14 NG-L5 Laser Rifles (most of these were dropped by fleeing Brodkil, the rest were either destroyed by missile fire or kept by one of the escapees).
9 Long E-Clips (besides those still in the rifles)
14 Vibro-Swords (ditto)
8 CS Utility Belts
- Canteen (half gallon) (canteens are currently empty).
- Communicator (5 mile range).
- Compass/inertial mapper.
- Firestarter kit (solar-powered lighter and flint & steel).
- Flashlight/signal light (with bright halogen and infrared options).
- Mini first aid kit (+1 Healing check, only one use).
- Pouch capable of holding 3 Power Bars--currently empty.
- Frag
- Armor Piercing
- High Explosive
CTT-P40 Particle Beam Cannon (30/60/120; 3d8+5 MD, AP 6; RoF 1; 40 Shots; Snapfire)
CV-212 Variable Light Frequency Rifle (30/60/120; 3d6+2 AP 2; RoF 3; 3RB; Snapfire; Bypass Laser Resistance; Reduce Range/Lighting penalties by 2; 30 Shots; do Mega-Damage with 10 Shots)
Portable Rocket Launcher (50/100/200; SBT; Snapfire)
Standard Rockets x2: 5d6 MD, AP 6
Juicer Assassin Plate, Enhanced (FEP; +9A/+1T; Targeting System gives +2 Shooting) (Size +2; in addition to possible TD {see below}, this will need to be re-sized in a workshop to be used by anyone smaller than a Brodkil--that said, it's a sweet piece of gear)
C-29 “Hellfire” Heavy Plasma Cannon (18/36/72; 3d10+4 MD; 16 Shots; On a 6, Ignition 1d10; Snapfire; Plasma Bypass)
Light Railgun (100/200/400; 2d10+4 MD, AP 10; RoF 3; 45 Shots; Snapfire), Loaded except for 3 shots, no reloads
Great Chainsword (Str+2d10, AP 2, Mega Damage, Parry -1)
Two Wired Skill Port Chips:
- +4 DT Shooting
- +4 DT Fighting
- Less than 1:
- No significant damage. You might want to clean it, though. Brodkil innards are even more disgusting than their outtards.
1– 3 - Glitch: The device or gear applies a −1 to all Trait rolls where it’s used, or its applicable bonus is reduced by 1.
- Repair: 1d6 × 5 minutes and a Repair roll at −1
- Repair Success = Fixed
4 – 5 - Serious Problem: The device orgear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.
- Repair: 1d6 hours, a Repair check at −2, and parts equal to 20% of the item’s cost.
- Success: Item now has a Glitch. Raise: Item is fixed.
6 - Severe Failure: The device or gear applies a −4 to all Trait rolls where it’s used, or its applicable bonus (such as with
Armor) is reduced by 4. - Repair: 1d6 days, a Repair check at −4, and parts equal to 40% of the item’s base cost.
- Success: Serious Problem; Raise: Glitch; Two Raises: Fixed.