access

Primary: Agility, Combat, Ferocity

Secondary: Brawn

Equipment

Access: Pit Cogs may be equipped from the Pit Cog and Cogs Cybernetics Equipment Lists. Pit Cogs must start play with a minimum of two (2) Bionic items, at least one of which should have a close combat function.

Special

Pit Cog: This fighter is a Pit Cog; any game effect referring to Cogs or Prospects is applicable to them. This fighter may be equipped from the Pit 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 Killer Cog position this fighter may be promoted to become a Killer 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 Killer 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.
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 must immediately move up to D3+1'' in a direction of their choosing (the 1'' rule applies).

Pit Cog Skill List

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

Combat Focus: When this fighter must make a Cool or Willpower check (including Nerve tests), they may roll an extra dice and discard a dice of their choice from their result before determining the outcome. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
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).
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).
Shredder: Once per close combat exchange, when this fighter hits with at least one close combat attack against an opposing fighter who does not have an Armor Save or a Field Save, before rolling to wound you may inflict a Flesh Wound on that fighter. If such a Flesh Wound reduces an opposing fighter to 0 Toughness they suffer a Memorable Death, and this fighter gains 1 XP in addition to any other XP they might get for taking the fighter Out of Action.
Springing Charge: This fighter may declare a Charge action while Pinned; this fighter may take a free Stand Up action at the beginning of their activation when they use this option.

Pit Cog Equipment Lists

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


Pit Cog Equipment List

Armor

20
Common
10
Common
5
Common

Weapons (CCWs)

15
Common
15
Common
5
Common
20
Common
15
Common
25
Common
5
Common
10
Common
45
Common
10
Common
25
Common
20
Common

Weapons (Pistols)

10
Common
50
Common
10
Common
10
Common

Weapons (Basic)

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

Weapons (Specials)

10
Common

Grenades

30
Common
45
Common

Wargear

10
Common
10
Common
10
Common
5
Common
15
Common
10
Common
15
Common
10
Common
5
Common
25
Common
15
Common
5
Common
5
Common
15
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