Alert: (Level 2) You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result. You win all initiative checks, unless against another with lvl 2 Alert.
Die Hard: 2 HP/level (already figured). Automatically stabilize if mortally wounded by anything smaller than a Heavy Weapon
Unarmed Combat Unarmed combat does 1d8+punch skill damage, and has a shock value equal to your Punch skill to those with less than AC 15
Single Class Warrior Ability:
Once per scene, as an instant ability, you can either choose to negate a successful attack roll against you, or turn a missed attack roll you made into a successful hit. You can use this ability after dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits to a vehicle you're occupying.
Cyberware:
Cybernetic Muscle: Move speed increased to 14m. Causes 1 permanent system shock.
Equipment Readied: (Up to 5 encumberance worth of items)
Combat Field Armor with Environmental Protection - AC 16, Enc 1
Social