Weapons & Armor
Cybernetics (10/10):
(SPECIAL) Biofeedback Regulator: Increases cybernetic cap by 2 (does not count towards cybernetic limit).
(-) Courier Implant: Store 4 datapads worth of data. Contains the location of a Holocron.
(-) Brain Implant: +1 Intelligence. Contains an inbuilt commlink and computer access link.
(x) Implant Armor: +1 Soak. The armor is subdermal.
(x) Cybernetic Actuating Arm: +1 Agility.
(-) Cybernetic Recumbent Leg: +1 Agility.
(-) Schematic Library Implant: +1 Rank in Mechanics.
(-) Course Guidance Implant: +1 Rank in Piloting Planetary.
(x) Blood Filtration System: +1 Rank in Resilience.
(x) Immune Implant: +1 Rank in Resilience.
(-) Cybernetic Lungs: Permanent benefits of Breath Mask and Respirator. +1 Rank in Blooded.
(-) Surge Override System: Difficulty 2 Discipline check to restart shorted cybernetics. Costs 2 Strain per activated cybernetic.
Superior Night Sister Blade (x1): Melee, +18 Damage (2 Base, 6 Brawn, 9 Talent, 1 Superior), Crit 1, Range: Engaged. Encum. 2 (3 Base, -1 Attachment), HP 3/3.
Critical Injury: +30 (+10 Base, +20 Talent).
Special: Pierce 4, Vicious 1, Defensive 1, Superior (+1 Adv).
(x) 1 HP: Monomolecular Edge: -1 Crit cost, +2 Pierce.
(x) 2 HP: Balanced Hilt: +2 Boost, -1 Encum.
Energy Buckler (x1): Melee, +6/+14 (0 Base, 6 Brawn, 3 Talent), Crit 5, Range: Engaged. Encum. 2, HP 1/1.
Critical Injury: +20 (Talent +20).
Special: Concussive 1, Defensive 1, Deflection 1, Stun 5.
(x) 1 HP: Stun Pulse: Spend 2 Adv to inflict 5 Strain.
Repeater Carbine (x1): Ranged Heavy, 7 Damage (7 Base), Crit 3, Range: Medium. Encum. ?, HP ?/?.
Critical Injury: +20 (+20 Talent).
Special: Auto-Fire, Stun Setting.
Blaster Pistol (x1): Ranged Light, 6 Damage (6 Base), Crit 3, Range: Medium. Encum. 1, HP 0/3.
Critical Injury: +20 (+20 Talent).
Special: Stun Setting.
(x) 1 HP: Gene-Lock: Self-destruct in another's hands, inflicting Critical Injury.
Vibro Knife (x1): Melee, +10 Damage (1 Base, 6 Brawn, 3 Talent), Crit 2, Range: Engaged. Encum. 1, HP 2/2.
Critical Injury: +30 (+10 Base, +20 Talent).
Special: Pierce 2, Vicious 1.
Vibro Knife (x1): Melee, +9 Damage (1 Base, 6 Brawn, 2 Talent), Crit 1, Range: Engaged. Encum. 1, HP 2/2.
Critical Injury: +40 (+20 Base, +20 Talent).
Special: Pierce 2, Vicious 2.
(x) 1HP: Serrated Edge: Grants 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.
Merr-Sonn N-7 Armor: Defence 1/2 (Jury Rigged, Talent), Soak 4 (2 Base, 1 Talent, 1 Superior Quality). Encum. 4 (5 base, -1 Superior Quality), HP 6/6
(-) 1 HP: Vacuum Sealed: This allows the user to ignore the effects of a vacuum or poisonous atmospheric environment for up to 10 minutes.
(-) 1 HP: Amphibious Modifications: 9 hours of air. -1 Setback when underwater.
(x) 1 HP: Ion Shielding: +3 Soak vs. Ion damage, +1 Ranged/Melee Defence against Ion weapons.
(-) 1 HP: Heating System: Reduces difficulty on extreme cold Resilience checks by 1; Removes up to 2 Setback die added to checks due to extreme cold.
(-) Thermal Shielding: Reduces the difficulty of Resilience checks for fire and extreme heat by 1; Removes up to 2 Setback die added to checks due to extreme heat or fire.
(x) 1 HP: Superior Quality: -1 Encum., +1 Soak.
(x) 2 HP: Biofeedback System: +4 Strain Threshold.
(x) 2 HP: Utility Arm: +2 Boost dice to Mechanics, take 1 Strain to perform another maneuver.
Small Missile Tube (x1): Ranged, 12 Damage (12 Base), Crit 2, Range: Extreme. Encum. 5, HP 0/4.
Critical Injury: +20 (Talent +20).
Special: Blast 10, Cumbersome 3, Guided 3, Breach 1, Prepare 1, Limited Ammo.
(x) 1 HP: Magnetic Tether: +1 Quick Draw Talent.