Personal Gear
Engineer's Hammer: Using an engineer's hammer adds ⬛⬛ to any checks made to build or demolish structures. When used as a weapon, it has the following profile: Melee; Damage + 3; Critical 5; Range (Engaged); Cumbersome 3, Disorient 1, Knockdown.
MK.III Modular Backpack+ 6 pouches (add 8 to encumbrance threshold)
Powered Entrenching Tool: A character using a powered entrenching tool gains automatic s on checks to build structures.
"Breaker" Heavy Hydrospanner: Using a Breaker adds an automatic a to Mechanics checks. When used as a weapon, a Breaker heavy hydrospanner has the following profile: Melee; Damage + 2; Critical 4; Range (Engaged); Cumbersome 3, Disorient 1, Inaccurate 1.
Earbud Comlink: Activated by touching ones ear, or clicking ones teeth, This has a far shorter range than of a normal commlink due to tiny power cell and can only work to a maximum range of long, Noticing someone wearing a earbud comlink requires a Hard (ddd) Perception check.
Utility Arm: Provides the character with an additional mechanical arm that can function as one of the character's normal limbs, although it does not provide the character with additional actions or manoeuvres. The utility arm adds ⬛ to Mechanics checks and may modify other checks at the CM's discretion.
1 Add ⬛ to Mechanics checks Mod, 1 Spend 1 strain to gain an additional free manoeuvre per turn (character still may not perform more than two manoeuvres) per turn Mod.