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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 Enc Price Avail Key Qualities
Brass Knuckles +1 4 Engaged 1 50cr Common Pierce 1
Shock Knuckles +2 3 Engaged 1 150cr Uncommon Stun Damage, Stun 3
Dhoran Grip Wraps +1 3 Engaged 1 75cr Uncommon Knockdown; Dhoran only
Felina Claw Extensions +2 2 Engaged 1 200cr Uncommon Vicious 1; Felina only
Ssarathi Coil Strike Harness +2 3 Engaged 1 300cr Uncommon Ensnare 1; Ssarathi only
Electro-Knuckles +3 3 Engaged 1 400cr Uncommon/R Stun 3, Pierce 1

Melee Weapons

Name Dmg Crit Range Enc Price Avail Key Qualities
Combat Knife +1 3 Engaged 1 25cr Common Pierce 1
Mono-edge Machete +2 3 Engaged 2 175cr Common Sunder
Combat Staff +2 3 Engaged 3 100cr Common Defensive 1
Weighted Chain +1 3 Engaged 2 50cr Common Ensnare 1, Disorient 1
Shock Baton +2 4 Engaged 2 150cr Common Stun Damage, Knockdown
Boarding Axe +3 3 Engaged 3 200cr Common Vicious 1
Vibroblade (Light) +2 2 Engaged 2 250cr Uncommon Pierce 2, Vicious 1
Vibroblade (Heavy) +3 2 Engaged 3 400cr Uncommon Pierce 2, Vicious 2, Cumbersome 3
Irnan Shock Blade +2 2 Engaged 2 600cr/R Rare Pierce 2, Stun Damage, Superior
Jaziri Devotional Blade (Khanjar) +2 3 Engaged 1 400cr Uncommon Defensive 1
Antaean Phase Blade +2 2 Engaged 2 2,000cr/R Rare Pierce 3, Superior
Prayer Cord Garrote +2 2 Engaged 0 500cr/R Rare Ensnare 2, Vicious 1, Concealable

Ranged Weapons: Sidearms

Name Dmg Crit Range Enc Price Avail Key Qualities
Hold-out Pistol 4 4 Short 1 200cr Common Concealable
Standard Sidearm 6 3 Medium 2 400cr Common
Heavy Pistol 7 3 Medium 2 600cr Common
Suppressed Pistol 5 3 Short 2 700cr Uncommon/R Concealable, Suppressed
Ilyari Precision Pistol 6 2 Medium 2 800cr Uncommon Accurate 1
Funtari Gravity Pistol 5 3 Short 2 900cr/R Rare Knockdown
Jaziri "The Witness" 6 3 Medium 2 750cr Uncommon Stun Damage

Ranged Weapons: Long Arms

Name Dmg Crit Range Enc Price Avail Key Qualities
Compact Carbine 7 3 Medium 3 700cr Common
Combat Rifle 9 3 Long 4 900cr Common
Burst Rifle 8 3 Medium 4 1,200cr Uncommon Auto-fire
Heavy Slugthrower 10 3 Long 5 1,400cr/R Uncommon Pierce 2, Vicious 1, Cumbersome 3
Shotgun / Spread Weapon 8 3 Short 4 600cr Common Blast 4, Knockdown
Sniper Configuration 10 2 Extreme 5 1,800cr Uncommon Accurate 1, Cumbersome 3, Prepare 1
Flame Projector 8 4 Short 5 1,600cr/R Rare Burn 3, Blast 3, Inaccurate 1
Ion Disruptor 10 4 Medium 5 2,000cr/R Rare Ion 6, Disorient 3
Shoiyan Pulse Rifle 8 3 Long 4 1,800cr/R Rare Ion 3, Disorient 2
Antaean Stealth Rifle 9 3 Long 4 2,200cr/R Rare Suppressed, Concealable
Jaziri Covenant Rifle 9 3 Long 4 1,800cr Rare Accurate 1
Jaziri "Wrath of the Faithful" 12 3 Long 6 3,500cr/R Rare Auto-fire, Cumbersome 4

Grenades and Thrown Weapons

Name Dmg Crit Range Enc Price Avail Key Qualities
Frag Grenade 8 4 Short 1 50cr Common Blast 6, Limited Ammo 1
Stun Grenade Short 1 60cr Common Stun 8, Blast, Disorient 3, Limited Ammo 1
Smoke Grenade Short 1 30cr Common Limited Ammo 1; blocks line of sight
Concussion Grenade 4 4 Short 1 75cr/R Uncommon Blast 4, Knockdown, Concussive 2, Limited Ammo 1
Incendiary 6 4 Short 1 80cr/R Uncommon Burn 5, Blast 4, Limited Ammo 1
Breach Charge 2 200cr Uncommon Blast 4 (focused), Limited Ammo 1
EMP Grenade Short 1 150cr/R Uncommon Ion 8, Blast, Limited Ammo 1

Faction Weapons

Name Faction Dmg Crit Range Enc Price Avail Key Qualities
Funtari Gravity Lance Funtari 8 3 Medium 4 2,000cr/R Rare Knockdown, Blast (Knockdown)
Shoiyan Memory Disruptor Shoiyan 4 3 Short 2 1,500cr/R Rare Disorient 3, Ion 3
Directorate Stunner Irnan 6 Short 2 1,000cr/R Uncommon Stun Damage
Irnan Warden Blade Irnan +2 3 Engaged 2 800cr/R Rare Defensive 1, Stun Damage
Antaean Whisper Rifle Antaean 10 2 Extreme 5 4,000cr/R Rare Accurate 1, Suppressed, Prepare 1
Jaziri "The Arbiter" Heavy Pistol Jaziri 8 2 Medium 2 1,400cr/R Rare Superior

Armor Quick Reference

Light Armor

Name Armor Rating Enc Price Avail Notes
Work Coveralls (Reinforced) 1 1 150cr Common Passes as workwear
Flight Suit 1 1 300cr Common 5-min vacuum tolerance
Mesh Undersuit 1 0 400cr Uncommon Concealable; reads as clothing
Security Vest 2 2 600cr Common Visible; station security standard
Ilyari Fitted Armor 2 1 800cr Uncommon Ilyari-frame only
Felina Combat Panels 2 1 700cr Uncommon Felina-frame only
Jaziri Prayer Vestments 2 1 600cr Uncommon Social Boon in Jaziri space

Medium Armor

Name Armor Rating Enc Price Avail Notes
Combat Armor 3 3 1,200cr Common (R: Irnan, Shoiyan inner) General military-grade
Port Security Armor 3 3 1,000cr Uncommon/R Faction-marked; authorization required
Boarding Armor 3 4 1,500cr/R Uncommon 30-min vacuum; mag boots integrated
Dhoran Work Armor 3 2 900cr Uncommon Dhoran-frame only
Jaziri Covenant Armor 3 3 2,000cr/R Rare Authorization required; theological weight

Heavy Armor

Name Armor Rating Enc Price Avail Notes
Heavy Combat Armor 4 5 3,000cr/R Uncommon Cumbersome 3
Boarding Assault Suit 5 6 5,000cr/R Rare 1-hr vacuum; mag boots; comm; Cumbersome 4
Irnan Warden Suit 4 4 4,000cr/R Rare Vacuum-sealed; integrated stunner; Deflection 1
Shoiyan Continuity Harness 2 3 5,000cr/R Rare Embedded backup stack; emergency broadcast

Pressure Suits and EVA Gear

Name Armor Rating Enc Price Avail Notes
Standard EVA Suit 1 4 1,500cr Common 4-hr vacuum operation
Military EVA Suit 3 5 4,000cr/R Uncommon 8-hr vacuum; HUD; mag boots
Funtari Zero-G Work Suit 1 3 2,000cr Uncommon Anti-grav assist; removes 1 Bane from zero-g checks
Antaean Shadow Suit 2 2 3,000cr/R Rare 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 Defensive 2 4 400cr Common Handheld; one hand occupied
Riot Shield Defensive 3 5 600cr/R Uncommon Cumbersome 3 equivalent; Restricted
Personal Energy Screen Deflection 2 1 1,000cr/R Uncommon Single use; 1 round; Antaean tech

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
Ilyari 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 Signal Trace checks
Tap Device 0 100cr Uncommon/R Covert channel monitor; concealed installation
Transponder Spoofer 1 600cr Rare/R Alters ship transponder output
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
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 Stealth Field Generator (personal) 2 2,500cr Rare/R +2 Boon Dice to Stealth; 30-min battery

Species-Specific Gear

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

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
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; 3+ without rest: overdose Bane
Combat Stims (dose) 0 100cr Uncommon +2 Strain recovery + 1 Boon Die; 1 Strain backlash
Anesthetic (dose) 0 75cr Common Sedates target; resisted by Fortitude (Average)
Anti-Venom/Antitoxin 0 80cr Uncommon Removes one poison or toxin condition
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 Emergency hardware for failing continuity stack implants
Pain Suppressants (dose) 0 60cr Common Removes 1 Wound's penalties for 1 scene; 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 ~144 sq 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

Chapter 08 covers these items in full detail. Key items are summarized here.

Name Enc Price Avail Notes
Personal Comm Unit (short range) 0 50cr Common Station/ship internal; 5 km range
Personal Comm Unit (relay-linked) 0 150cr Common Full relay network access
Encrypted Comm Unit 0 400cr Uncommon Relay-linked; encryption; +2 difficulty to intercept
Faction-Grade Encrypted Comm 1 1,500cr/R Rare Military encryption; practical interception immunity
Personal Scanner (multispectrum) 1 300cr Common +1 Boon Die to sensor-related Perception checks
Medical Diagnostic Scanner 2 400cr Uncommon +2 Boon Dice to Medicine diagnosis
Environmental Sensor Suite 2 600cr Common Atmospheric, radiation, thermal readings in 50m
Handheld Targeting System 1 800cr Uncommon/R +1 Boon Die to Ranged attacks at Medium or longer
Personal Datapad 0 100cr Common General computing; relay access; storage
Hardened Datapad 1 300cr Common Ruggedized; encrypted local storage
Signal Booster 2 200cr Common Extends comm range threefold
Counter-Surveillance Suite 2 1,000cr Rare/R Detects active monitoring in area; sweeps for taps
Jaziri Prayer Tablet (Risala) 0 300cr Uncommon Data tablet + theological library; +1 Boon to Jaziri Lore
Ghost Terminal 3 1,200cr Rare/R +2 Boon Dice to Electronics intrusion; disguised

Shipboard Gear and Cargo Quick Reference

Chapter 09 covers these items in full detail. Key items are summarized here.

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
Portable Airlock Seal 4 600cr Uncommon Emergency airlock between two hull openings
Automated Inventory System 2 500cr Common Tracks all tagged cargo; integrates with manifest software
Fire Suppression Kit 3 300cr Common Shipboard fire response; required equipment most jurisdictions
Emergency Patch Kit (shipboard) 2 150cr Common 6 patch compound canisters + applicator for hull work
Hazmat Containment Unit 4 800cr Uncommon Sealed transport for hazardous materials; meet permit standards
Boarding Breach Kit 5 800cr Uncommon/R Breach charge, magnetic anchor, airlock bypass; boarding specialist kit
Shipboard Weapon Rack (locking) 3 200cr Common Stores and secures 6 personal weapons
Navigation Chart Set (region) 0 200-2,000cr Common Paper and digital charts for a specific region; value scales with coverage
Spare Parts (general, per lot) 4 300cr Common Standard components for most commercial hull types
Spare Parts (faction-specific, per lot) 4 600cr Uncommon Faction-spec components; required for faction-built hulls
Fuel Cell Reserve (standard) 5 500cr Common Emergency fuel; extends operational range by 1 jump

Restricted Tech Quick Reference

Chapter 10 covers these items in full detail. All items in this section are Restricted (R) or Illegal (I). Possession outside the issuing faction's territory requires documentation or significant legal exposure.

Name Faction Enc Price Avail Notes
Irnan Transit Beacon (personal) Irnan 0 2,000cr/R Rare Short-range personal teleport anchor; 10-use
Irnan Teleport Wafer (single use) Irnan 0 500cr/R Rare One transit between pre-established anchors
Funtari Anti-Grav Belt Funtari 1 3,000cr/R Rare Personal anti-gravity; 2-hr operation; atmosphere only
Funtari Hover Platform (portable) Funtari 4 5,000cr/R Rare Carries 2 people + 20 Enc; atmosphere only
Shoiyan Continuity Stack Implant Shoiyan 0 8,000cr/R Rare Consciousness backup hardware; installation required
Shoiyan Backup Receiver (portable) Shoiyan 2 3,000cr/R Rare Receives continuity broadcast from failing stack implant
Antaean Cloak Device (personal) Antaean 1 5,000cr/R Rare Near-full visual cloaking; 20-min battery; heat visible
Antaean Passive Cloak Coating Antaean 0 2,000cr/R Rare Applied to suit; reduces sensor cross-section; permanent
Jaziri Consecrated AI Fragment Jaziri 0 Not for sale; theological and legal artifact; plot object only
Jaziri AGI Advisory Module Jaziri 1 10,000cr/R Rare Limited AGI advisory function; Caliphate-licensed version
Shoiyan Continuity Harness Shoiyan 3 5,000cr/R Rare Armor (Rating 2) + embedded backup stack
Continuity Stack Emergency Patch Shoiyan 1 500cr/R Rare Emergency hardware for failing stack implants
Antaean Stealth Field Generator (personal) Antaean 2 2,500cr/R Rare +2 Boon Dice to Stealth; 30-min battery
False Credentials Chip 0 300-1,500cr (I) Rare Forged identity; Illegal everywhere; quality varies

Item Quality Reference

Passive Qualities

Quality Type Summary
Accurate X Passive +X Boon Dice to attack rolls when using the Aim action
Burn X Passive (ongoing) Target continues taking weapon base damage for X rounds until extinguished
Concealable Passive Advantage on checks to hide item; searchers add 1 Bane Die
Cumbersome X Passive (limiting) Requires Might X; each point below adds 1 Bane Die to attack rolls
Defensive X Passive +X to Melee Defense while weapon is held ready
Guided Passive No range penalty; requires lock-on action before firing
Heavy Passive (limiting) Cannot fire while moving; requires mount or bipod position
Inaccurate X Passive (limiting) +X Bane Dice to attack rolls
Limited Ammo X Passive X uses before reload; reload costs 1 action
Pierce X Passive Ignores X points of target's Armor Rating
Prepare X Passive Requires X Maneuvers to ready before use
Slow-Firing X Passive (limiting) X rounds must pass between uses
Superior Passive Automatic 1 Boon; +1 damage or +1 Armor Rating
Inferior Passive (limiting) Automatic 1 Bane; -1 damage or -1 Armor Rating
Suppressed Passive Does not increase Stealth difficulty when fired
Vicious X Passive +X damage on critical hits

Active Qualities (Cost 2 Boons to Activate Unless Noted)

Quality Type Summary
Auto-fire Active (+1 Bane Die to roll) 2 Boons per additional hit; can spread to nearby targets
Blast X Active All targets within X meters of primary take base weapon damage
Concussive X Active Target is Staggered for X rounds (add 1 Bane Die to all checks; max 1 action)
Disorient X Active Target adds X Bane Dice to all checks for X rounds
Ensnare X Active Target cannot move, adds 2 Bane Dice to physical checks for X rounds
Ion X Active X System Damage to electronics; half value as Strain to non-integrated targets
Knockdown Active Target is knocked Prone (standing costs 1 Maneuver)
Linked X Active 2 Boons per additional hit; same target only (not spread)
Stun X Active Target makes Fortitude check (difficulty X) or loses next action
Stun Damage Passive All damage dealt is Strain rather than Wounds
Sunder Active Deals 1 permanent damage to one of target's equipped items

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 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

Modification Effect Enc Price Avail Applies To
Reinforced Plating Armor Rating +1 +1 300cr Uncommon Medium/heavy only
Environmental Seal Adds 5-min vacuum tolerance +1 400cr Uncommon Medium/heavy only
Signature Dampener Adds Concealable; 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.