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SAS Armorer

The Armorer is the fix-it guru. When SAS members break their toys, and the Field Technician can't fix'em, they bring them to the Armorer.

>>>"Oh man! What the frag did you do to this thing?" "This is not what it looked like when I gave it to you before the mission."<<<

ATTRIBUTES
Body: 3
Quickness: 3
Strength: 4
Charisma: 4
Intelligence: 7 (9)
Willpower: 4
Essence: 2.97
Reaction: 5 (7)
Initiative: 5 (7) +1D6 (+3D6)
Body Index: 2.25
Threat/Professional Rating: 4
Task Pool: 4
Bioware (All Cultured)
Cerebral Booster (2)
Synaptic Accelerator (2)
Cyberware (All Beta)
Reflex Trigger
Datajack (4)
Memory (FIFF) 300Mp
SPU 4 (Data Management)
SPU 4 (Input/Output)
SPU 4 (Math)
Smartlink II
Comlink X
Crypto Circuit (10)
Cybercomm Link
Display Link
SKILLS
Armed Combat (B/R): 5
Armed Combat: 3
Athletics: 3
Computer (B/R): 4
Computer: 4
Demolitions: 3
Electronics (B/R): 4
Electronics: 5
Etiquette (Military): 3
Firearms (B/R): 6
Firearms: 4
Gunnery (B/R): 5
Gunnery: 3
Military Theory: 3
Tactics (Small Unit): 5
Physical Sciences: 4
Projectiles (B/R): 4
Projectiles: 3
Throwing Weapons (B/R): 3
Throwing: 2
Unarmed Combat: 3
Weapon Acquisition: 6
GEAR
Heavy Security Armor
Security Helmet
Harness w/ holsters & ammo pouches
(1) Machine Pistol (Primary Weapon)
(1) Heavy Pistol (Secondary Weapon)
(1) Light Pistol (Back up Weapon)
NOTE: (3) extra clips carried per gun
Cougar Fine Short & Long Blade Knives
Shock Gloves
3 Flash or Smoke Grenades
Field Repair Kit


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