Weapons & Armor
DL-18 Blaster Pistol (400 credits, 3 HP)
--Custom Grip (500 credits, 1HP, Accurate +1, Remove 1 setback dice from all combat checks weapon's owner makes using this weapon. Others add 2 setback dice to use it.)
Overcharged Actuating Module (650 credits. Damage +1. Getting 2 disadvantages causes the weapon to overheat and become damaged by 1 step. Mod +1 Damage, 2 HP)
Stun Grenades (3, 1E) - 75 Credits each
Catch Vest (300 credits, +2 Soak against energy weapons, +1 Soak against all other damage, 1 Encumbrance)
Personal Gear
Holo Messenger (Long-range, 250 credits)
Comlink (Short-range, 25 Credits)
Stimpak x2 (25 credits each/heals 5 wounds for first application, 4 on the next, etc. It takes 24 hours for stimpacks to perform at full effectiveness again.)
Tool Belt (500 credits, 3 Encumbrance, Wearer counts as having a tool kit. Per encounter, may draw a tool from the belt as an incidental.)
Data Goggles (250 Credits, Select 1 knowledge skill at the beginning of the encounter. Add 1 automatic success result to all checks made using that skill while wearing the goggles for the duration of the encounter.)
Backpack (50 Credits, Adds 4 Encumbrance)
Fusion Cutter (200 Credits, Can be used as a crude weapon, 3 Encumbrance, Generally Kept on ship)