Weapons & Armor
Heavy Blaster Pistol - Encum 2, Hard Points 3, Rarity 6, Price 700, Damage 7, Range Medium, Crit 3, Ranged Light, Stun Setting, GM may spend 2 threat or 1 Despair to make heavy blaster pistol run out of ammo
Armored Clothing - Hard Points 1, Rarity 6, Price 1000, Soak 1, Melee Def 1, Ranged Def 1, An average perception check detects that the wearer's clothing is armored
Blaster Pistol- Encum 1, Hard Points 3, Rarity 4, Price 400, Damage 6, Range Medium, Crit 3, Ranged Light, Stun Setting,
Personal Gear
Colonial Backpack - +8 encumbrance
Stimpack (2) - Rarity 1, Price 25, Heals 5 wounds
Holo-messenger, Rarity 4, Price 250
Macrobinoculars - Encumbrance 1, Rarity 2, Price 75
Emergency Medpack - Use Medicine skill without penalty, grant boost to all medicine boost checks, Encumbrance 1, Rarity 1, Price 100
Rider Ascension Pistol Encumbrance 1, Rarity 4, Price 275, Minor Repair, Average (◆◆) Ranged Light check to fire grappling hook up to medium range. Action to reel in cord. Average (◆◆) Athletics check to reel in himself and another character.