CREW EQUIPMENT
Blast rifle: Rifle or carbine energy bolt weapon. Signifies that the user means business.
Infantry laser: Military energy rifle with detachable battery pack.
Colony rifle: Standard-type defensive rifle, popular with colonists and frontier folk. Simple to maintain. Typically semi-automatic.
Rattle gun: Conventional machine gun. Most Fringe models are outdated and somewhat kit-bashed. Typically belt-fed.
Scrap pistol: A pistol pieced together from scavenged parts. Common on the frontiers.
Hand gun: Conventional semi-automatic pistol in a medium caliber.
Hold out pistol: Compact pocket-pistol for personal defense.
Hand laser: Portable energy-based pistol. Popular due to ease of use and lack of recoil.
Shatter axe: This bulky weapon discharges a blast of energy as it strikes. Originally intended for breach-and-clear operations.
Concealed blade
If the character begins their round within 2” of an opponent, they may throw the blade as a Free Action before doing anything else.
Roll to Hit normally, resolving the Hit with Damage +0. The blade can be used once per battle, and is replaced afterwards for free.
Scanner bot
Stealthy instrumented drone for scouting a location.
The crew adds +1 to all "Seize the Initiative" rolls.
Snooper bot
Spider bot that can be used as a distraction source.
May be deployed before a battle, if the "Seize the Initiative" roll would be penalized or negated, the penalty can be ignored but the Bot is Damaged on a 1 rolled on a D6.
Stabilizer
Weapon may ignore Heavy trait.
Duplicator
Create a perfect copy of any one item in your inventory. A Duplicator cannot copy a Duplicator.
Single-use.
Nerve adjuster
Whenever the character is Stunned for any reason, they receive a 5+ Saving Throw to avoid the Stun.
This message was last edited by the GM at 12:56, Thu 05 Aug 2021.