Weapons & Armor
Slugthrower Pistol (Taurus PT92) (1 Encumbrance 0 HP) (100 Credits)
"Tipper Special" Merr-Sonn Q2 Holdout Blaster (1 Encumbrance, 1 HP, 200 Credits)
(Multi-Optic Sight. Removes up to ■ ■ on any checks to use this weapon due to smoke, darkness, or other environmental conditions that obstruct vision. 2000 Credits)
BlasTech SE-14r Light Repeating Blaster (2 encumbrance, 1000 Credits, 3 HP)
(Laser Sight, 1HP, 500 credits, Add automatic advantage result on successful combat checks with the weapon)
(Ascension Gun, 1HP, 500 Credits, Make an Easy (1 difficulty) Ranged (Light) or Coordination check to fire the grappling hook onto an object up to medium range. As an action, can reel in the cord to pull themselves to the surface (1 range band per round)
BR-219 Heavy Blaster Pistol (2 Encumbrance, 625 Credits, 2HP)
(Blaster Supressor 1HP 750 Credits, 2 setback dice to Perception and Vigilance checks to locate a concealed shooter.)
(Electronic Sighting System, 1HP 500 Credits, Aim as an incidental once per round at short range. Decrease difficulty of Perception checks to locate the shooter in low light conditions by 1. Mod: 1x "Accurate +1", 100 Credits)
Armored Clothing(Defense 1, Soak 1, 3 Encumbrance, 1 Hardpoint 1,000 Credits)
(ENHANCED OPTICS SUITE, Removes up to ■ ■ added to all Perception, Surveillance, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision. 1,750 credits.)
Personal Gear
Comlink (Handheld) (25 Credits 0 Encumbrance)
Scanner Goggles (150 Credits, 0 Encumbrance)
(Allows the user to see normally in dark conditions.)
Breath Mask (25 Credits, 1 Encumbrance)
Utility Belt (25 Credits, +1 Encumbrance threshhold)
Disguise Kit (100 Credits, 2 Encumbrance)
Mk. III Modular Backpack(+2 Encumbrance, 45 credits, +6 Pockets, 90 Credits, +6 Encumbrance)