Weapons & Armor
Imperial Intelligence Operative Outfit - 4 Encumbrance, 6 HP. Cortosis Weave. Inconspicuous: When the helmet is off, it is unsealed, but the outfit will look normal, civilian like [Upgrade Difficulty to recognize the wearer by 2). Boot Blade. Retractable Wrist Blades. Superior Armor Customization. Threat Monitor: Add 1 automatic advantage to Initiative checks. Armor Spikes: When hit by a Melee/Brawl/Lightsaber attack, may use 3 disadvantages to deal 6 damage to attacker.
RS01 "Ripper" Powersword - Cortosis Forged. Custom Grip (-1 setback, others add 2 setbacks). Mono-molecular Edge
Sap Gloves x2 - 1 HP, 1 Encumbrance. Spotting these gloves requires a Daunting (4 difficulty) Perception check. Paired Weapons: Reduces advantage results required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.
Poison Gas Grenade x3 - Can be loaded with any poison or drug that can be inhaled. Successful hits with the weapon deliver the poison regardless of damage. (Dioxis Gas: Single dose requires a Hard (3 difficulty) Resilience check, while 2 or more requires a Daunting (4 difficulty) check. Failure deals 5 wounds (ignoring soak), and 2 strain per disadvantage result. Gas lingers for 3 rounds (unless dissipated by wind).)
Concussion Grenade x3 - The disorient quality on this weapon affects all targets within short range of initial target if it is activated (like Blast usually would).
Armor-Piercing Grenade x3 - As with frag grenades, it may be set to detonate after 3 rounds or on impact.
Incendiary Grenade x3
Thermal Detonator x2 - The device may be set to detonate on impact or after 3 rounds, as well as using a dead man's switch. Blast effects everything within short range.
Personal Gear
Biofeedback Regulator - Increase cybernetic cap by 2, this implant doesn't count towards the implant cap.
Cybernetic Arms - +1 Brawn
Cybernetic Legs - +1 Brawn
Gank Comm Implant - Can communicate silently with others using the implant within a range of several kilometres. Jammers can disrupt the signals.
Implant Armor - Provides Soak +1.
Cybernetic Brain Implant - This implant grants a +1 to the Intellect characteristic. It also has a built-in comlink and computer access link.
Cybernetic Eyes - These implants provide +1 skill rank to the Vigilance & Perception skills
Cybernetic Reflexes - Provides 1 rank of the Rapid Reaction talent.
Cybernetic Respirator - Provides benefits of a breath mask and respirator permanently. Provides 1 rank of the Blooded talent.
Lockbreaker Hand - Count as having one rank in "Bypass Security" talent. Add 1 boost die to Skulduggery and Computers check for defeating locks.
Mk. III Modular Backpack - +8 Encumbrance
Utility Belt - +1 Encumbrance