Weapons & Armor
DC-15A BLASTER CARBINE
TOTAL:
Ranged (Heavy); Damage 10; Crit 3; Range: Short; Encumbrance 3: HP: 1; $8,575; Rarity 5; Auto fire, Blast 13; Pierce 1, Stun Setting.
ATTACHMENTS:
Amplifying Chamber:
Base: +4 Blast. +1SB to maintain/repair weapon.
Mods: +3 Blast (1 failed)
Spread Barrel (1HP):
Base: +4 Blast. Reduce range by 1.
Mods: +2 Blast
Superior:
+1 Damage and +1 advantage.
Rocket launcher:
TOTAL:
Gunnery; Damage 22; Crit 2; Range: Extreme; Encumbrance 8; HP: 4; $8,200; Rarity 8; Blast 14, Breach 1; Cumbersome 4; Guided 2; Limited Ammo 7.
Tripod
Integrated: Zephyr Stealth Suit
1 Defense; 1 Soak; (R)5,500; 2 Encumbrance; 1 HP; 8 Rarity; Special: Upgrade Stealth by 1.
Thermal Detonator x 2
Personal Gear
Cybernetics Arms
+1 Agility.
Cybernetic Brain
+1 Intellect. Built-in Comlink and Computer Access Link.
Cybernetics Legs
+1 Brawn.
Escape Circuit
Easy Difficulty to resist restraining bolts. 2 Advantage can overload it.
Q-22 Retinal Tracker
+1 Auto advantage on Gunnery and Ranged (Heavy)
Surge Override
2 Difficulty Discipline to reactivate ion-damaged implants (2 strain each).