Weapons & Armor
Cybernetics 0/6 (6 Base):
Vibro Ax (x1): Melee, +11 Damage (3 Base, 6 Brawn, 2 Talent), Crit 1, Range: Engaged. Encum. 4, HP: 3/3.
Critical Injury: +60 (+40 Base, +20 Talent).
Special: Pierce 4 (2 Base, 2 Mods), Sunder, Vicious 4.
- Serrated Edge: Grants Vicious +1.
- Mono-Molecular Edge: Reduces Crit by 1 to a minimum of 1.
- Stun Pulse: Grants Stun 4 (1 unused Stun +1 mods).
Vibro Knife (x1): Melee, +9 Damage (1 Base, 6 Brawn, 2 Talent) Damage, Crit 2, Range: Engaged. Encum. 1, HP 0/2.
Critical Injury: +30 (+10 Base, +20 Talent).
Special: Pierce 2, Vicious 1.
Claws: Brawl, +9 Damage (1 Base, 6 Brawn, 2 Talent) Damage, Crit 3, Range: Engaged. Encum. 0, HP 0/0.
Critical Injury: +20 (+20 Talent).
Special: Disorient 1, Knockdown. Can deal damage as Strain.
Laminate Armour: Defence 0/1, Soak 4 (2 Base, 1 Talent, 1 Superior Quality). Encum. 3 (4 Base, -1 Superior Quality, HP 4/4.
- Vacuum Sealed: This allows the user to ignore the effects of vacuum or poisonous atmospheric environments for up to 10 minutes.
- Superior Quality: -1 Encum., +1 Soak.
- Biofeedback System: +4 Strain Threshold.
Personal Gear
Medpac: Use 1 Stimpack per Scene. Encum. 2.
Tool Kit: Perform repairs and can work Mechanics. Encum. 4.
Stimpack (x0): Heals 5 Wounds (-1 per use before rest).
Comlink: Short-Range comms. Ground to low-orbit.
Comms Jammer: Jams communications within 250m, or in a single building, make Difficulty 2 Computers check (more difficult the close to the Jammer they are). Encum. 4.
Surveillance Tagger (x0): Relay location, direction, and velocity over long-distances (dozens of kilometres).
Scanner Goggles: Can see in the dark.
Backpack: +4 Encumbrance Threshold.
Utility Belt: +1 Encumbrance Threshold.
Solar Protection Hat: +1 Boost dice on Resilience checks vs. sunlight.