Skip Navigation Links
Necromunda (2017)Expand Necromunda (2017)

Cogs

Provided below are the house rules we use for Cogs gangs.

Cogs

Though inhospitable, the Wastes and the Outlands are not devoid of life, nor is what life exists entirely savage or primitive. While Ash Waste Nomads, various mutants and beastmen such as Scavvies, and other technologically stunted tribes and bands are more common, a loose group of outlanders with a better appreciation for technology can be found.

Though inhospitable, the Wastes and the Outlands are not devoid of life, nor is what life exists entirely savage or primitive. While Ash Waste Nomads, various mutants and beastmen such as Scavvies, and other technologically stunted tribes and bands are more common, a loose group of outlanders with a better appreciation for technology can be found.

Called Cogs, the organizing principle of these loosely allied bands rests on a shared tribal lore that they are surviving descendants of a centuries-lost AdMech detachment who sought rumored STC technology upon Necromunda but were betrayed by the Van Saar and cast out of the hives to die.

Cog tribes and gangs value increasing their dwindling numbers by accepting and assimilating outsiders into their midst, rather unusually for the horrid, barren, unforgiving Wastes. Thus individual Cogs range from escaped Guilder slaves cybernetically enhanced to work or even to do battle in gladiatorial competition (so-called "pit slaves"), to miscellaneous groups of salvagers and survivors and hive exiles that were essentially adopted into the group, as well as multigenerational members who claim an AdMech lineage.

Other groups such as the Ash Waste Nomads tend to stick to the open and unforgiving dunes and flats of the Ash Wastes and ersatz camps that are within raiding distance of a caravan route, hab, or hive. Cogs, on the other hand, prefer to seek out and salvage whatever they can from ruins both above and below the wracked surface of the planet. Many Cog tribes and gangs also know of various routes that can be taken underground from one ruin to another, and sometimes travel from place to place like this in whole or part. But they must be careful, for such ruins and underground passages are not always abandoned...

Cog tribes and gangs also tend to visit various Outland locations periodically, and some even go so far as to make occasional trading forays into the marginalia of some hive cities, eager to sell off any salvage they have no other use for, buy up various resources that are scarce or nonexistent in the Wastes, and to sometimes collect underhive strays willing to join their band for a chance to escape hive-bound existence.


Gang Composition

A Cogs gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible. If there is no one eligible to become the new Leader the gang disbands.
  • There can be no more than one Tech Cog, and no more than two Killer Cogs plus one for every full 10 Reputation the gang gains. If the gang loses Reputation, they may retain the Champions they already have on their roster.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • Cogs cannot hire Hired Guns of any kind.
  • Cogs cannot gain Savant Skills.

Fighters

A Cogs gang is made up of the following types of fighters.

Leader

Every Cog gang has one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible.

Boss Cog (1)
175 credits

A Boss Cog is the most experienced and generally capable member of a Cog tribe or gang, by necessity pragmatic with razor-honed decision making when it comes to survival of their people. Resources are scarce in the Wastes and Cogs by their nature don't like to squander anything, husbanding their meager resources carefully, recycling and reusing everything they possibly can. Thus while Cogs are preoccupied with tech a competent Boss Cog knows that their people are their most critical resource, and collects, protects, and wrings all possible value from them.

Champions

Cog gangs start with one Tech Cog slot. In campaign play, for every 20 Reputation a gang earns they gain an additional Tech Cog slot. A Tech Cog can be hired to fill an open slot, or a Scrap Cog can be promoted to fill one instead.

Tech Cog (0-1); + 1 per 20 Reputation
150 credits

Tech Cogs are the heart of a Cog tribe, keepers of the lore, restorers of salvaged tech, and cybernetic wizards responsible for arming and upgrading their people. A Cog gang lucky enough to have a Tech Cog will protect them at virtually any cost, and Cog gangs without one tend to not survive for long or get reassimilated by a larger tribe or gang that did a better job of protecting their Tech Cog.

A starting Cog gang can have up to two Killer Cogs. During campaign play, as the gang gains Reputation additional Killer Cog slots will become available; new Killer Cogs can be hired directly or you can promote Specialists or Prospects to fill the available Killer Cog slots.

Killer Cog (0-2); + 1 per 10 Reputation
125 credits

Killer Cogs are the elite warriors of a Cog tribe or gang, having established their stature and earned their place of privilege amongst their fellow Cogs. Unlike some other groups that wander the Wastes, the Cogs tend to respect hierarchy and value stable leadership; thus Killer Cogs generally serve their Boss well and ably without undue ambition or dreams of seizing power or regicide. Many other folk of the Wastes have learned the hard way to give these dangerous Cogs a wide berth.

Henchmen

The backbone of any Cog gang is made up of Prospects, Specialists, Gangers, and Juves. In campaign play an important consideration is that Gangers and Juves are more economical but Advance as Henchmen while Specialists and Prospects Advance as Heroes. Each type of fighter offers pros and cons, and caters to different play styles and strategies.

Prospects

Cog gangs have two types of Prospects available to them, tinkering Scrap Cogs and deadly Pit Cogs. Prospects are Henchmen, but have specialized abilities and advance as Heroes.

Pit Cog (0-3)
75 credits

Pit Cogs are heavily chromed close combat specialists, very often featuring a cybernetic weapon arm of some kind, or some other significant bit of cyber that has a hand to hand application. Many are escaped pit fighters, but others are mine workers fitted (often against their will) with hammer or drill or buzzsaw arms that also serve ably as fearsome weapons, and a few are homegrown Cogs who displayed close combat prowess and were upgraded by a Tech Cog with similar offensive kit.

Scrap Cog (0-2)
75 credits

Scrap Cogs are assistants to a Tech Cog if one is in the gang, otherwise they do the best they can to fill in. Additionally, a Scrap Cog can be promoted to become a Tech Cog if necessary.

Specialists

A starting Cog gang can have up to one Specialists. During campaign play, Gangers and Juves might get promoted to become Specialists. Specialists are Henchmen but have a Skill, access to Special weapons, and advance as Heroes.

Geared Cog (0-1); + unlimited via Promotion
50 credits

Geared Cogs are up-and-comers within their tribe or gang, having proved themselves and made their bones. They typically have been rewarded with at least one impressive cybernetic item or fancy weapon as a sign of their relative status.

Gangers and Juves

Cog fighters are durable and reliable, but few.

Warrior Cog (unlimited)
40 credits

Warrior Cogs are the established members of a Cog tribe or gang, able soldiers and workers upon whom most of the drudge work and fighting necessary for survival in the unforgiving Ash Wastes falls.

Survivor Cog (0-5)
20 credits

Survivor Cogs are human detritus; some are escaped Guilder slaves, others were cast out of a hive and by sheer luck or grit managed to fall in with a Cog tribe before dying to one of the many hazards of the Ash Wastes, others are just the youth of an established group of Cogs entering what passes for adulthood in such harsh conditions. The very few who persevere may rise within their tribe, the rest will falter and die.

Special

A Cog gang can hire up to one (1) Servitor per three (3) Henchmen on the gang's roster. They count as Gangers for purposes of Gang Composition, are quite durable due to being partially robotic, and can carry quite a lot of gear. However Servitors do not gain experience, and thus never get any better.

Servitor Cog (0); + 1 per 3 Henchmen (rounded down)
25 credits

Servitor Cogs are generally mindless semi-organic robots, possessing only the most basic of instincts, though some are fully capable of speech if such functions and knowledge are programmed into them. Servitor Cogs are programmed to perform only the tasks they are designed for; their altered and fragmented minds function poorly unless constantly supervised and told what to do. Fitted with a variety of cybernetic devices (including in some cases mounted heavy weaponry), each Servitor is custom built with the right gear to do a particular job.


Campaign

A Cogs gang is available on a case-by-case basis depending upon the type of campaign. Consult the Arbitrator or campaign write up to determine if a player may run a Cogs gang and what restrictions, exceptions, or guidelines might apply.

If a Cogs gang is allowed in a type of campaign, in addition to any other campaign specific rules that may apply to them the following requirements and restrictions apply and must be adhered to.

Injury

The Injury rules are slightly modified for a Cogs gang. If a Cog fighter suffers a Critical Injury, roll on the following table instead of the standard Critical Injury table.

Survivor Critical Injury Table

Roll a D6, then consult the table below with the total:

D6
Outcome
1-2
Grievous Injury: The fighter goes into Recovery.
3-5
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
6
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional 1 XP.

Trading Post

In some campaigns, Cogs are not able to visit the Trading Post due to narrative reasons. However, in campaigns where they are able to visit the Trading Post a Cogs gang treats the rarity of all Rare items as being two (2) higher than the listed value.


Cogs Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
Cuirass20202020-202020
Fighting Harness10101010-101010
Flak Armor1010-10-1010-
Furnace Plates1010-10-1010-
Hazard Suit-10------
Makeshift Armor10101010-101010
Mesh Armor-20------
Still Suit1010-10-1010-
Power Armor-50------
Weapons (CCWs)
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
Arc Hammer-45------
Axe15-1515-151515
Cestus15151515-151515
Chainaxe35--35-3535-
Chainsword35--35-3535-
Club5-55-555
Fighting Claw20-2020-202020
Fighting Knife10-1010-101010
Flail20--20-2020-
Heavy Rocksaw70--70-7070-
Impaling Sword25-2525-252525
Knife5-55-555
Knuckleduster10101010-101010
Power Axe-50------
Power Fist-60------
Power Hammer-50------
Power Knife-20------
Power Pick-50------
Power Sword-50------
Renderizer40--40-4040-
Rocksaw35--35-3535-
Shield30--30-3030-
Shockbaton-45------
Shockglove-10------
Shock Sword-35------
Shockwhip45454545-454545
Spudjacker10-1010-101010
Stiletto Knife30--30-3030-
Sword15-1515-151515
Two-handed Arc Hammer-55------
Two-handed Chainsword4040-40-4040-
Two-handed Power Hammer-50------
Two-handed Weapon20-2020-202020
Chainsword (Master Crafted)-55------
Weapons (Pistols)
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
Autopistol10-1010-101010
Combi-Pistol (Bolt / Bolt)-50------
Combi-Pistol (Plasma / Stubber)-65------
Flechette Pistol20--20-2020-
Hand Flamer55555555-555555
Hand Rader-50------
Laspistol10101010-101010
Subcarbine Laspistol-20------
Melta Pistol-50------
Needle Pistol25--25-2525-
Rad Pistol-60------
Shock Pistol1515-15-1515-
Stub Pistol10-1010-101010
Archeotech Pistol-50------
Autopistol (Master Crafted)-35------
Bolt Pistol (Master Crafted)-55------
Inferno Pistol-60------
Dueling Laspistol (Master Crafted)-35------
Needle Pistol (Master Crafted)-50------
Plasma Pistol (Master Crafted)-65------
Stub Pistol (Master Crafted)-40------
Weapons (Basic)
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
Autogun15151515-1515-
Carbine Lasgun-25------
Combat Shotgun [No Ammo]-60------
Hurly--5-----
Lasgun15151515-1515-
Needle Rifle-40------
Sawn-off Shotgun10101010-1010-
Scattergun-1515-----
Shotgun [No Ammo]3030-30-3030-
Stub Cannon2020-20-2020-
Stub Rifle15151515-1515-
Suppression Laser [No Ammo]-30------
Bolter (Master Crafted)-110------
Stub Rifle (Master Crafted)-75------
Weapons (Specials)
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
Assault Rifle4040-404040--
Chem-Thrower130135-130130130--
Combi (Bolter / Bolter)-110--110---
Combi (Bolter / Flamer)-115--115---
Combi (Bolter / Melta)-115--115---
Combi (Bolter / Plasma)-115--115---
Combi (Lasgun / Melta)-115--115---
Combi (Lasgun / Plasma)-115--115---
Combi (Lasgun / Rad)-115--115---
Flamer-100--100---
Flechettegun60--60-60--
Grenade Launcher [No Ammo]-55------
Harpoon Launcher-90--90---
Krumper-70--70---
Meltagun100100-100100100--
Plasma Gun-100--100---
Radgun-120--120---
Radthrower-100--100---
Shockgun4545-45-45--
Sniper Rifle (Long-las)-60------
Sniper Rifle (Needler)-70------
Sniper Rifle (Stub)-60------
Light Sniper Rifle (Stub)-30------
Stormwelder-70------
Throwing Daggers101010101010--
Archeotech Gun-100------
Plasma Gun (Master Crafted)-100------
Weapons (Heavies)
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
Heavy Bolter-150--150---
Heavy Flamer-150--150---
Heavy Plasma Cannon-200--200---
Heavy Stubber-130--130---
Mining Laser-155------
Multimelta-200--200---
Radcannon-150--150---
Grenades
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
Choke Gas Grenades-45------
Fire Bottle30--30-3030-
Photon Flash Grenades15151515-151515
Frag Grenades30303030-303030
Krak Grenades45454545-454545
Rad Grenades-30------
Satchel Charge-20------
Scare Gas Grenades-50------
Smoke Bombs-20------
Stick Bombs30303030-303030
Toxic Goo Grenades-20------
Plasma Grenades-45------
Prismatic Grenade-25------
Tanglefoot Grenades-15------
Bionics
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
Biobooster1515151515151515
Bionic Actuators1515151515151515
Bionic Arm3030303030303030
Bionic Cogitator4545454545454545
Bionic Eye4545454545454545
Bionic Leg4545454545454545
Bionic Ruggedization2020202020202020
Bionic Upgrades3030303030303030
Buzzsaw Arm7575757575757575
Chainsword Arm7575757575757575
Cranial Stinger3030303030303030
Drill Arm7575757575757575
Hacker Interface1515151515151515
Hammer Arm7575757575757575
Servitor Bio Scanner----15---
Servo-claw7575757575757575
Servo-fist7575757575757575
Skinblade1010101010101010
Skullchip3030303030303030
Steel Skull1515151515151515
Suspensor Arm (Heavy weapons)----5---
Wargear
ItemBoss Cog / Killer CogTech CogPit CogScrap CogServitor CogGeared CogsWarrior CogsSurvivor
AE stash10101010-101010
Ammo Cache-25------
Armored Undersuit-15------
Bio Scanner3030303030303030
Biostim10101010-101010
Chem-Synth-15------
Drop Rig1515151515151515
Extra Ammo-1010----10
Filter Plugs-55----5
Frag Trap-1515----15
Frenzon stash10101010-101010
Gas Trap-1515----15
Grapnel-Launcher3030303030303030
Grav-chute-35------
Hands-free Lumens1010101010101010
Jump Booster1515151515151515
Medicae Kit-30------
Meds stash5555-555
Melta Trap-2525----25
Monocle-1515----15
Oozu10--10-1010-
Photo-goggles-20------
Respirator1515151515151515
Scary Mask1515151515151515
Second Best-55----5
Servo-Arm Pack1515151515151515
Shades-55----5
Stimm-slug stash15151515-151515
Strip Kit1515151515151515
Timed Explosive-15------
Visor1010151015101015
Wastes Hooch5555-555
Autolauncher Pack-30------
Cameleoline Cloak-35------
Cameleoline Trenchcoat-55------
Conversion Field-150------
Digilasers3030303030303030
Displacer Field-50------
Force Field-175------
Power Field-75------
Refractor Field-75------
Rocket Pack4545454545454545
Warp Pack-100------

Cogs Tactics Cards

A Cogs gang may select Tactics Cards from the Cogs Tactics Cards list by default, though campaign and / or scenario-specific guidelines may modify this.

Auto-Healer ~Gamma~

You may play this card at the start of any End phase.

Choose one of your gang's Seriously Injured fighters. That fighter becomes Pinned.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Chain Attacks ~Beta~

You may play this card when one of your gang's fighters moves into base contact with another enemy fighter in the Consolidate step of the close combat sequence.

This fighter may make a Fight (Basic) action targeting an enemy fighter they are Engaged with as if they successfully Charged that fighter.

Combat Drugs Stash ~Beta~

You may play this card when one of your gang's fighters is activated.

For the duration of this fighter's activation, they gain D3 additional Attacks. However if the fighter gains 3 Attacks, they take a Flesh Wound when their activation ends.

Escape Hatch ~Alpha~

You may play this card at the start of any round.

You may set up an escape hatch on the ground level within 6'' of the center of the battlefield observing the 1'' rule. Any fighter in base contact with the escape hatch may take the Escape Via Hatch (Basic) action to leave the battlefield. They are Out of Action but unharmed. For scenario purposes, they have Escaped / Retreated / Withdrawn.

Experimental Rig ~Beta~

You may play this card when activating a fighter. Select one of the fighter's ranged weapons, and tuck this card under that fighter's card.

The selected weapon's long range is increased by 6'', and its Strength is increased by 1. If the weapon has the Plentiful trait it loses it; if the weapon does not have the Plentiful trait it gains the Scarce trait.

Incendiary Rounds ~Beta~

You may play this card at the start of any round. Select one of your gang's fighters who has an Autogun, Autopistol, Assault Rifle, or Heavy Stubber that is on the battlefield. Tuck this under that fighter's card.

When this fighter makes an attack with a Autogun, Autopistol, Assault Rifle, or Heavy Stubber, the weapon profile used with that weapon gains the Blaze trait.

Ironhide ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter's save roll is improved by 2. If the fighter does not already have a save Ironhide grants a save of 5+. This cannot be combined with other similar effects such as Armored Undersuit.

Krakow ~Gamma~

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Lucky Find ( Ψ )  ~Gamma~

You may play this card when activating one of your gang's fighters.

You may have this fighter end their activation to salvage something valuable from the battlefield debris; if you do you may add (D3+1) x 15 credits to your gang's Stash immediately.

Makeshift Ladder ( ≠ )  ~Gamma~

If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.

You may attach a ladder to a platform anywhere on the battlefield, following the normal rules for placing a ladder.

Master Switch ( Ω )  ~Beta~

You may play this card instead of activating a fighter.

Choose A or B:

A) open every unlocked closed door on the battlefield.

B) close every open door on the battlefield.

After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Melta Trap ~Gamma~

You may play this card when activating a fighter.

Add a Melta Trap to the activating fighter's card.

Proper Preparation ~Beta~

You may play this card when activating a fighter. Tuck this under that fighter's card.

For the duration of this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.

Spoils ~Alpha~

You may play this card when one of your fighters completes a Coup de Grace action against an opponent.

Move an item from the enemy fighter's card to this fighter's card for the remainder of the battle. After the battle the item is moved to your gang's Stash if this fighter survived, was not Captured, and still has the item. Armor, Unwieldy weapons, Bionics, and Mutations cannot be selected.

Swingline ( ≠ )  ~Gamma~

You may play this card when one of your gang's fighters who is allowed to use wargear is falling.

The fighter stops falling. You may set up the fighter anywhere on the battlefield that is within 12'' of where they began their fall and not behind an obstruction; as part of this movement the fighter may go up or down levels and can engage enemy fighters by moving into base contact with them in which case they are considered to be charging.

Tactical Reload ~Beta~

You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.

One of this fighter's Out of Ammo weapons is immediately reloaded, even if it has the Scarce trait. Note that this does not work on Limited items as they are deleted from a fighter's card when they run Out of Ammo.

Tech Override ~Gamma~

You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.

The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.

Trapped Console ~Gamma~

You may play this card when an enemy fighter must make an Intelligence check to interact with a device or terminal.

The enemy fighter suffers a -4 modifier to their check. If the check is failed, in addition to any other outcome caused by failing the check, the fighter suffers an automatic Strength 5, AP -1, 2 Damage hit.

Valuable Secrets ( Ψ )  ~Beta~

You may play this card at the start of any round.

Set up a terminal within 6'' of the center of the battlefield. The first fighter that succeeds on an Access Terminal action on it gains a Valuable Secrets wargear item. If your gang controls this item at the end of the battle, add it to your gang's Stash. Additionally, choose: that fighter gains 1 XP or their gang gains 1 VP.

Warforge ~Alpha~

If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.

For the duration of the battle your gang's fighters add a +1 modifier to any Ammo checks they are required to take.