How to Get NDB Guns Permanently in Star Citizen 4.7?
- KETE
- Share
- Star Citizen
- 04/06/26
- 1105

Getting NDB guns in Star Citizen 4.7 is possible, but this is one of those runs where preparation matters more than raw confidence. After testing the route and comparing a few successful clears, the pattern is pretty clear: if we treat this like a raid instead of a loot sprint, our success rate goes up fast. The route itself is straightforward once you know the order, but the danger comes from everything around it—turrets, NPCs, players, and the fact that the final loot does not always appear instantly.
- What this run is really about
- Best team size and prep
- Step 1: Get the red card
- Step 2: Set imprint at Orbiter
- Step 3: Push the Contested Zone
- What works best
- Final room: where the NDBs spawn
- Possible NDB variants
- Are NDB guns really permanent?
- Best extraction strategy
- Safe extraction checklist
- Quick route summary
- FAQ
- Can we do this NDB run solo?
- How many players are best for this run?
- Where do we get the red card?
- What if the NDB guns do not spawn?
- Which NDB versions can spawn?
- Final thoughts
↖ What this run is really about
At a glance, people think this is just a quick Pyro weapon farm. It is not.
To get the NDBs, we usually need to:
- Reach the asteroid location
- Get the red card
- Travel to Orbiter
- Set imprint
- Push the Contested Zone
- Use cards and fuses correctly
- Hold the final room until the guns spawn
- Extract before another team arrives
That is why I would not recommend this as a casual solo run unless you already know the route well and are comfortable with both PvE and PvP pressure.
↖ Best team size and prep
From practical runs, 3 to 4 players feels best. Two can do it, but mistakes become much harder to recover from.
| Team Size | How it feels | Recommendation |
|---|---|---|
| Solo | Very risky | Only for experienced players |
| 2 Players | Possible | Minimum viable setup |
| 3–4 Players | Most reliable | Best option |
| 5+ Players | Strong but noisy | Good if coordinated |
Before entering, we should prepare like this:
| What to bring | Why it matters |
|---|---|
| Primary weapon + spare mags | The interior fights can drag on |
| Medpens / med tools | Revives save the run |
| Solid armor | You will take pressure in hallways |
| Inventory space | Cards and loot need room |
| Voice comms | The route is easier with fast callouts |
If you find your team running low on ammo before the final room, that usually means the run started underprepared.
↖ Step 1: Get the red card
The route starts at the asteroid location with the large antenna. That is the first real checkpoint.
Things to expect on approach:
- Exterior turrets
- Possible hostile ships
- Interior NPCs
The safest move is to park with cover and avoid giving the turrets an easy angle. Once inside, clear hostiles first and complete the process for the red card.
A simple rule helps here: clear first, interact second. Too many runs go bad because someone starts using the terminal while the room is still half-active.
↖ Step 2: Set imprint at Orbiter
Once we reach Orbiter, the first thing we should do is set our imprint.
This part is not exciting, but it is one of the most important steps in the whole route.
| Prep step at Orbiter | Why we do it |
|---|---|
| Set imprint | Faster recovery after death |
| Buy extra ammo | The Contested Zone burns resources |
| Reorganize inventory | Makes cards and loot easier to manage |
In real runs, this is what separates a recoverable wipe from a wasted attempt.
↖ Step 3: Push the Contested Zone
This is where the route turns serious.
The Contested Zone is dangerous because it stacks several threats at once:
- Players waiting near choke points
- NPCs in tight corridors
- Cards and fuses needed for progression
- Doors and elevators that can become traps
The best way to handle it is to keep the team disciplined.
↖ What works best
1. One player interacts, others cover
2. Call out every card and fuse
3. Close doors behind the team when possible
4. Do not stop to loot every body
5. Keep moving once a room is secure
That last point matters more than people think. The longer we linger, the more likely another squad catches up.
↖ Final room: where the NDBs spawn
Once we reach the reward room, there is one detail that surprises a lot of players:
the NDB guns may not be there immediately.
In one of the cleaner runs, the guns showed up after roughly 20 minutes of waiting. Spawn timing can vary, so if the room is empty, that does not mean the run failed.
| Final room situation | What we should do |
|---|---|
| NDBs already spawned | Loot fast and extract |
| Room is empty | Hold position and wait |
| Enemy players show up | Prioritize defense over looting |
This changes the mindset completely. The last phase is not just grab loot and leave. Sometimes it is hold the room and survive.
↖ Possible NDB variants
The versions players usually chase here include:
- NDB-26
- NDB-28
- NDB-30
You may not get the exact one you want every run, so a little patience helps.
↖ Are NDB guns really permanent?
In practical player terms, yes—they are considered persistent earned gear once you successfully obtain and keep them.
That said, this is still Star Citizen, so it is smarter to think of permanent as persistent under normal gameplay conditions, not immune to every patch issue, bug, or future system change.
So the reliable takeaway is:
- Yes, they are worth farming
- Yes, players keep them
- But move them to safe storage quickly and do not treat any rare item carelessly
That is the realistic version, and it is better than overselling it.
↖ Best extraction strategy
A lot of runs die right at the end because the team relaxes too early.
↖ Safe extraction checklist
| Action | Why it matters |
|---|---|
| Post one player on security | Late enemy pushes are common |
| Loot quickly | Do not stay exposed longer than needed |
| Confirm cards are collected | Avoid leaving key items behind |
| Move as a group | Split teams get picked off |
If you find everyone staring at the loot while no one watches the hallway, that is usually the moment another squad arrives.
↖ Quick route summary
For a cleaner overview, here is the full loop:
| Step | Action |
|---|---|
| 1 | Go to the asteroid with the antenna |
| 2 | Enter safely and get the red card |
| 3 | Travel to Orbiter |
| 4 | Set imprint and buy ammo |
| 5 | Enter the Contested Zone |
| 6 | Use cards and fuses to progress |
| 7 | Reach the final loot room |
| 8 | Wait if NDBs have not spawned yet |
| 9 | Loot the guns and extract |
That is the route in its simplest form.
↖ FAQ
↖ Can we do this NDB run solo?
Yes, but I would only recommend it if you already know the path and are comfortable handling both players and NPCs alone.
↖ How many players are best for this run?
Three to four is the most reliable setup. It gives enough coverage without becoming messy.
↖ Where do we get the red card?
At the asteroid location with the large antenna, after clearing the area and completing the access process inside.
↖ What if the NDB guns do not spawn?
Hold the room and wait. The loot can take time to appear.
↖ Which NDB versions can spawn?
The main ones players report are NDB-26, NDB-28, and NDB-30.
↖ Final thoughts
This NDB route is worth doing, but only if we respect what kind of activity it is. It is closer to a small raid than a quick loot run. If we bring a team, set imprint, move cleanly through the Contested Zone, and stay patient in the final room, the route is very doable.
The biggest mistake is assuming the hard part ends when we reach the loot room. In reality, that is just the last test. If we stay organized there too, the NDB run becomes far more consistent.
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