* When a particular limb is used for a test (such as leading an attack with your cyberarm), use the attribute for that limb (natural or cyber); in any other case, take the average value of all limbs involved in the task (round down). If a task requires the careful coordination of several limbs, use the value of the weakest limb.
Skills Active
Armorer (Heavy Weapons) 3(+2),
Artisans (Bombs) 4(+2),
Demolitions (Improvised Explosives) 4(+2),
Dodge 3,
Exotic Melee Weapon (Foot Blades) 3,
Exotic Melee Weapon (Sais) 4,
Exotic Ranged Weapon (Bolos) 3,
Exotic Ranged Weapon (Net Gun) 4,
Heavy Weapons 5,
Infiltration (Urban) 2(+2),
Intimidation (Mental) 4(+2),
Leadership 2,
Longarms (Sniper Rifles) 5(+2)(+1 Reflex Recorder),
Perception 2
Skills Knowledge
Academic (Logic)None
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Interests (Intuition)Weapon Repair 2
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Professional (Logic)Defusing Techniques 2
Explosives Components 2,
Heavy Weapons Maintenance 1
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Street (Intuition)Bully Tactics 1
Skills Language (Intuition)
Arabic 1,
Spanish (native)
Qualities Positive
- Guts Receive a +2 dice pool modifier on tests made to resist fear and intimidation, including magically induced fear from spells or critter powers.
- Hawk Eye +1 on Perception tests to see distant objects; unaugmented Weapon Range Modifiers are reduced one step (e.g., Long Range becomes Medium Range).
- High Pain Tolerance, Tough As Nails, Will to Live
Qualities Negative
- Records on File (Aztechnology)
Metatype Abilities
- Thermographic Vision; +1 Reach
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Equipment
Ares Field Helmet (+2|+2; 5 capacity; camera, flare compensation, image link, smartlink; commlink with Firewall, Response, Signal, System, and Encryption 4) (10,000¥),
Ares Shock Trooper, Mk. I (medium military armor; 14|12;0 capacity; chemical protection 2, fire resistance 4, Geiger counter, insulation 2, motion sensor, nonconductivity 3, radio signal scanner 4, thermal damping 4) (20,000¥),
□□□□ Datachips (10¥),
Medkit (Rating 4) (400¥),
Radio Signal Scanner (Rating 4) (100¥),
Resperator (Rating 4) (200¥),
□□□□□ | □□□□□ | □□□□□ | □□□□□ RFID Chips (Standard; Rating 1) (1¥),
White Noise Generator (Rating 4) (200¥)
Explosives
□□□□ Armor Debonder Gecko Grenades (Rating 5; 10m Radius Blast; make a 5 dice Success Test reducing affected Ballistic armor by 1 per hit, ignoring glitches and critical glitches; Body + Strength (2) Test required to kick or toss) (1,350¥),
□□□□□ Breathtaker Gas Gecko Grenades (10m Radius Blast; inhalation; 1 Combat Turn; 0 Penetration; 8S + breathlessness; reference Arsenal, pg. 84; Body + Strength (2) Test required to kick or toss) (350¥),
□□□□□ Cluster Gecko Grenades (grenade; 8P; AP; 10m Blast; treat blast area as suppressive fire zone with Reaction + Edge threshold 3; Body + Strength (2) Test required to kick or toss) (450¥),
□□ CS/Tear Gas Grenades (10m Radius Blast; contact, inhalation; 1 Combat Turn; 0 Penetration; 5S + disorientation) (40¥),
□□□□□ CS/Tear Gas Gecko Grenades (10m Radius Blast; contact, inhalation; 1 Combat Turn; 0 Penetration; 5S + disorientation; Body + Strength (2) Test required to kick or toss) (450¥),
□□ Flash-Bang Grenades (grenade; 6S; -3 AP; 10m Radius Blast) (30¥),
□□□ Fragmentation Gecko Grenades (grenade; 12P(f); +5 AP; -2/m Blast; Body + Strength (2) Test required to kick or toss) (425¥),
□□□ High Explosive Gecko Grenades (grenade; 10P; -2 AP; -3/m Blast; Body + Strength (2) Test required to kick or toss) (475¥),
□□□□□ Incendiary Gecko Grenades (10m Radius Blast; Body + Strength (2) Test required to kick or toss) (500¥),
□□□□□ Monofilament Gecko Grenades (grenade; 8P; -4 AP; -4/m Blast; resisted by Impact armor; Body + Strength (2) Test required to kick or toss) (1,000¥),
□□ Smoke Grenades (10m Radius Blast) (30¥),
□□□□ Thermal Smoke Grenades (10m Radius Blast) (35¥)
Spare Armor
Aces High Jacket (3|3; chemical protection 1, insulation 1) (1,250¥),
Actioneer Business Clothes (5|3; concealed holster) (1,500¥),
Armor Jacket (8|6) (900¥),
Body Armor Bag (6|2) (750¥),
Hard Hat (0|+2) (50¥),
Urban Explorer Helmet (0|+2) (50¥),
Urban Explorer Jumpsuit (6|6; biomonitor) (500¥),
Victory Industrious Line Coverall(5|4; chemical protection 2, fire resistance 2) (900¥)
Weapons
Ares Light Fire 70 (light pistol; 4P; AP; SA; RC; 16 (c)) (350¥),
3 Ares Light Fire 70 Clips (5¥),
Ares Super Predator (heavy pistol; 5P; -1 AP; SA; 1 RC; 18 (c); 2 slotselectronic firing, extended clip, flashlight; integral smartgun system) (1,875¥),
5 Ares Super Predator Clips (5¥),
Bayonet (not currently attached to a rifle) (blade; (STR ÷ 2 + 1)P; AP; 2 Reach) (40¥),
Extendable Baton (club; (Str/2 + 1)P; AP; 1 Reach; -2 Concealability) (50¥),
Stoner-Ares M202 (medium machine gun; 6P; -2 AP; FA; 3(10) RC; 50 (c) or 100 (belt); 1 slotsammo skip system, gas vent 3, integral smartgun system, safe target system; shock pad, tripod) (10,000¥),
Survival Knife (blade; (STR ÷ 2 + 1)P; -1 AP; Reach) (50¥)
Emergency ID Kit
Certified Standard Credstick (575¥ balance) (600¥),
Fake SIN (Rating 3) (3,000¥),
Nanopaste Disguise (Small Container) (500¥),
Sony Emperor Commlink w/ Vector Xim (Response 1, Signal 2, Firewall 1, System 1) (900¥)
Ammunition (loose)
100 APDS Cased Medium Machine Gun Ammunition (-4 AP) (700¥),
200 Explosive Cased Medium Machine Gun Ammunition (+1 DV; explodes on critical glitch) (1,000¥),
100 EX-Explosive Medium Machine Gun Ammunition (+1 DV; -1 AP; explodes on critical glitch) (1,000¥),
100 Gel Cased Medium Machine Gun Ammunition (DV Stun; +2 AP; resisted by Impact armor) (300¥),
200 Hollow-Point Cased Medium Machine Gun Ammunition (+1 DV; +2 AP) (1,000¥),
500 Regular Cased Medium Machine Gun Ammunition (1,000¥),
34 Regular Cased Shotgun Ammunition (80¥)
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