Skip to content

Void Drifters · Gear

Equipment Quick Reference

This chapter contains condensed reference tables for all equipment in this book. Full descriptions, narrative context, and mechanical nuances appear in the relevant chapter; these tables are for play, not for learning. When a detail matters, go to the source chapter.

Tables are organized by chapter. Qualities are abbreviated; full definitions are in Chapter 13.

Weapons Quick Reference

Unarmed and Brawl Weapons

Name Dmg Crit Range Type Enc Price Avail Key Qualities
Brass Knuckles +1 4 Engaged Crushing 1 80cr Common Pierce 1, Concealable 2
Shock Knuckles +1 4 Engaged Disruption 1 150cr Uncommon Stun 3
Dhoran Grip Wraps +1 4 Engaged Crushing 1 75cr Uncommon Knockdown; Dhoran only
Zosa Claw Extensions +2 3 Engaged Cutting 1 200cr Uncommon Vicious 1; Zosa only
Hazren Coil Strike Harness +2 4 Engaged Crushing 1 300cr Uncommon Ensnare 1; Hazren only
Electro-Knuckles +2 4 Engaged Disruption 1 400cr Uncommon/R Stun 3, Pierce 1

Melee Weapons

Name Dmg Crit Range Type Enc Price Avail Key Qualities
Combat Knife +1 3 Engaged Cutting 1 70cr Common Pierce 1, Concealable 1
Mono-edge Machete +2 3 Engaged Cutting 2 175cr Common Sunder
Combat Staff +2 5 Engaged Crushing 3 100cr Common Defensive 1
Weighted Chain +1 4 Engaged, Short Crushing 2 70cr Common Reach, Ensnare 1, Inaccurate 1
Shock Baton 6 5 Engaged Disruption 2 150cr Common Stun Damage, Disorient 3
Boarding Axe +3 3 Engaged Cutting 3 200cr Common Vicious 1
Vibroblade (Light) +2 2 Engaged Cutting 2 450cr Uncommon Pierce 2, Vicious 1
Vibroblade (Heavy) +3 2 Engaged Cutting 3 400cr Uncommon Pierce 2, Vicious 2, Cumbersome 3, Sunder, Inaccurate 1
Irnan Shock Blade +2 2 Engaged Disruption 2 600cr/R Rare Pierce 2, Stun Setting, Superior
Jaziri Devotional Blade (Khanjar) +1 3 Engaged Cutting 1 400cr Uncommon Defensive 1
Antaean Phase Blade +2 2 Engaged Gravitic 2 2,000cr/R Rare Pierce 3, Superior
Prayer Cord Garrote +0 2 Engaged Crushing 0 500cr/R Rare Ensnare 2, Concealable 3, Awkward 3

Ranged Weapons: Sidearms

Name Dmg Crit Range Type Enc Price Avail Key Qualities
Hold-out Pistol 4 4 Short Ballistic 1 200cr Common Concealable 2, Limited Ammo 3
Standard Sidearm 6 3 Medium Ballistic 2 300cr Common —
Laser Pistol 5 3 Medium Beam 1 360cr Uncommon Pierce 2, Overheat
Heavy Pistol 7 3 Medium Ballistic 2 350cr Common Inaccurate 1, Limited Ammo 4
Suppressed Pistol 5 4 Short Ballistic 2 700cr Uncommon/R Concealable 1, Suppressed
Ossen Precision Pistol 6 3 Medium Ballistic 2 800cr Uncommon Accurate 1
Funtari Gravity Pistol 5 3 Short Gravitic 2 900cr/R Rare Knockdown
Jaziri "The Witness" 6 3 Medium Beam 2 750cr Uncommon Stun Setting, Overheat

Ranged Weapons: Long Arms

Name Dmg Crit Range Type Enc Price Avail Key Qualities
Compact Carbine 7 3 Medium Ballistic 3 375cr Common —
Combat Rifle 8 3 Long Ballistic 4 900cr Common Auto-fire
Burst Rifle 7 4 Medium Ballistic 4 375cr Uncommon Auto-fire
Plasma Carbine 9 3 Short Plasma 3 1,300cr/R Rare Burn 1, Overheat
Heavy Slugthrower 10 3 Long Ballistic 5 1,400cr/R Uncommon Pierce 2, Vicious 1, Cumbersome 3
Shotgun / Spread Weapon 8 3 Short Ballistic 4 600cr Common Blast 4, Knockdown, Vicious 2
Sniper Configuration 10 2 Extreme Ballistic 5 1,800cr Uncommon Accurate 1, Cumbersome 3, Prepare 1
Flame Projector 8 4 Short Plasma 5 1,600cr/R Rare Burn 3, Blast 3, Cumbersome 3, Limited Ammo 5
Ion Disruptor 8 4 Medium Disruption 5 2,000cr/R Rare Ion 6, Disorient 3, Cumbersome 2
Shoiyan Pulse Rifle 8 3 Long Disruption 4 1,800cr/R Rare Ion 3, Disorient 2
Antaean Stealth Rifle 8 3 Long Ballistic 4 2,200cr/R Rare Suppressed, Concealable 1
Jaziri Covenant Rifle 8 3 Long Beam 4 1,800cr Rare Accurate 1, Overheat
Jaziri "Wrath of the Faithful" 10 3 Long Beam 6 3,500cr/R Rare Auto-fire, Pierce 2, Vicious 2, Cumbersome 4, Overheat

Grenades and Thrown Weapons

Name Dmg Crit Range Type Enc Price Avail Key Qualities
Frag Grenade 8 4 Short Blast 1 50cr Common Blast 6, Limited Ammo 1
Stun Grenade 6 — Short Disruption 1 60cr Common Stun Damage, Blast 3, Disorient 3, Limited Ammo 1
Smoke Grenade — — Short — 1 30cr Common Limited Ammo 1; blocks line of sight; beam weapons cannot attack through the smoke
Concussion Grenade 4 4 Short Blast 1 75cr/R Uncommon Blast 4, Knockdown, Concussive 1, Limited Ammo 1
Incendiary 6 4 Short Fire 1 80cr/R Uncommon Burn 3, Blast 4, Limited Ammo 1
Breach Charge 6 — Placed Blast 2 200cr Uncommon Pierce 6, Blast 2, Limited Ammo 1, Prepare 1
EMP Grenade 2 — Short Disruption 1 150cr/R Uncommon Ion 4, Blast 2, Limited Ammo 1; no System Damage to a ship when thrown, 1 when placed by hand

Faction Weapons

Name Faction Dmg Crit Range Type Enc Price Avail Key Qualities
Funtari Gravity Lance Funtari 8 3 Medium Gravitic 4 2,000cr/R Rare Knockdown, Cumbersome 3, Slow-Firing 1
Shoiyan Memory Disruptor Shoiyan 4 3 Short Disruption 2 1,500cr/R Rare Disorient 3, Ion 3
Directorate Stunner Irnan 5 — Short Disruption 2 1,000cr/R Uncommon Stun Damage, Stun 3, Disorient 3
Irnan Warden Blade Irnan +2 3 Engaged Disruption 2 800cr/R Rare Defensive 1, Stun Setting
Antaean Whisper Rifle Antaean 10 2 Extreme Ballistic 5 4,000cr/R Rare Accurate 1, Suppressed, Prepare 1, Cumbersome 3
Jaziri "The Arbiter" Heavy Pistol Jaziri 7 3 Medium Ballistic 2 1,750cr/R Rare Superior, Cumbersome 2, Limited Ammo 4

Armor Quick Reference

Light Armor

Name Rating Enc Price Avail Notes
Work Coveralls (Reinforced) 1 1 150cr Common Passes as workwear
Flight Suit 1 1 300cr Common Sealed (5 minutes)
Mesh Undersuit 1 0 400cr Uncommon Concealable 2; reads as clothing
Security Vest 2 2 475cr Common Deflecting 1 (Ballistic); Visible; station security standard
Ossen Fitted Armor 2 1 800cr Uncommon Deflecting 1 (Beam); Ossen-frame only
Zosa Combat Panels 2 1 700cr Uncommon Deflecting 1 (Ballistic); Zosa-frame only
Jaziri Prayer Vestments 2 1 600cr Uncommon Deflecting 1 (Beam); +1 Boon Die to social checks in Jaziri space

Medium Armor

Name Rating Enc Price Avail Notes
Combat Armor 2 3 700cr Common (R: Irnan, Shoiyan inner) Ranged Defense 1, Deflecting 1 (Ballistic), Deflecting 1 (Beam), Vulnerable 1 (Disruption); General military-grade
Port Security Armor 2 3 1,000cr Uncommon/R Deflecting 1 (Ballistic), Deflecting 1 (Crushing); Faction-marked; authorization required
Boarding Armor 2 4 1,500cr/R Uncommon Sealed (30 minutes), Deflecting 1 (Ballistic), Deflecting 1 (Blast), Cumbersome 2; mag boots integrated
Dhoran Work Armor 2 2 900cr Uncommon Deflecting 1 (Crushing), Deflecting 1 (Plasma); Dhoran-frame only
Jaziri Covenant Armor 2 3 2,000cr/R Rare Deflecting 1 (Beam), Deflecting 1 (Plasma); Authorization required; theological weight

Heavy Armor

Name Rating Enc Price Avail Notes
Heavy Combat Armor 3 5 3,000cr/R Uncommon Deflecting 1 (Ballistic), Deflecting 1 (Beam), Deflecting 1 (Blast), Vulnerable 1 (Disruption), Cumbersome 3
Boarding Assault Suit 3 6 5,000cr/R Rare Sealed (1 hour), Powered, Ranged Defense 1, Deflecting 2 (Ballistic), Deflecting 1 (Beam), Deflecting 1 (Plasma), Deflecting 1 (Blast), Vulnerable 2 (Disruption), Cumbersome 4; mag boots; comm
Irnan Warden Suit 3 4 4,000cr/R Rare Sealed (30 minutes), Deflecting 1 (Ballistic), Deflecting 1 (Disruption), Cumbersome 3; integrated stunner
Shoiyan Continuity Harness 2 3 5,000cr/R Rare Armored stack collar; recovery beacon

Pressure Suits and EVA Gear

Name Rating Enc Price Avail Notes
Standard EVA Suit 1 4 1,500cr Common Sealed (4 hours), Vulnerable 1 (Thrusting), Vulnerable 1 (Cutting)
Military EVA Suit 2 5 4,000cr/R Uncommon Sealed (8 hours), Deflecting 1 (Ballistic), Cumbersome 2; HUD; mag boots
Funtari Zero-G Work Suit 1 3 2,000cr Uncommon Sealed (4 hours); Anti-grav assist; removes 1 Bane from zero-g checks
Antaean Shadow Suit 1 2 3,000cr/R Rare Ranged Defense 1; Partial cloak; +1 Boon Die to Stealth

Personal Defense Items

Name Defense Enc Price Avail Notes
Mag Boots — 1 200cr Common Removes zero-g movement penalty on ferrous surfaces
Ballistic Shield Melee Defense 1, Ranged Defense 1; Deflecting 1 (Ballistic); Cumbersome 2; Held 4 400cr Common One hand occupied
Riot Shield Melee Defense 1, Ranged Defense 1; Deflecting 1 (Crushing); Cumbersome 3; Held 5 600cr/R Uncommon Restricted
Personal Energy Screen Ranged Defense 1; Deflecting 2 (Beam), Deflecting 1 (Plasma); Limited Ammo 3 1 2,000cr/R Uncommon First three ranged attacks in a scene; Antaean tech

Gravity Gear

Name Enc Price Avail Notes
Gravity Harness 2 1,200cr Common Gravity one band lower for physical checks; 6 hours per cell
Exosuit (powered) 4 4,000cr Uncommon Rating 1, Powered; gravity one band lower for all purposes; 8 hours
Hoverboots (Funtari commercial) 1 1,500cr Uncommon Remove 1 Bane from movement outside Normal gravity and on hazardous surfaces
Hover Suit (Funtari military) 2 12,000cr/R Rare All gravity counts as Normal; 4 hours combat, 12 standby; black-market price

Tools and Field Gear Quick Reference

Engineering and Craft Tools

Name Enc Price Avail Notes
Basic Toolkit 4 150cr Common Required for most Craft checks on personal gear
Engineer's Kit (ship-rated) 6 400cr Common +1 Boon Die to Craft checks on ship systems
Diagnostic Scanner 2 300cr Common +1 Boon Die to Craft diagnosis checks
Bypass Cables and Splices (set) 2 50cr Common Improvised electrical connections
Patch Compound (canister) 1 40cr Common Emergency hull sealant; seals up to 0.5m breach
Portable Welder 3 200cr Common Required for hull work and heavy fabrication
Cutting Torch 3 250cr Common Breaches standard doors in 3 rounds; hull plates in 6
Ossen Fine-Tool Set 2 400cr Uncommon +1 Boon Die on Craft, Medicine, Electronics checks requiring fine motor control

Electronics and Hacking Gear

Name Enc Price Avail Notes
Slicer Kit 2 300cr Uncommon Required for hacking; +1 Boon Die to Electronics intrusion
Signal Scanner 2 200cr Uncommon Intercepts transmissions; required for many Signal Trace talent checks
Tap Device 0 100cr Uncommon/R Covert channel monitor; concealed installation
Transponder Spoofer 1 600cr Rare/R Alters ship transponder output; required for the Transponder Mask talent
Relay Mask Unit 1 800cr Rare/R Anonymizes relay transmissions at hardware level
Data Spike (single-use) 0 150cr Uncommon One-use intrusion device; single attempt only; requires Electronic Access talent
Ghost Terminal 3 1,200cr Rare/R +2 Boon Dice to Electronics intrusion; disguised as engineering tablet
EMP Disruptor (handheld) 2 800cr Rare/R 1 System Damage to electronics in Engaged range; single use

Security and Covert Gear

Name Enc Price Avail Notes
Lockpick Set (mechanical) 0 50cr Uncommon +1 Boon Die vs. mechanical locks
Electronic Override Kit 1 250cr Uncommon +1 Boon Die vs. electronic locks
Binders (restraints) 1 25cr Common Requires Hard Athletics to break
Concealment Wrap 1 100cr Uncommon Masks item sensor profile
Sensor Decoy 1 200cr Uncommon Emits false sensor reading
False Credentials Chip 0 300-1,500cr Rare (I) Forged identity documentation; price by quality
Antaean Personal Stealth Field Generator 2 2,500cr Rare/R +2 Boon Dice to Stealth; 30-min battery

Species-Specific Gear

Name Enc Price Avail Notes
Hazren Thermal Hood 0 150cr Uncommon +1 Boon Die to Hazren thermal Perception
Dhoran Load Harness 1 200cr Uncommon Carry 6 additional Enc without penalty; Dhoran only
Zosa Sensory Pack 1 300cr Uncommon +1 Boon Die to Zosa Perception in field/tracking environments
Human Adaptability Kit 1 100cr Common Removes 1 Bane from using unfamiliar species-designed systems
Hazren Work Harness 2 250cr Uncommon Removes station-mismatch Bane Die for Hazren
Ossen Environmental Regulator 0 300cr Uncommon Removes 1 Bane from Fortitude in extreme environments; Ossen

Survival, Medical, and Colony Gear Quick Reference

Survival Gear

Name Enc Price Avail Notes
Emergency Rations (1 week) 2 30cr Common Species-appropriate variants +10cr
Filtration Unit 2 80cr Common Purifies any water source
Emergency Shelter (4-person) 4 200cr Common Pressurized; 8-hr atmosphere; not vacuum-rated
Emergency Beacon 1 150cr Common 72-hr broadcast on emergency frequencies
Glow-Rods and Hand Lamp 1 20cr Common Light where the power has failed
Mag Boots 1 200cr Common Removes zero-g movement penalty on ferrous surfaces
Grapple Line and Launcher 2 150cr Common 30-meter range; 400kg rated
Thruster Pack (personal EVA) 3 500cr Uncommon 30 min active thrust; free zero-g movement
Rebreather 1 100cr Common 30-min hostile atmosphere extension; not vacuum
Environmental Suit (light) 2 400cr Common Sealed against hostile atmosphere; not vacuum-rated
Active Camouflage System 2 1,500cr Rare/R +2 Boon Dice to Stealth in natural environments
Colony Survival Pack 6 350cr Common Bundle: rations, filtration, shelter, beacon, basic tools
Funtari Hover Sled (personal) 4 1,500cr Uncommon Anti-grav platform; carries 10 Enc gear; atmosphere only
Planetary Vehicle Tools 5 400cr Common Ground vehicle maintenance kit

Medical Gear

Name Enc Price Avail Notes
Field Medkit 2 200cr Common Required for Medicine checks; +1 Boon Die
Trauma Kit (surgical-grade) 4 600cr Common Full emergency treatment; +2 Boon Dice to Medicine
Stimpack (single) 0 50cr Common Recovers 3 Wounds and ends Bleeding; 3+ without rest: overdose Bane
Combat Stims (dose) 0 100cr Uncommon Recover 2 Strain + 1 Boon Die to next check; 1 Strain backlash; once per encounter; Habit 1
Anesthetic (dose) 0 75cr Common Fortitude (Average) each turn for 4 rounds; 4 Strain per failure, ignoring Resistance; 2 successes end it; incapacitated target sleeps 1 hour
Anti-Venom/Antitoxin 0 80cr Uncommon Ends one poison of Potency 3 (Hard) or less; stronger: +2 Boon Dice to resist and Medicine checks
Xenomedical Supplement Kit 2 300cr Uncommon Removes 1 Bane from Medicine on non-primary species
Medical Diagnostic Scanner 2 400cr Uncommon +2 Boon Dice to Medicine diagnosis; required for obscure conditions
Surgical Suite (portable) 8 2,000cr Uncommon Full field surgery; required for Critical Injury treatment
Species-Specific Medical Pack 2 250cr Uncommon Removes all Bane from treating specific species
Continuity Stack Emergency Patch 1 500cr Rare/R Recovers a stack from a dead or dying bearer and protects the cube; Average Medicine
Pain Suppressants (dose) 0 60cr Common Ignore Critical Injury penalties up to Severe for 4 hours; +1 Bane Die to Perception and Readiness; does not heal
Stimulant Injector (auto) 1 400cr Uncommon Auto-administers stimpack on critical wound; single use
Cryo Pack 4 1,500cr Uncommon/R Emergency stasis; holds critical patient stable 72 hours

Colony and Infrastructure Gear

Name Enc Price Avail Notes
Portable Power Cell (standard) 2 100cr Common Powers devices 48 hours at standard draw
Heavy Power Generator 10 2,000cr Uncommon Powers small habitat indefinitely on local fuel
Water Reclamation Unit 8 1,200cr Uncommon Supports 10 people indefinitely
Atmospheric Processor (personal scale) 8 1,800cr Rare Converts hostile atmosphere; covers about 8m x 6m (48 square meters)
Construction Drones (pack of 4) 10 3,000cr Uncommon Basic construction; requires operator oversight
Portable Relay Booster 4 600cr Uncommon Extends relay coverage to marginal-signal areas
Crop Accelerator (agricultural) 6 800cr Uncommon Controlled-environment agriculture system
Emergency Bulkhead Seal 5 500cr Uncommon Emergency breach sealing; up to 4m x 4m; single use
Colony Medical Station 12 5,000cr Rare Full AI-guided automated medical capability

Sensors, Comms, and Computers Quick Reference

Every item in Chapter 8 is listed here; full entries are in Chapter 8.

Personal Comms

Name Enc Price Avail Notes
Personal Comm Unit (short range) 0 50cr Common Voice, text, and data; ship and station comms to 5 km
Personal Comm Unit (relay-linked) 0 150cr Common Full relay network access
Encrypted Comm Unit 0 400cr Uncommon Relay-linked; checks to intercept it are two steps harder
Long-Range Comm Unit 1 600cr Common Medium range, requires relay or antenna
Faction-Grade Encrypted Comm 1 1,500cr/R Rare A power's issue encryption; commercial gear cannot intercept it
Encrypted Field Comm 1 1,800cr/R Restricted Military-grade encryption, short/medium range
Shoiyan Neural Relay — 3,000cr Rare Subdermal implant, Shoiyan network broadcast
Jaziri Prayer Beacon 1 800cr Uncommon Coded devotional frequency, doubles as distress beacon
Antaean Whisper Comm 1 2,400cr/R Restricted Signal-masked, near-undetectable

Relay and Network Gear

Name Enc Price Avail Notes
Signal Booster 2 200cr Common Triples the range of a connected comm unit
Portable Relay Node 2 800cr Common Extends comm range, deployable
Signal Jammer 2 1,200cr/I Illegal Blocks comms in radius; Illegal in all major jurisdictions
Frequency Scanner 1 400cr Common Passive intercept of open communication bands
Counter-Surveillance Suite (Personal) 2 1,000cr/R Rare Detects active monitoring; sweeps for taps and trackers
Encryption Cracker 1 3,500cr/I Illegal Active quality: breaks comm encryption; requires Electronic Access talent
Network Bridge 2 1,400cr Uncommon Connects two isolated comm networks

Personal Sensors

Name Enc Price Avail Notes
Personal Scanner (multispectrum) 1 300cr Common +1 Boon Die to sensor-aided Perception checks
Passive Sensor Array 1 700cr Common Wearable; detects movement and heat at short range
Life Form Scanner 1 1,200cr Uncommon Detects biological signatures at short-medium range
Magnetic Anomaly Detector 1 600cr Common Finds metal concentrations and power sources
Thermal Imager 1 900cr Common Hand-held thermal vision; augments Hazren thermal sense
Environmental Sensor Suite 2 600cr Common Atmosphere, radiation, and temperature readings within 50 m
Hazard Detector 1 800cr Common Radiation, atmosphere, toxins
Motion Tracker 1 500cr Common Directional, short range; popular with boarding teams
Handheld Targeting System 1 800cr/R Uncommon +1 Boon Die to Ranged attacks at Medium range or longer

Computers and Data

Name Enc Price Avail Notes
Personal Datapad 0 100cr Common General computing; relay access; storage
Hardened Datapad 1 300cr Common Ruggedized; encrypted local storage
Hardened Field Terminal 2 2,200cr/R Restricted Military-grade ruggedized terminal
Cryptography Unit 1 1,800cr Uncommon +1 Boon Die to Electronics checks to encrypt or decrypt data
Data Extraction Spike 0 1,600cr/I Illegal Physical data dump; requires Electronic Access talent
Portable Cogitator 2 4,000cr Rare High-power Funtari manufacture; anti-grav cooled
Jaziri Sacred Codex Terminal 2 6,000cr Rare Theological computing; one package (Science), one Active Channel; Jaziri guardrails

AI Assistants

Name Enc Price Avail Notes
Standard Navigation AI 1 2,000cr Common One package (Navigation), one Active Channel
Tactical Analysis AI 1 2,800cr Uncommon One package (Sensors), one Active Channel; threat alerts
Jaziri Covenant Directive Core 1 15,000cr/R Rare/Restricted Portable directive AI; one package, one Active Channel; Jaziri guardrails
Antaean Ghost Protocol 1 6,500cr/R Restricted Infiltration AI; one package (Security), one Active Channel
Shoiyan Memory Companion 1 3,500cr Rare Information retention and recall; one package (Science), one Active Channel

Species-Specific Sensor Equipment

Name Enc Price Avail Notes
Hazren Thermal Amplifier 1 1,600cr Uncommon Extends natural thermal sense; Hazren only
Zosa Acoustic Enhancer 0 1,200cr Uncommon Extends natural hearing to subsonic/ultrasonic; Zosa only
Ossen Cognitive Interface 0 2,000cr Uncommon Optimized for Ossen neural architecture; boosts data processing

Shipboard Gear and Cargo Quick Reference

Every item in Chapter 9 is listed here; full entries are in Chapter 9.

Crew Station Gear

Name Enc Price Avail Notes
Pilot's Interface Harness 2 2,200cr Uncommon Remove 1 Bane Die from Hard Turn, Evasive Maneuver, Overburn, and Regain Control checks
Gunner's Targeting Rig 2 3,000cr Uncommon +1 Boon Die to Gunnery checks
Engineer's Diagnostic Suite 2 2,800cr Uncommon +1 Boon Die to ship repair checks
Navigation Chart Set (region) 0 200-2,000cr Common Current route data for one region or more; value scales with coverage
Navigator's Chart Table 3 1,800cr Common Portable; integrates with ship astrogation systems
Captain's Tactical Display 3 3,500cr Uncommon Fleet-scale situational awareness; bridge or portable

Boarding and Security

Name Enc Price Avail Notes
Shipboard Weapon Rack (locking) 3 200cr Common Stores and secures 6 personal weapons
Magnetic Grapple Line 2 400cr Common Ship-to-ship boarding; 20m range
Airlock Breaching Charge 2 500cr/R Restricted Cuts through standard airlock doors
Boarding Breach Kit 5 800cr/R Uncommon Airlock breaching charge, magnetic anchor, manual airlock bypass tools
Airlock Override Kit 1 2,800cr/I Illegal Bypasses airlock controls; requires Electronic Access talent
Hull Patch Kit 2 300cr Common Emergency external repair; EVA required
Boarding Shield 4 1,200cr Uncommon Heavy ballistic shield; +2 Melee Defense in corridors
Anti-Boarding System 3 3,500cr/R Restricted Deployable automated deterrent for access points

Cargo Handling

Name Enc Price Avail Notes
Cargo Webbing and Tie-down Set 2 75cr Common Secures up to 20 Enc of cargo; prevents shift under maneuver
Cargo Sled (manual) 3 150cr Common Moves up to 15 Enc; zero-g compatible
Cargo Sled (powered) 3 400cr Common Moves up to 40 Enc; battery powered
Automated Inventory System 2 500cr Common Tracks all tagged cargo; integrates with manifest software
Hazmat Containment Unit 4 800cr Uncommon Sealed transport for hazardous materials; meets permit standards
Cargo Lifter Exo-Frame 3 2,400cr Uncommon Negates Enc penalty for loads up to Enc 10
Cargo Scanner 1 1,600cr Uncommon/R Reveals contents of sealed containers; Restricted in some jurisdictions
Stasis Crate 4 4,000cr Rare Preserves biological or high-value cargo indefinitely
Smuggler's Cache 2 3,500cr/I Illegal Concealed cargo space; defeats standard scanners
Cargo Drone 1 2,200cr Common Autonomous; carries up to Enc 6; follows operator

Life Support and Emergency

Name Enc Price Avail Notes
Emergency Oxygen Canister 1 80cr Common Personal O2; 2 hours
Emergency Patch Kit (shipboard) 2 150cr Common Three patch compound canisters and an applicator for hull work
Fire Suppression Kit 3 300cr Common Shipboard fire response; required equipment in most jurisdictions
Portable Airlock Seal 4 600cr Uncommon Emergency airlock between two hull openings
Atmosphere Processor 3 1,200cr Common Portable; purifies air in small space; 8 hours per cell
Radiation Shield Tent 4 1,800cr Common Deployable; protects 4 people from radiation exposure
Deep-Band Distress Beacon 1 600cr Common FTL-capable distress signal; detected by nearby ships
Survival Ration Pack 1 60cr Common 30 days, compact; minimal appeal, maximum calories
Emergency Stasis Pod 6 8,000cr Rare Single-person; requires trained medic to use safely

Ship Stores

Name Enc Price Avail Notes
Spare Parts (general, per lot) 4 300cr Common Standard components for most commercial hull types; 300cr of field-repair parts
Spare Parts (faction-specific, per lot) 4 600cr Uncommon Builder- or faction-matched components; 300cr of parts for a hull that needs them
Fuel Cell Reserve (standard) 5 500cr Common Emergency fuel; one Nearby jump charge for a Scale 3 or smaller ship

Faction Shipboard Items

Name Enc Price Avail Notes
Funtari Grav-Cargo Platform 3 5,000cr Uncommon Anti-grav; moves up to Enc 20 effortlessly; Funtari manufacture
Irnan Transit Lock 2 3,500cr Rare Secures cargo for teleport manifest inclusion
Shoiyan Memory Manifold 2 6,000cr Rare Records all shipboard events to Shoiyan network
Antaean Stealth Cargo Pod 3 8,000cr/R Restricted/Illegal Cloaked container for sensitive cargo

Species-Specific Shipboard Gear

Name Enc Price Avail Notes
Dhoran Reinforced Station — 3,500cr Uncommon Bridge/engine station sized for Dhoran frame; installed
Hazren Heated Bunk Module — 2,200cr Common Temperature-regulated sleeping space; installed
Ossen Climate-Sealed Quarters — 4,000cr Uncommon Micro-climate module for Ossen environmental needs; installed

Restricted Tech Quick Reference

Chapter 10 covers these items in full detail. Most items in this section are Restricted (R) or Illegal (I) outside the issuing power's territory; possession there requires documentation or carries significant legal exposure.

Name Faction Enc Price Avail Notes
Personal Transit Medallion Irnan 0 500cr Common (Irnan) / Rare Single-use teleport to a registered Transit Node
Portable Transit Beacon Irnan 2 8,000cr/R Restricted Temporary teleport target point
Transit Scrambler Irnan 2 15,000cr/I Illegal Blocks teleport lock within 50 m
Irnan Wayfinder Irnan 1 3,000cr Uncommon (Irnan) / Rare Transit Node network navigation
Personal Hover Belt Funtari 1 3,500cr Uncommon Negates fall damage; slow vertical movement
Gravity Nullifier Pack Funtari 2 8,000cr Rare Personal zero-g bubble; 10 minutes per charge
Anti-Grav Cargo Sled Funtari 3 4,000cr Uncommon (Funtari) Floats cargo up to Enc 15
Hover Platform Funtari 4 6,500cr Uncommon Carries up to 8 people
Grav Dampener Funtari 3 5,000cr Rare Vehicle-mounted; reduces collision damage
Funtari Grav Harness Funtari 2 9,000cr Rare Full-body precision hover
Personal Continuity Stack Shoiyan 0 12,000cr Rare/Restricted Implanted cube that records the bearer's mind; requires Stack Port
Stack Reader Shoiyan 1 4,000cr/R Restricted Reads a cube's condition and identity record
Memory Vault Shoiyan 1 6,000cr Rare Shielded storage for one recovered cube
Continuity Disruptor Shoiyan 1 20,000cr/I Illegal Damages or destroys a stack's cube by contact
Shoiyan Continuity Harness Shoiyan 3 5,000cr/R Rare Armor (Rating 2); armored stack collar; recovery beacon
Continuity Stack Emergency Patch Shoiyan 1 500cr/R Rare Recovers a stack after death and protects the cube
Covenant Directive Core Jaziri 1 15,000cr/R Rare Portable directive AI; one package, one channel
Sacred Calculation Engine Jaziri 2 9,000cr Rare Portable directive AI; Traffic and Trade package
Theological Compliance Auditor Jaziri 1 3,000cr Uncommon (Jaziri) Doctrinal monitoring AI; Security package
Awakening Protocol — 0 — Illegal Guardrail-stripping attempt; never succeeds; produces an unlocked Core
Personal Cloaking Field Antaean 1 12,000cr/R Rare/Restricted Invisible; 1 minute
Sensor Masking Pod Antaean 3 8,000cr/R Rare/Restricted Conceals small vehicle or cargo
An Ossen technician fitting a prosthetic arm
Name Faction Enc Price Avail Notes
Ghost Suit Antaean 2 18,000cr/R Rare/Restricted Full-body stealth suit; 10 minutes
Cloaking Disruptor Antaean 2 6,000cr/R Restricted Reveals cloaked objects within 30 m
Antaean Area Stealth Field Generator Antaean 4 25,000cr/R Restricted/Illegal Area cloaking for a small room
False Credentials Chip — 0 300-1,500cr (I) Rare Forged identity; Illegal everywhere; quality varies

The Jaziri Intelligence, the only true artificial intelligence in known space, is not equipment and appears on no list.

Cybernetics

Name Load Price Avail Notes
Neural Interface Implant 1 4,000cr Uncommon/R Direct device control
Subdermal Armor Plating 2 8,000cr Rare/R +1 Resistance; counts toward the +3 armor limit
Ocular Implant 1 3,500cr Uncommon +1 Boon Die to Perception in one mode
Reflex Booster 1 7,000cr Rare Remove 1 Bane Die from Reflexes and Initiative checks
Prosthetic Limb, Standard 1 1,500cr Common Standard function
Prosthetic Limb, Enhanced 1 6,000cr Uncommon +1 Boon Die to Athletics and Unarmed checks using the limb
Shoiyan Stack Port 0 2,000cr Uncommon (Shoiyan) / Rare Neural socket that seats a continuity stack
Jaziri Sacred Marking 0 500cr Common (devout Jaziri) +1 Boon Die to social checks with devout Jaziri
Dhoran Stress Frame 1 5,000cr Uncommon (Dhoran) Removes Heavy Requirements Bane for human-standard fittings

Total Load reduces Strain Points and cannot exceed Might plus Willpower (Chapter 10).

Item Quality Reference

Passive Qualities

Quality Type Summary
Accurate X Passive +X Boon Dice to attacks with the weapon
Awkward X Passive (limiting) +X Bane Dice to attacks while Prone, Engaged with 2+ enemies, or in a confined space
Concealable X Passive Searchers add X Bane Dice to find the item hidden on the body; no rating means it cannot be hidden
Cumbersome X Passive (limiting) Requires Might X; each point below adds 1 Bane Die to checks with the item; armor adds X to Stealth and swimming
Defensive X Passive +X Melee Defense while weapon is held ready
Deflecting X (type) Passive (armor) Attacks of that damage type against the wearer add X Bane Dice; never stacks above 2
Guided X Passive Remove X Trial Dice from the attack (downgrade to Bane Dice if fewer)
Heavy Passive (limiting) Cannot fire while moving; requires mount or bipod position
Inaccurate X Passive (limiting) +X Bane Dice to attacks
Ion X Passive On a hit, X System Damage to a drone or AI-run device; Strain to implant bearers; 2 Boons shut down Powered armor or an implant; against a ship, divide by 10
Limited Ammo X Passive X uses before reload; reload costs an Action
Overheat Passive (limiting) On 2 or more Banes or a Calamity, the weapon cannot be fired until an Action is spent venting it
Pierce X Passive Ignore X points of the target's Resistance
Powered Passive (armor) While powered, the suit's Encumbrance does not count and its Cumbersome does not apply
Prepare X Passive Requires X Maneuvers to ready before use
Reach Passive Can attack at Short range with the melee skill; +1 Bane Die at Engaged
Sealed (duration) Passive (armor) Airtight for the listed duration; a Critical Injury breaches it
Slow-Firing X Passive (limiting) X rounds must pass between uses
Stun Damage Passive All damage dealt is Strain; cannot inflict a Critical Injury
Stun Setting Passive Switch free once per turn; on stun: Stun Damage, range Short, no Critical Injury
Superior Passive Automatic 1 Boon on every check with the item; armor: 1 Enc lighter, Cumbersome 1 lower
Inferior Passive (limiting) Automatic 1 Bane on every check with the item and 1 less damage (minimum 1); armor: Rating 1 lower
Suppressed Passive Does not increase Stealth difficulty when fired
Vicious X Passive +X to Critical Injury rolls
Vulnerable X (type) Passive (armor) Against that damage type, reduce this armor's Rating by X (minimum 0); never reduces Resistance from Might

Active Qualities (Cost 2 Boons to Activate Unless Noted)

Quality Type Summary
Auto-fire Active (+1 Trial Die to roll) 2 Boons per additional hit; can spread to targets Engaged with or within Short range of the first
Blast X Active Each other target Engaged with the primary target takes X damage
Burn X Active Target suffers X Wounds at the start of each of its turns until an Action puts it out
Concussive X Active Target is Staggered for X rounds (Maneuvers only, no Actions)
Disorient X Active Target is Disoriented for X rounds (+1 Bane Die to all checks)
Ensnare X Active Target is Immobilized; breaking free is an Action and an Athletics or Reflexes check (Average, Hard, Severe for X 1 to 3)
Knockdown Active Target is knocked Prone (standing costs 1 Maneuver)
Linked X Active 2 Boons per additional hit, up to X; same target only
Stun X Active Target suffers X Strain in addition to the weapon's damage
Sunder Active (1 or 2 Boons) 1 Boon damages one item the target carries; 2 Boons render it unusable until repaired

Availability Legend

Common Available at any market or general supplier. No special effort required.

Uncommon Available at specialist suppliers or larger ports. May require searching in smaller locations.

Rare Available only at major hubs, specialist suppliers, or through specific contacts. Expect to search and pay a premium.

Restricted (R) Legally requires permit, license, or faction authorization to purchase or possess. Available through official channels with documentation, or through black market.

Illegal (I) No legal acquisition path exists in any major power jurisdiction. Black market only. Possession is a criminal offense everywhere.

Weapon Modification Quick Reference

Modification Effect Enc Price Avail Applies To
Expanded Magazine +4 Limited Ammo +0 50cr Common Projectile weapons
Extended Barrel Range +1 category +0 150cr Uncommon Ranged weapons
Folding Stock Gains Concealable 1 -1 100cr Uncommon Long arms
Targeting Reticle Accurate +1 +0 200cr Uncommon Ranged weapons
Suppressor +2 Bane to hearing-detection checks +0 300cr R Projectile weapons
Mono-Edge Pierce +1 +0 250cr Uncommon Melee only
Vibro-Cell Pierce 2 (replaces Mono-Edge) +0 600cr Rare Melee only
Plasma Coil Adds Burn 1 +0 500cr Rare Melee or Short-range
Underbarrel Attachment Mounts secondary weapon +1 150cr Uncommon Long arms
Custom Grip Negates first Bane on grip checks +0 75cr Common All weapons
Shock Emitter Adds Stun 2 active quality +0 400cr Uncommon/R Melee only
Heavy Ballistic Insert Vicious +1; +1 Bane one-handed +1 350cr Uncommon Projectile weapons

Armor Modification Quick Reference

A gear vendor street on a station concourse
Modification Effect Enc Price Avail Applies To
Reinforced Plating Rating +1 (maximum 3) +1 300cr Uncommon Medium/heavy only
Environmental Seal Adds 5-min vacuum tolerance +1 400cr Uncommon Medium/heavy only
Signature Dampener Adds Concealable 1; reduces sensor visibility +0 500cr Rare Light/medium only
Climate Lining Negates heat/cold environmental penalties +0 150cr Common All armor
Reactive Layer Converts 1 critical hit to normal hit per scene +0 800cr Rare Medium/heavy only
Mag Plate Integration Integrates mag boot function +0 350cr Uncommon Medium/heavy only
Comm Integration Integrates short-range encrypted comm +0 200cr Common Medium/heavy with helmet

Price Guidance

  • Under 100cr — Basic consumables, simple tools, single-use items. Equivalent to a day's modest expenses.

  • 100-500cr — Standard equipment. A professional carry kit. Most crew members' everyday gear sits here.

  • 500-2,000cr — Professional-grade. Specialist tools, quality weapons, good armor. The gear that does the job well.

  • 2,000-10,000cr — Military or rare. Faction weapons, advanced systems, specialist gear with limited supply. Investment, not incidental.

  • 10,000cr+ — Faction-level. Restricted tech, exceptional items, things that get noticed when they change hands. Every purchase at this tier tells a story.