*Equipment SPECIALS (alphabetical):
-Audio/Visual Translator: Translates millions of known verbal/written communication in real time. Has high-def audio/video recording with pattern/analysis software. ADD 1 "BLUE DIE" to LORE OR INTELLECT checks made to decipher/translate UNKNOWN language.
-Blaster Actuation Module (weapon MOD, maxed): +2 pierce, +3 damage, (+ 1 black die, canceled by custom grip)
-Camo paint: Add "1 failure" to all checks made to detect concealed item (silhouette 1 or less)
-Camouflage Netting: adds automatic "2 fail" to all checks made to detect items concealed by it. One roll of netting can conceal one object up to silhouette 2.
-Concealment Holster: Add “1 black die” to Perception checks to discover presence of concealed (range light or holdout blaster) weapon.
-Custom Grip (weapon MOD, maxed)1: Remove 1 black die from all combat checks. Anyone else +2 black dice to all combat checks using it.
-E-binoculars: May remove up to "1 black die" imposed due to long range/poor light (too bright/dark). Informational overlays provide distances, elevations, and velocities of targets. Magnifies targets up to 10km away.
-Emergency Med Pack: Allows character to attempt to heal others using Medicine checks without penalty.
-Extra Reload: Ignore an "out of ammo/Despair" with a ranged weapon. May use a maneuver to reload weapon and resume battle.
-Mini Med Droid: +1 rank surgeon per droid.
-Mono-molecular edge (weapon MOD, maxed): -1 crit damage, +2 PIERCE
-Optical Camouflage System (armor MOD, maxed): Upgrade 2 dice for Stealth checks; Once per round, take 2 strain to decrease STEALTH or SKULDUGGERY check; Add 1 rank Stealth.
-Serrated Edge (weapon MOD): +1 VICIOUS
-Synthetic Std Anesthetic: Poison via aerosol,ingestion, or injection (via an applicator or dart). Inflicts 5 Strain. If target rolls "1-2 disadvantages" they lose 1 Maneuver next turn. If 3 or more, they are Staggered next turn, and GM can spend "1 despair" to make target test against the poison again next round as poison remains in target's system.
-Telescopic Optical Sight: Remove 1 difficulty for LONG and EXTREME range attacks.
-Tracker's Goggles: Grant "1 blue die" to Perception checks to locate target by sight. Remove "2 black dice" imposed due to concealment/darkness/fog/mist from Ranged (Light or Heavy) Combat checks.
-Verpine fiber ultra mesh armor: +2 Defense when suit powered on.