Weapons & Armor
2 DC-17 Hand Blasters (Paired, -1 Advantage to hit with second weapon; Built in Blaster Sight, Remove ⬛ from Aim Maneuver; Clone Firing Key, will fire for a clone)
aKraB Clip-point Vibrodagger
Plasma Grenade (Grenade Cling, Grenade attaches to target and requires an Average (◆◆) Athletics check to remove. Target cannot avoid the blast regardless of delay or throw weapon back at the attacker
Laminate Armor
Frag grenade
Personal Gear
Medical Backpack: Counts as medical tools and grants 🟦 to medical checks. Reduce difficulty of medicine checks to heal a critical injury by 1.
x2 Nullicaine: Character may apply Nullicaine to themselves or an engaged character by making an Easy (◆) Medicine check and choosing 1 Easy (◆), Average (◆◆) or Hard (◆◆◆) Critical injury the target is currently suffering, if successful target suffers 3 strain and ignores the chosen critical injury until the end of the encounter
x10 Stimpack
x5 Stimstick: A character who chews a stimstick removes ⬛ from their discipline, Perception, Resilience or Vigilance checks to stay awake or notice something due to fatigue or lack of sleep until the end of the encounter, at the end of the encounter the character suffers 1 strain.
Toxin Detector: Detects toxins and poisons in food, drink and even in the environment, Simple red/green indicators or subtle vibration to alert user to presence of dangerous substances, often built into bracelets or other jewellery for maximum subtlety.
Extra Reload
Utility Belt