Gear bag
Energy shield 5D protection against melee & energy (1 turn to activate/deactivate)
Combat jumpsuit +1D to physical, +2 versus energy
Blast vest +1 versus energy, +1D to physical
Barabel Microbe Armor Model: Creshaldyne Industries
Type: Biological blast vest (converted to a jacket)
Game Notes: vest initially gives +1D to resist damage from blaster attacks to front and back torso. With each subsequent hit
by a blaster bolt, the vest goes up by one pip (+1D, +1D+1, +1D+2, +2D, etc.) up to a maximum of 3D. The vest drops by one pip for every three minutes the vest is not hit by a blast. If a blast penetrates the vest enough to allow the user to be wounded, the vest is destroyed. If exposed to below zero temperatures for as little as 15 minutes, the vest is destroyed
Arm Bracer
Vibroblade (Str+1D+1) Damage (Str+3D)
Heavy blaster pistol 4D+2 Scope +1D at medium or long range
Plasma Blaster
Skill: Blaster
Damage: 4D+1
Armor Penetration: 2D
Armor Penetration: Reflects how good the weapon is at cutting through armor. When a shot or blow from this weapon hits a target, reduce the target’s Armor by the weapon’s Armor Penetration, with results of less than 0 counting as 0 (i.e., the armor provides no protection at all). Then calculate Damage as normal. For example, if a weapon with an Armor Penetration of 1D hits a target with 2D Armor, the target will only count as having 1D Armor against any Damage the hit causes. Note that Armor Penetration has no effect on energy shields, but it does affect cover.
Overheats: This weapon is prone to overheating. A roll on the Wild Die of 1 causes the weapon to Overheat. Once Overheated, it requires two rounds to cool down before operating again.
Effect: fires an intense, fusion powered blast of focused blue-white (sometimes orange) flame at a target.