Though I enjoy playing Stars Without Number. Sometimes the lack of mechanical explanations of items within the core rules can be both confusing and frustrating. As such I have taken the liberty of making the following changes to otherwise mechanic-less or obscure items.
Weapon Assembly and Disassemble:
Any projectile or energy weapon of TL 3 or higher can be disassembled in order to reduce their Encumbrance. Two handed weapon become 1 Encumbrance and One handed weapons become negligible. The downside is that they require an additional round of combat to reassemble before they can be used again.
The Backpack (TL 1/4): 5/50 Credits
You can stow up to a value of 4 encumbrance within a Backpack. 8 for Tech Level 4. (Any two handed weapons carried assembled in a backpack are strapped to the side)
Any items stowed within a Backpack count as having a value of 0 towards your total carried encumbrance. Allowing you to safely carry much more than you normally would.
Comm Server (TL 4): 1,000 Credits
Comes with fold out legs and backpack slings. Can be carried on your back so long as nothing else is.
Can create a secure network for up to 10 Compads, Dataslabs or other communications devices with a range of 30 kilometres.
Alternately it can jam all but the most advanced or secure communications within the same area.
Survey Scanner (TL 4): 250 Credits
Grants a +1 bonus to any survival checks where geographic information would be useful. (Planting Crops or searching for water for example)
Grapnel Launcher (TL 4): 200 Credits
Grapnel Launcher counts as projectile ranged weapon when in use. The Difficulty of hitting and securing the Grapnel is in place of an AC value.
A launched Grapnel does 1d6 damage to living targets but due to the slow flight speed it suffers a -4 to any attack rolls against human sized targets.
Bioscanner (TL 4): 300 Credits
Grants a +1 to Tech/Medical Checks when diagnosing a human patient.
Can perform full DNA sequencing and analysts of a biological individual or organism, humanoid or otherwise, in a matter of minutes using a Tech/Medical check.
Metatool (TL 4): 200 Credits
Grants a +1 to any Tech/Posttech skill checks.
Doesn't stack with a tool kit.
ToolKit / Posttech (TL 4): 300 Credits
Grants a +2 to any Tech/Postech skill checks so long as the user has at least 0 in the skill.
Doesn't stack with a Metatool.
It is the size of a backpack and can be carried in place of one.
ToolKit / Pretech (TL 5): 1,000 Credits
Grants a +1 to any Tech/Postech skill checks so long as the user has at least 0 in the skill.
It is the size of a backpack and can be carried in place of one.
Compad (TL 4): 100 Credits
When not connected to a TL 4 Comm system it can communicate with other compads up to 1 kilometres away. It can also take photo's and short videos. As well as browse any com-matrix it is attached too.
Can be used for hacking (See Hacking Rules)
Dataslab (TL 4): 300 Credits
When not connected to a TL 4 Comm system it can communicate with other compads or Data slates up to 10 kilometres away. It can also take photo's and short videos. As well as browse any com-matrix it is attached too. When connected it can provide a +1 to a computer's check to gather knowledge about a connected subject.
Can be used for hacking (See Hacking Rules)
Dermofilm (TL 4): 100 Credits
Can provide a +1 to any skill checks to obscure or disguise your identity.
Spike Drive Upgrades:
For every spike rating a drive is improved. The vessels free power in increased by 20 points. So an upgrade from level 1 to 2 will add 20 power to the ship. While an upgrade from from level 1 to 3 will add 40 power.