#220
Post
by DeepSpacer » Mon Dec 24, 2018 5:24 am
Anjali
3,150cr
(1) Glow Rod
(1) Smuggler’s Trenchcoat: [1,650cr, Soak 1, Def 1, Rarity 7 Enc3, 0hp]
(1) Stimpack (and immediately used)
(1) emergency medpac
(1) Electromag Pulse Disruptor:
**(1) laser sight (+1 Adv)
Alamy
3,150cr
(2) Mod kits
(1) Smuggler’s Trenchcoats: 1,650cr, Soak 1, Def 1, Rarity 7 Enc3, 0hp
(1) Cloaking Cloak: upgrade twice any detection attempts by sensors or electronics
(Restricted) Soak 1, 550cr, enc 4, hp1 Rarity 8
Monty
3,150cr
(1) Koromondian Half-Vests: damages armor when critical. 500cr, Soak 1, Def 1, R5 enc3
(2) Concussion Grenades (10D, 5cr, Blast 8, Conc2, Disorient 5)
(1) Glow Rods
(1) Extra Reloads energy packs
(1) Bantha Eye Laser Sight (+1 Adv, 1hp, 500cr)
(1) Blaster Actuating Mod (1hp, +1D, +1SB…+ mod options)
(2) mod kits
BA
3,150cr
(1) Koromondian Half-Vests: damages armor when critical. 500cr, Soak 1, Def 1, R5 enc3
(1) Vibroknuckles: Br+1, crit 2, Vicious 1, Pierce 1, R4
(Dressillian) ACP Repeater (Accelerated Charged Particle)
7+2 Damage. 3CR, medium, (2 Threats Damages)
Over-charged Actuating Mod, two damage mods
(Greckel) LtBP w/ActMod +2 damage (5+2) +1Acc {{{With Custom Grip}}}
(Lannik) Lt. BP with laser sight (+1 Adv)
(3) emergency medpacs,
(2) an assortment of hardware (2 mod kits, effectively)
(3) Blast Suppressor Modules (+2SB to notice shot, 1hp, 750cr)
(1) Rapid-Recharge Exciter (750cr, 1hp, autofire, inaccurate +3…+mods)
(2) Weapon Slings (1hp, 100cr, mod Quick Draw)
(1) Shortened Barrel Blaster Carbine (short range, 9D 3cr, blast 4)
(4) Glow Rods
(5) Extra Reloads energy packs
(3) Stimpacks
(6) Avabush Spice
(3) Gunjack Spice
(6) Glitterstim
(2) Spacer’s Duffel Bag
(1) Urban Compass {{{works like GPS. Bonuses in urban area}}}
(1) Fusion Lantern