Weapons & Armor
Smuggler's Trenchcoat - Checks to find items within trenchcoat requires an opposed check with wearer's skullduggery. Can conceal 2 encumbrance worth of items
3hp/2
2 of Merr-Sonn Model 53 "Quicktrigger" Blaster Pistol - Reduce the difficulty of Mechanics checks to repair or modify attachments on it by 1. 4HP/2
Paired Weapons - Reduces advantage results required to hit with the secondary weapon when two weapon fighting with this pair of weapon by 1.
Hair Trigger - Gains Linked 1 and Inaccurate 1. For each rank of Linked a weapon has, you can spend 2 advantage on a successful attack to hit the same target again for the same damage. Note that the second hit is also reduced by soak. Inaccurate weapons add 1 black die to the attacker's dice pool equal to their Inaccurate rating.
2 of S-5 Heavy Blaster - As an action, a character may make an Average difficulty Ranged (Light) check to secure the grappling hook to an object within medium range. If the check is successful, on a subsequent turn as an action, they may reel in the cord, pulling themselves to the object (or, if the object is unsecured and lighter than they are, pulling it to them).
A character may use the grappling hook to pull another character aloft with [them]; if [they] do so, [they] must make an Average difficulty Athletics check to avoid losing [their] grip on either [their] partner or the gun.[2]