Note: Loot
This look was found on a pirate ship that attacked Oran Satel the Red Nebula. See game #5 Summary.
[S] Wrist-Mounted Grappling Hook p122 (Ben Taroo)
You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this grappler, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature. A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a DC 13 Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable. While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required). Once you've used this feature, you can’t use it again until you recover and reinsert the hook as an action.
[S] ACCURACY FOCUS MARK I (Kazdan)
Blaster modification (targeting), standard You gain a +1 bonus to attack rolls and a -1 penalty to damage rolls made with this weapon.
[S] CORELLIAN CRIPPLER MATRIX (Taranak)
Blaster modification (core), standard Once per round, when you hit a creature with a ranged attack using this weapon, its speed is reduced by 5 feet until the end of its next turn.
[S] EXPANDED MAGAZINE (Dex)
Blaster modification (attachment), standard You can reload this weapon once without using an action. You can't use this feature again until you reload the weapon with an action.
[S] MAG-LOCK BOOTS (Ben Taroo)
Adventuring gear (feet), standard While you wear these boots, you can activate or deactivate heir mag-locks as a bonus action. While the mag locks are engaged, you move at half speed, can walk on any solid metallic surface, ignore difficult terrain caused by metallic debris, and ignore the effects of gravity (or the lack thereof), allowing you to walk up vertical surfaces or even upside-down. The battery in these boots lasts for a total of 1 hour and recharges at the end of a long rest.
[S] SENTRY (Kazdan/Viper)
Droid customization (part), standard You learn the alarm tech power. You can cast it once, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest. Intelligence is your techcasting ability for this power. This part equips a droid with a small rotating sensory dish.
[S] CELERITY OSCILLATOR [Major] (Taranak)
Vibroweapon modification (oscillator), standard Once per turn, when you deal damage with this weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can't make opportunity attacks against you for the rest of your turn.
[P] FINE MEDPAC (Kazdan)
Consumable (medpac), premium As an action, you can use this medpac to restore 4d4+4 hit points to a creature within 5 feet. Reset after a long Rest.
[P] ARAKYD VECTOR MARK II (Kazdan)
Wristpad modification (processor), premium You gain a +1 bonus to the tech attack rolls for tech powers you cast through this wristpad.
[P] BONDED PLATES MARK II (None)
Armor modification (overlay), premium You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield.
[P] CAPE OF THE ORATOR (Major) (Dex)
Adventuring gear (shoulders), premium Requires attunement Prerequisite: at least 1 level in scholar This item can hold a number of charges equal to half your scholar level, rounded up. When you complete a long rest, this item regains all charges. Additionally, when you expend a superiority die, you gain one charge. When your superiority die is rolled, if you roll less than your Intelligence modifier, you can expend one charge to reroll the die. You must use the new roll. When you reach 5th level in scholar, you learn an additional maneuver, which does not count against your maximum maneuvers. When you complete a short rest, you can change this maneuver for a different option available to you. When you reach 11th level in scholar, you can maintain two targets of your Critical Analysis feature, instead of one. If you use your bonus action to analyze a third target, you choose which Critical Analysis ends. When you reach 17th level in scholar, you can take a third reaction each round. You can only take one reaction per turn. This color-shifting cloak is immune to wrinkles and always has a pressed appearance.
[P] COWL OF THE PROFESSIONAL (Major) (Taranak)
Adventuring gear (shoulders), premium Requires attunement Prerequisite: at least 1 level in operative This item can hold a number of charges equal to half your operative level, rounded up. When you complete a long rest, this item regains all charges. Additionally, when you succeed on an ability check, or make a roll with advantage, you gain one charge. When you deal Sneak Attack damage, you can spend charges to reroll any number of dice and use either number. When you reach 5th level in operative, while the hood is drawn, creatures can't see within the hood's confines unless you choose to allow it, you are in a source of enhanced light, or the creatures possess truesight. Additionally, when you use your Bad Feeling feature, you have resistance to all damage until the end of your first turn. When you reach 11th level in operative, when you use your Uncanny Dodge feature, an illusory duplicate of yourself appears in your space until the start of your next turn. The first attack roll made against you before the start of your next turn has disadvantage. When you reach 17th level in operative, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can choose to reroll the die. You must use the new roll. Once you've used this feature, you must complete a short or long rest before you can use it again. The color of this hood shifts between light gray and black depending on light.
[P] DARKVISION VISOR (None)
Armor modification (armoring), premium While wearing this armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.