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Void Drifters · The Crew

Equipment and Starting Gear

Gear in Void Drifters is practical, not miraculous. What you carry defines what you can do, and at a checkpoint it defines what trouble you invite. This chapter covers the personal weapons, armor, tools, and kit a crew actually uses: what you begin play with, what you can pick up cheaply, and what you save toward. Ship-scale weapons and systems live in Chapter Eleven. Full catalogs, firm prices, black-market listings, and services live in the Equipment Guide. This chapter gives you enough to outfit a crew and start flying.

Your Starting Loadout

Every starting character begins play with the gear listed in Chapter Three, Step 5:

  • Personal clothing appropriate to background and species
  • A personal communicator (short and medium range, standard encryption)
  • Emergency rations for three days
  • A profession kit matching your career (see Profession Kits below)
  • Starting credits set by background: 900 credits for most characters (see Chapter Three: Character Creation)

That is a competent professional's baseline, not a full armory. A starting crew can do their job; they are not equipped for every job. Part of early play is turning "we can't do that" into "we can," one purchase or salvage find at a time.

Starting Credits

Your starting credits are set by background in Chapter Three: Character Creation. Most characters begin with 900 credits; Coreworlder and Corporate begin with 1,800, and Frontier-Born and Pilgrim with 400. Prices in this chapter are given in credits (cr) at a major independent station; your GM adjusts them by port.

How to Read a Gear Entry

Two tags describe where an item sits in the world.

Availability is about legality and where the item is sold. It matches the Exodus NDS equipment tags.

Tag Meaning
Common Widely sold to ordinary spacers. No permit needed.
Restricted Legal with the right permit; questions asked without one.
Military Intended for armed forces or licensed security. Illegal for civilians in most powers.
Rare Hard to find, expensive, or regionally limited.

Cost band places an item against what a crew earns. The ranges are baseline prices at a major independent station; core worlds run lower and fringe ports higher. Use it to gauge what a crew can afford now versus later.

Band Range In wages Meaning
Starter Under 100cr A day or three of rated work Affordable at character creation.
Modest 100 to 1,000cr Up to a month A job or two of pay.
Serious 1,000 to 10,000cr A job's pay Save toward it, or take the right score.
Aspirational 10,000cr and up A season, a score, or a loan A major purchase, a big payday, or a lucky salvage.

Weapon profiles list Damage (dealt on a hit, before extra Successes; each net Success beyond the first adds 1), Range (the bands where the weapon is effective), Crit (net Boons that must be spent to inflict a Critical Injury), and Qualities (special rules; see Chapter Fourteen and the Core Rules). Armor profiles list Resistance (added to your Resistance) and Defense (added to Melee or Ranged Defense, capped at 3 from all sources).

Personal Weapons

Melee

Weapon Damage Range Crit Qualities Availability Cost
Improvised (wrench, pry bar) 4 Engaged 5 Inaccurate 1 Common Starter
Utility knife 3 Engaged 4 Pierce 1 Common Starter
Stun baton 4 Engaged 5 Stun 2 Restricted Modest
Vibro-blade 5 Engaged 3 Pierce 2 Restricted Serious
Boarding axe 6 Engaged 3 Vicious 1 Military Serious

Unarmed attacks use Might + Unarmed and deal Damage equal to Might, Crit 5, Range Engaged. No weapon required.

Ranged: Sidearms

Weapon Damage Range Crit Qualities Availability Cost
Holdout pistol 4 Short 5 Limited Ammo, Concealable Common Starter
Service pistol 5 Short, Medium 4 Common Starter
Heavy pistol 6 Short, Medium 3 Restricted Modest
Laser pistol 5 Short, Medium 4 Pierce 1, Overheat Restricted Serious

Ranged: Long Arms

Weapon Damage Range Crit Qualities Availability Cost
Carbine 6 Medium 3 Restricted Modest
Combat shotgun 7 Engaged, Short 3 Blast 3, Limited Ammo Restricted Modest
Marksman rifle 7 Long 3 Accurate 1, Slow-Firing 1 Military Serious
Plasma carbine 7 Medium 2 Burn 2, Overheat, Limited Ammo Military Aspirational

Thrown and Charges

Item Damage Range Crit Qualities Availability Cost
Frag grenade 8 Short 3 Blast 4, Limited Ammo Military Modest
Flash/stun grenade Short Stun 3, applies Disoriented, Limited Ammo Restricted Modest
EMP charge Short Disables electronics and drones; no effect on the unaugmented body, Limited Ammo Military Serious
Weapons at the Border

Carrying is a political act. A service pistol clears most freeports without comment; a plasma carbine or a boarding axe does not. Restricted and Military weapons found without a permit are a fine at an Antaean port, a hold at an Irnan checkpoint, and a longer conversation at a Jaziri inspection. Match your loadout to your route, not just your fight.

Armor

Personal armor mostly raises Resistance (damage reduction). A few pieces also add Defense against ranged fire. Bulky armor is conspicuous and tiring; sealed armor holds pressure in vacuum.

Armor Resistance Defense Qualities Availability Cost
Armored clothing +1 Concealable Common Starter
Ballistic vest +2 Common Modest
Tactical armor +3 Ranged +1 Bulky Restricted Serious
Combat hardsuit +4 Ranged +1 Bulky, Sealed Military Aspirational
EVA pressure suit +1 Sealed (vacuum-rated), Bulky Common Modest
Reinforced EVA suit +2 Sealed, vacuum-rated Military Serious

A pressure suit is not optional gear on a ship. Every crew keeps enough vacuum-rated suits for everyone aboard. Species with non-standard body plans (Ssarathi, Dhoran, Felina) need fitted suits; see Chapter Five and Chapter Ten.

Tools and Field Kit

Profession Kits

Your career comes with one profession kit at creation. A kit is what lets you do your job at full capability: without the right kit, related checks add Bane Dice for improvised tools, or may not be possible at all.

Kit Covers Career Fit
Engineering kit Craft repairs, diagnostics, spare components Engineer, Pilot
Medical kit Stabilization, field treatment, diagnosis Medic
Electronics kit Interfacing, sensors, bypass, countermeasures Operator, Gunner
Infiltration kit Lockpicks, security bypass, restraints Scout, Criminal-trained
Nav kit Charts, corridor references, plotting aids Pilot, any Astrogator

General Equipment

Item Use Availability Cost
Personal communicator Short and medium range, standard encryption (starting gear) Common Starter
Datapad Records, references, basic computing Common Starter
Multi-tool Field repairs and improvisation; removes some improvised-tool Banes Common Starter
Portable scanner Reads life signs, materials, and power signatures Common Modest
Medkit (consumable) Field stabilization supplies; a few uses before resupply Common Modest
Combat stims (single-use) A short burst of capability at a later cost; see Stimulant Use, Chapter Eight Restricted Modest
Rebreather Extends survival in bad atmosphere or brief vacuum Common Modest
Cutting torch Slow entry through hatches and bulkheads Common Modest
Bypass kit Electronic and mechanical lock defeat (pairs with the Infiltration kit) Restricted Serious
Grapple line and harness Vertical movement, EVA tethering, boarding Common Modest
Mag boots Traction in microgravity (see Chapter Ten) Common Modest
Gravity harness Treat gravity as one band lower for physical checks (see Chapter Ten) Restricted Serious
Restraints Detaining prisoners and passengers who need detaining Common Starter
Glow-rods and lamps Light where the power has failed Common Starter
Ration packs Field food; species-appropriate packs cost more Common Starter
What to Buy First, What to Pine For

A new crew's early credits go to the unglamorous essentials: enough pressure suits for everyone, a scanner, a medkit, spare rations, and one good sidearm per person who will carry one. The aspirational gear, the plasma carbine, the combat hardsuit, the reinforced EVA suit, is what the crew talks about buying after the next big score, and what a generous patron or a lucky salvage haul might put in their hands early.