A Zabrack with a dirty mind, questionable ethics, and a fetish for blasters
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d6
Cha -1 Pace: 6, Parry: 5, Sanity: 4, Load: 4, Toughness: 5
Skills: Fighting d6, Gambling d4, Intimidation d4, Shooting d10, Streetwise d4, Survival d6, Taunt d4, Throwing d4
Edges:Combat Reflexes, Marksman
Hindrances: Big Mouth (Minor), Mean (Minor)
Gear: Battle Armor (4 Armor;w16),Bandolier(w2),2xPBR Magazine(w1),Commlink LR,Data pad(In left armor gauntlet),holo projector(In left armor gauntlet),Binders (w0.5)
2x Blaster Repeating Pistols (2d6) 24/48/96 AP2; Autofire; Snapfire Penalty
~Precision Blaster Rifle (2d8+3) 30/60/120(~500) +2 to hit; Ap4; semi-only;5 shot.
2x frag grenade (3d6) medium
2x stun grenade (3d6) stun
#1x Grappling gun (1d4) 10/20/50 ensnare (In Right armor gauntlet)
~When one turn is taken to rangefind the target as well as adjust the rifles optic and the rifle is fired from a supported position (bipod,flat surface or prone) then the range is extended to 500(additional shots may be fired with out taking a turn to adjust if the PC does not move and did not miss). However it cannot autofire and must be reloaded every 5 shots. Stun may not be used past 120. An additional +2 may be added if an adjacent player uses there turn to spots the target. In addition if combat has not been initiated you may negate taking a turn to set up.
#If Grappling gun hits the opponent must also make a Agility check at -4 in order to escape the grappling cord If they fail, they are grappled and are slowed down to a Pace of 2. They may continue to try to escape the net using an Agility check every round until they are freed or they escape. However the opponent may not move more then 50 away from the character who has him/her ensnared.