Weapons & Armor
Custom Vibrosword 2 (Augmented Vibro-Motor - The vibro-motor of a vibro weapon is often the first point of interest when one is interested in improving the destructive power. This essentially increases the output of the motor, though it increases the weapon's awkwardness in the increased shaking.) (2 Hardpoints). Encumbrance 1
Custom Vibrosword - (Augmented Vibro-Motor - The vibro-motor of a vibro weapon is often the first point of interest when one is interested in improving the destructive power. This essentially increases the output of the motor, though it increases the weapon's awkwardness in the increased shaking. Balanced Hilt - Melee weapons can benefit from a customized hilt, designed to give good balance and transfer of power. Mono-Molecular Edge - This modification sharpens the blade all the way to a single molecule in thickness.)
Deflective Armor - The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment to it. Wearer of the armor adds an automatic Advantage to Leadership checks. (Vacuum Sealed - Better safe than sorry, if one spends a lot of time in space, this is quite useful to have. Ignore effects of vacuum and toxic environments for up to 10 minutes. Retractable Wrist Blades - Knives are a popular weapon carried by many warriors and troops due to their wide array of uses in a theater of war. Commando-type troopers and more underhanded units will incorporate their knives into their armor for quick use. Deploy a wrist blade as an incidental. Chedak Communications Multi-Band Comlink - Almost all military personnel will integrate comms into their helmets, so this modification to one's armor is extremely common and easy to do. Long Range. Boot Blade - Boot blades are an excellent method by which to avoid being unarmed in any situation. They are a common and relatively cheap modification to make. Superior Armor Customization - This modification is a set of tweaks and bits made to generally improve the armor.)
Scanner Goggles - These are goggles integrated with a set of very basic electrobinoculars. They allow the wearer to see normally in darkness.
Vac Attack Mk-127 Concealable Disc Launcher - This small wrist-mounted weapon fires a bust of sharp discs that can shred through armor and flesh similar to a flechette. It is prized by spies due to its silence and stealth characteristics. May change weapon's spread to an arc with a maneuver. This gives the weapon Blast 6, but if activated, exhausts the weapon's ammunition. Noticing that this weapon is worn requires a Hard (3 difficulty) Perception check. Reloads of 4 discs cost 100 credits. (Shadowstealth - This is a specialized sheath or holster made to conceal weaponry using optical camouflage. Increases difficulty to find the concealed weapon by 2.)
Stealth-2VX Palm Shooter - This is one of the smallest and easiest concealed weapons in the galaxy. The darts fired are typically not deadly, but can be loaded with any poison... which can be deadly. Darts can be loaded with injectable drugs or poisons, which count as delivered on hit regardless of damage dealt. Add 2 setback dice to find the concealed weapon.
Backhand Shock Gloves x2 - This glove is equipped in such a way that the user has every benefit of a stun baton in a wearable glove. However, the charging system uses movement to power the weapon, making the gloves slow to recharge. Due to the Slow-Firing 1 quality, this weapon can only be used once every other round, but a brawl check may still be made using the unarmed melee attack rules while weapon is recharging. (Paired Weapons - This modification is a matter of balancing a pair of weapons to feel better to use in tandem, as many gunslingers enjoy using two weapons for combat. Reduces advantage results required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1. Superior Weapon Customization - This attachment is more a series of tweaks on the weapon to improve it. Gains the Superior quality. (Superior Weapons increase their damage by 1 and produce 1 bonus "Advantage" on die rolls involving their use.))
Personal Gear
Utility Belt - This is a belt containing an array of pockets and slots for tools and weapons to be placed in.
Bio-feedback Regulator - This is a complex full-body implant which does little on its own, but enhances a biological vessel for carrying cybernetic implants. It is capable of redirecting bio-electricity for powering limbs and regulates the body's defenses to avoid implant rejection. Increase cybernetic cap by 2, this implant doesn't count towards the implant cap.
Cybernetic Arms - These arms are built to replace lost limbs, but some may choose to replace a limb with these superior technical ones. They are bought separately. Mod VI cyber-arms provide +1 to the Agility characteristic.
Cybernetic Legs - These legs are built to replace lost limbs, but some may choose to replace a limb with these superior technical ones. Mod III cyber-legs provide +1 to the Agility characteristic.
Avionics Interface - This cybernetic implant improves a pilot's ability at flying through atmosphere or in space, allowing the user to link their brain to the flight-systems of most advanced vehicles and starships. Piloting (Planetary or Space) skill +1, if already benefiting from a rank in that skill, when flying in a starship or airspeeder.
Mk. III Modular Backpack - This gear designed by Creshaldyne Industries is made to allow safe storage of equipment by survivalists and hunters. Increases encumbrance threshold by 2. Extra pockets increase the encumbrance threshold by 1 (6 can be attached, 6 attached).
A99 Aquata Breather - This is a tiny device permitting the user to breathe underwater, however, it is not reusable. Allows a character to breathe underwater for 2 hours.
CorChemCo Fire Paste x10 - This is a chemical putty that can ignite or serve a source of fire in an emergency. Can ignite any flammable object. Can burn for an hour at intensity of a campfire in atmosphere (without any additional fuel).
Affide Crystal x3 - Known as the "suicide pill" by spies, it is often used by agents when captured for interrogation. Typically it is hidden in a false tooth and can kill an individual in seconds. Ingested poison requires an upgraded daunting (1 challenge, 3 difficulty) Resilience check. Suffer 10 wounds and a critical injury on a failed check. Each disadvantage result adds +40 to the roll for the critical injury result. A despair or 3 disadvantage results may kill a target instantly with no opportunity for resuscitation.