Drifter Class Racer


ST/HP Hand/SR HT Move Lwt. Load SM Occ DR fDR Range Cost Loc Stall Total Chase Rolls
80 +4/3* 12 25/750* 6.5 2.5 +4 1S+1rx 15† 12,000 $17.5M g2Wi3rR 55* +19*


Drifter as Signature Ship

A Drifter costs 5 points to purchase a signature ship.

It comes with a free tech-bot of the player's choice (a Crankshaft by default) if the character does not have one of their own; this tech-bot is not an ally, but the equivalent of a hireling.

It also comes with a single set of modules pre-installed of the player's choice. For +1 point (a total of 6 point), the character has a single additional set of modules that they can use to switch out with the original modules. For +2 point (7 points total), the character has ready access to all Drifter modules! It's not really relevant where these are stored; as signature gear, the GM should allow the player to get access to a desired module when they want, provided they have a reasonable timespan to secure the modules.

*The Drifter is equipped with an Afterburner which improves the Move to 40/850 (+15) and consumes four times as much fuel (reducing range to 3,000 miles, if used continuously). Furthermore, its thrusters are modular and different engine modules might alter the handling and move of the vehicle.
†Double DR vs plasma attacks and shaped charge weapons.

ECM Rating: -0 (-4 with full combat electronics)

Racer Electronics and Accessories

  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Security And Safety: Simple Electronic Locks. Ejection Seat.

Light Fighter Electronics and Accessories:

Drifters don’t come with combat electronics, but the following package can be added for an additional $250,000. This has no appreciable effect on weight.

  • Medium Tactical Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Distortion Jammer: -4 to target with missiles; +2 to jam missiles.
  • Tactical ESM: +1 to dodge missiles.
  • Decoy Launcher: +1 to dodge missiles and +2 to jam missiles.


The Drifter has four possible modules: an accessory module, a main weapon module, wing modules, and an engine module. This creates a fairly dynamic set of possible handling speeds. For handling, consider two possibilities, broken down in the Engine module section:

  • Standard Drifters use at least one weapon module, wing module or an accessory module, in addition to their engine module.
  • Stripped Down Drifters have no weapon modules, no wing modules, and no accessory module, to save weight. This is typical of a racing Drifter!

All modules take 30 minutes to swap out, or 1 hour if lacking the proper tools.

Engine Modules

The Main Weapon modules run the length of the body, positioned in the nose of the craft.

Plasma Thruster Module: This is the standard, default engine for a Drifter. Make no changes to the characteristics of the vehicle. If purchased separately: 6000 lbs, $600,000.

  • Stripped Down: A Drifter with no modules improves its move to 30/750 (+15) and 50/900 (+15) and +5/3 handling with afterburners, improving the total chase roll to +19 (+20 with afterburners). All uses of Afterburners in this state count as High-G manuevers.

Next Gen Thruster Module: Syntech created a new, more powerful plasma thruster, which has found its way, via industrial sabotage, into the hands of the Empire and powers the Tempest-Class fighter. Sometimes, Drifter pilots get ahold of such models and integrate them into their Drifters. 6000 lbs, $3,000,000.

  • Standard: Move 35/900 (+15) or 55/1100 (+16); Handling becomes +5/3 for total Chase roll of +20 (+21 with after burners). All uses of Afterburners in this state count as High-G manuevers.
  • Stripped Down: Move 50/900 (+15) or 80/1100 (+16); Handling becomes +5/3 for a total Chase roll of +20 (+21 with afterburners). All moves actions with the Afterburner become High-G maneuvers with a -4 to the roll!

Hyperium Thruster Module: Redjack created the Hyperium thruster as an answer to the Syntech “Next Gen” engine. It makes direct use of Hyperium in the thruster, similar to an afterburner, but with greater efficiency, at the cost of potentially catastrophic failure. Use the same statistics as the Next-Gen Thruster, but apply a -1 to HT and add the “x” tag! 6,000 lbs, $1,000,000.

Plasma Fan Module: Older starfighters used Plasma Fan modules, which had a lower thrust-to-mass ratio than modern plasma thrusters, and obsolete starfighters in various parts of the Galaxy still use them. They tend to be fairly robust compared to plasma thrusters, but Redjack already has fairly robust plasma thrusters compared to other makes and models. If the players have access to old starfighter parts, they can usually find one for free with a Scrounging roll, and then apply them with a Mechanic roll at -2 (or +2 if they’re Quick Gadgeteers); failure still installs the part, but reduces Handling by -1. 6000 lbs, $450,000 (or reduce the cost of the Drifter to $9.6M if purchased with Plasma Fans installed)

  • Standard: Move 15/600 (+14) or 25/700 (+15) with afterburners; Total Chase roll of +18 (+19 with afterburners).
  • Stripped Down: Move 20/600 (+14) or 30/750 (+15); Total Chase roll of +18 (+19 with afterburners).

Main Weapon Modules

The Drifter has a single weapon module, for a weapon that hangs below the cockpit, rated for 1200 lbs.

The BAN-6 Plasma Cannon Module: Redjack designed the BAN-6 for lighter vehicles, and the Wildcat rarely loads it. Ultimately, it’s a smaller, lighter version of the B00-M heavy plasma cannon, and follows the same rules: it risks overheating if it fires 3 shots in a row without letting the heat dissipate for 10 seconds between shots, at which point it needs a full minute to cool down. In Action Vehicular Combat, the BAN-6 can technically fire once per turn, as an optional rule, the GM can require the pilot to wait one turn between turns to fire it, our to make a Gunnery (Beams)-4 roll to vent heat and cycle the charge faster. It can also aim at a spot near its target, gaining a +4 to hit, but sacrificing the armor modifier.

The SC4-TR Plasma Gatling Module: Most Wildcat pilots consider this a good backup weapon, especially if they’re carrying heavy, anti-corvette or anti-capital weaponry in their primary weapon module slot.

The ZIP-3R Blaster Gatling Module: The most popular Redjack fighter weapon, the ZIP-3R works as a fairly standard blaster gatling weapon; its high rate of fire make it an excellent choice when dogfighting, and it retains the excellent penetration capacilities of blasters, allowing it to more easily punch throw composite or EMA armor, and their superior accuracy make them more popular with ace pilots and patient fighter pilots.

Weapon Dmg Acc Range Ewt. RoF Shots ST Bulk Rcl
BAN-6 Plasma Cannon 5dx20(2) burn ex 6 2mi/10mi 1200 1/3 15/3E M -10 3
SC4-TR Plasma Gatling 6dx8(2) burn ex 6 3 mi/10 mi 1200 8 160/F M -10 3
ZIP-3R Light Blaster Gatling 6d×4(3) burn 9 2mi/5mi 1200 16 200/F M -10 2

Wing Modules

The Drifer has two hardpoints that can attach two modules, including weapons.

Missile Hardpoints: The most common choice for Drifter combat pilots, the wings can mount three 100mm missiles each. This has no additional cost beyond the cost and weight of the missiles.

Weapon Dmg Acc Range Ewt. RoF Shots ST Bulk Rcl
100mm Plasma Lance Missile 6d×20(10) burn 3 2000/10,000 25 1 6 11B -8 1
100mm Plasma Missile 6d×10 burn ex 3 2000/10,000 25 1 6 11B -8 1

Fuel Pods: The Drifter can be equipped with a hyperium fuel pod; each pod contains enough fuel two “fuel points.” Each fuel-point may be spent for one hyperspace shunt (if the vehicle has a hyperdrive!) or an additional 4 hours of flight time. 600 lbs, $2000 each (up to 2).

Thruster Pods: The Driver can equip two plasma thrusters on either wing point, increasing its thrust considerably. How much this improves the vehicle depends on what engines have been installed (note that having thruster pods means you’re using a Standard module layout, rather than a stripped-down one). 1200 lbs; $150,000.

  • Plasma Thrusters: Move 30/800 (+15); Move 40/1000 (+16) with afterburners and +5/3 handling with afterburners; Total chase roll to +19 (+21 with afterburners). All uses of Afterburners in this state count as High-G manuevers.
  • Next Gen or Hyperium Thrusters: Move 40/1000 (+16) and +5/4 handling; Move 65/1200 (+16) with afterburners and +5/3 handling with afterburners; Total chase roll to +21 (+21 with afterburners). All moves actions with the Afterburner become High-G maneuvers with a -4 to the roll!
  • Plasma Fan: Move 20/700 (+15); Move 30/850 (+15) with afterburners. Total Chase roll +19 (+19 with afterburners).

Accessory Modules

The Wildcat has two additional module socket: a centrally located “Accessory” module slot, and a series of nodes and sockets that allow the connection of an “armor” module slot that layers over the main armor of the vehicle. It takes 30 minutes with the proper tools to change the Accessory module, and an hour to change the armor module, and double if the character lacks the proper tools and environment to change the module.

The additional weight of the module complicates the calculations of the Wildcat’s speed and handling. If any Accessory or Armor module slot is loaded with a Heavy module (or if both are) reduces the handling to +0/4, Move to 9/400 (+13) (14/500 with afterburners) and increases the stall speed to 45.

Accessory Modules

The Drifter has one optional module located behind the cockpit, just below the robot access station.

“Silverfish” Force Screen Module
1650 lbs; $200,000.

The Drifter can be loaded with a Force Screen that provides 150 ablative, hardened DR. This comes with an internal F-cell that provides 6 minutes (6 action vehicular turns) of power.

“Hyperlight” Hyperdrive Module
1650 lbs; $500,000.
The Drifter can be loaded with a cutting edge, extra-compact Rating 1 hyperdrive. To use it, the Drifter must have an onboard Tech-Bot. The fuel (50 gallons of hyperium) provides enough fuel for one shunt and contains an energy that provides enough energy for a single, 8-hour jump; it is Rating 1.

“Longstrider” Fuel Module
1600 lbs; $5000.
The Drifter can be loaded with additional fuel. This provides sufficient fuel for 5 “fuel points.” Each fuel-point may be spent on an additional 4 hours of flight time.

Look and Feel

A Redjack Drifter presents a distinct and Galaxy-famous image of a cockpit strapped to a great array of engines. The cockpit resembles the “beak” of the vehicle, with a stubby body behind it, proving room for the accessory module and the robotic control station. Behind that, a great set of engines makes a “top-heavy” triangle, with the top “T-bar” of the rear acting as the “wings” which mount the wing-modules of the Drifter. While technically armored, the vehicle exposes many surprisingly delicate struts and support work, with the body acting only as a sleek, hyperdynamic streamlining for the vehicle.

The cockpit itself provides very little in the way of space, and the pilot straps into it in a “leanback” rather than “sitting” position. The cockpit provides streamlining, but no interior atmosphere, which requires the pilot to wear a vacc suit. Sparse computer controls with exposed wires for ease of repair provide straightforward interfaces that require familiarity with the typical “console” like Redjack interface.

The Redjack Drifter normally rests (precariously) on three small runners. When it launches, it rises on a repulsorlift (powered by a small power-cell good for only about 10 minutes) and then accelerates extremely rapidly. Depending on the engine module installed, a Drifter’s acceleration varies from noticeably pressing the pilot back into his seat and all the way up to chest-crushing power. Lacking a proper G-seat, all but the most dedicated racers or fighter pilots prefer to avoid the more powerful engines available to the Drifter, but those who embrace them have shocking acceleration and speed. Regardless of engine module, all Drifters have extremely touchy controls and can easily spin out of control. Their light framework also means they collapse under pressure or damage more easily than most Redjack ships, especially with poorly installed modules. In exchange, a Drifter can turn on a dime and even fly backwards for short periods of time by relying on its inertia.

Officially, the Redjack Drifter is a civilian racer ship. Racers have set up Drifter circuits throughout the galaxy, but especially in parts of the Trader Belt, Grist, and the Orochi belt, though the Empire officially outlawed them for fear of Drifter pilots weaponizing their nimble craft, but have found it difficult to enforce the ban. The Orochi circuit remains the only legally open circuit.

When fully armed, a Drifter can be a terrifying weapon in the hands of a pirate or a rebel pilot. They can keep up with, or even outpace, a Tempest-class fighter, and mount weapons capable of threatening a corvette. Drifter combat pilots tend to act as forward scouts or skirmishers, racing ahead of slower fighters, like Wildcats, to soften up and disorganize enemy formations while the rest of their allies move into position.

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