Weapons & Armor
---Armor---
Full body Armor (Armored Clothing): Encum 3, HP 1, Base: Soak +1, Defense 1
--Attachments:
-Armor Insert: HP 0, +1 Soak, +1 Defense
-Ion Shielding: HP 1, +3 soak towards Ion
---Weapons---
--RF-191 Prometheus Cannon: Encum 6, HP 5(+1), (RE)(EP), Base: 11 Dam, Crit 3, Long Range, Qualities: Burn 1, Vicious 5, Auto-Fire
--Attachments:
-Custom Grip: 1 HP, -1 ■ to you, +2 ■ to others, +1 accurate
-Droid Targeting System: HP 3, +Upgrade, 3 strain to remove a despair, +1 boost once per encounter
-Tibanna jacked: HP 1, Can Reduce crit by 2 for 2 upgrades on the difficulty, +2 Damage
-Amplifying Chamber: HP 1, +9 Blast, +1 Dam, +1 ■ to repair or maintain weapon
--Exo Glove: Encum 2, HP 1 Base: Dam +2, Crit 4, Engaged Range, Qualities: Knockdown
Personal Gear
-Utility Belt Encum +1
-Load-Bearing Gear Encum +3
-MK. III Modular Backpack Encum+2
-x6 Pouches Encum +6
-Mk.III Targeting Goggles, Encum 1: Vehicles and starships count as 1 sil bigger for Gunnery Checks
-Earbud Comlink Encum 0, Usable to long range, Hard Perception check to notice
-Fusion lantern: Encum 2, counts as heat, power and light source
---Cybernetics---
--3/9--
-Gank Comm Inplant: Can comunitcate with others who have it without talking, Range: Several kilometers, can not be listened into without implant, jammer can disrupt signal.
-Q-22 Retinal Tracker: Add an Advantage to Gunnery and Ranged (Heavy)
-Implant Armor: +1 Soak
-Biofeedback Regulator:+2 Cybernetic Cap, does not count towards cap