EQUIPMENT POWERS:

Alarm: Alerts the user when tampered with.
Anti-Theft: Causes it's intensity in damage when tampered with.
Automatic Return: Will return on it's own to person or place.
Backup Power: Auxillary power sources when main power source fails.
Basic Movement: Can move on it's own.
Coded: Can be used only by those who know the code.
Commlink: Can communicate by radio waves or other methods.
CPU: Has an onboard computer.
ECM: Has electronic countermeasures for detection and targeting.
EMP Protection: Full protection from electromagnetic pulses.
Firefighting: Quenches fires that occurs outside the item.
Firing Weapons: Fires a projectile.
Homing System: Can locate objects by tracers or tracer beams.
Lights: Can project light.
Passenger: Has compartments for passengers. Can hold more the one user.
Randomizer: Fires randomly at many targets. Negates danger sense.
Sensor: Can track beyond it's field of vision.
Sentience: Can think for itself with an intellect score equal to it's intensity.
Striking Weapon: Built in striking weapon.
Tractor Beam: Can drag items it's size or less.
Unbreakable: Can't be damaged but damage still passes through it.
Unremovable: Cannot be removed, not even by the user.
Unstable Molecules: Adapt to the user's superpowers.
Voice Modulator: Can speak on it's own.
Worthiness: Requires a test before anyone can use it.