Weapons & Armor
armor carries an integrated comlink, tox-filters (remove 2 setback from resisting aerosol effects) and an integrated glow rod
Carbine: Environmental adaptation kit, Czerka H9 Pistol Grip (Weapon skill changes to Ranged (Light), but add 1 setback dice to any combat checks while firing the weapon one-handed. Weapon range becomes Medium (if longer). )
Armor: Personal Vibrosaw(900c)
Other: concealed climbing cord(100c), Grenade Cling(70c x 4, 240c), Load Bearing Gear(100c)
Vibroknife: serrated edge (50c)
Personal Gear
Laminate Armor x1 (hp 3)
Vibroknife x1 (hp 2)
Stimpack x4
Frag grenade x2
Stimstick x2 (-1 setback to stay awake/notice things when fatigued, end of encounter suffer 1 strain)
Athakam Medtech Emergency Medpac x1 (enc+2, med checks no pen, 1 rank med)
“Survivalist” mess kit x1
Degan Explorations Synthrope x1
Entrenching tool x1 (enc +1)
Imperial Army Canteen x1 (enc+1)
Imperial Army Field Rations x2
MK. III modular backpack with 6 additional pockets (in total increases encumbrance by 8) x1
Load bearing gear x1 (encum +3)
Blaster carbine or blaster rifle x1 (carbine, enc+1, hp 4)
Frag grenade x2
Shaped thermal grenade x2
Mine detector x1 (hard comp/average vig, reveal all mines/explosive devices in medium range)
Foamcast x1 (enc+1, 1boost repair structures/veh hulls. Hard mech check, imp explosive)
Demolitions toolkit x1 (enc+4, toolkit, 4adv to remove despair)