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Tactical Scanner

## Description

A tactical scanner allows your ship to determine the fuel, energy, heat, and crew complement of nearby targets. For centuries tactical scanners were only employed by the Navy, but recently Kraz Cybernetics has begun manufacturing them for use by militia ships.

## Location

These are the ports where the Tactical Scanner can be purchased.

* Bourne, Gamma Corvi
* Dune, Zeta Centauri
* Glaze, Aldhibain
* Greenrock, Shaula
* New Britain, Dabih
* New China, Merak
* Poseidos, Izar
* Rust, Kraz
* Smuggler's Den, Men
* Solace, Pherkad
* Thule, Men
* Thunder, Alkaid
* Wayfarer, Tarazed
* Zug, Zubeneschamali

## Information

* Tactical scanning allows you to figure out the fuel, energy, heat, and crew of the targeted ship (see also Salvage Scanner).
The Pirate Worlds

There are several pirate worlds located around the edges of human space.

## Overview

The pirate worlds are usually very poor and bad places to live. Slavery is common and many children are forced into service aboard pirate ships. Usually the only way to get off of the pirate worlds is by joining a crew on a pirate ship, as if people try to escape to other worlds they can be arrested and tried as an enemy of humanity. During the Free Worlds campaign you help some pirate worlds and bring them out from the control of the pirate warlords.

### Outfitters

* Ammo North
* Ammo South
* Basic Outfits
* Common Outfits
* Delta V Basics
* Delta V Advanced
* Kraz Basics
* Kraz Advanced
* Northern Explorers
* Pirate Outfits
* Syndicate Basics (outfitter)
* Syndicate Advanced (outfitter)

### Shipyards

* Advanced Core Pirates
* Advanced Northern Pirates
* Advanced Southern Pirates
* Basic Ships
* Betelgeuse Basics
* Core Pirates
* Megaparsec Basics
* Northern Pirates
* Southern Pirates

## History

* 2310- A small anarchist colony is established on Freedom.
* 2490- The pirate worlds of Buccaneer Bay and Greenrock are founded in the Core and the Rim.
* 2600- The Core and the Rim have fragmented into individual systems or small regions and fund privateers to steal cargo.
* 2640- The rise of well defended caravans forces pirates to join together in larger and larger war bands.
* 2650- The Deep increases spending on a public space navy to counteract piracy.
* 2800- The space renaissance. Many private citizens are now able to own starships and with the Republic protecting them from piracy, they are able to work freely.
* 2830- Freelance captains start forming large defensive pacts to protect each other from pirates, further reducing piracy.
* 2920- The spread of new colonies has left the Navy stretched thin, and piracy is on the rise again.

## Systems

### Northern Pirates

Northern Pirates are accessible from the Far North via a single link from Alnitak and Wanderer Space via jump drive.
There is also a path south to the Core Pirates via Mintaka, Alnitak, Rigel, Hassaleh, Sumar, Cardax, (all claimed by the Republic), Moktar, Oblate (claimed by the Syndicate), and ending in Alcyone, but more under pirate control than not along with Danoa, Rajak, Ultima Thule, and Waypoint which forms a path to Hai Space.
Plus Gorvi, Tortor, and Sospi off of The Core.

### Core Pirates

The Core Pirates are accessible off the east side of The Core via hyperlink, and Korath Space and The Ember Waste via Jump Drive. One has to go through The Core past Syndicate patrols to travel between three of the four pirate worlds.

The only links to the Southern Pirates are either around via The Core, and The Dirt Belt, or taking a shortcut via Jump Drive.

### Southern Pirates

The Southern Pirates are accessible off of the south of The South and the The Dirt Belt via hyperlink, but not with each other. Or the Arachi portion of Coalition Space via jump drive. Graffias is a former pirate world, but now claims for The Republic.
Thermal Repeater Rifle

## Description

This rifle is commonplace among the Korath, predating the creation of the ship-scale Thermal Repeater by at least two centuries. As it uses superheated plasma instead of lasers, the rifle is slow to fire and can sometimes burn its user's hands if they aren't careful. It makes up for these setbacks by guaranteeing that those hit won't live long enough to fire back.

## Location

Thermal Repeater Rifles can be obtained by capturing ships from the Kor Efreti or the Korath Exiles.

After making sufficient progress in the Remnant storyline, Thermal Repeater Rifles can be purchased from the following locations:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* This is the one of the best offensive hand-to-hand weapons in the game, behind Nerve Gas (which is illegal), the Void Rifle, the Pug Peacekeeping Staff, the Enforcer Riot Staff, and Enforcer Confrontation Gear, all of which are harder to acquire and/or are limited in total number.
* The addition of these weapons has made all Korath ships more difficult to capture.
Tripulse Shredder

## Description

An early stage in the development of better and faster weaponry to rival that of the Wanderers, the Tripulse Shredder consists of three Pulse Cannons in a single housing. Advancements in cooling capabilities have reduced the heat generated by each shot at the cost of drawing slightly more power. Additionally, the single shared housing results in a less consistent firing pattern, limiting it to bursts. These factors have made the Tripulse Shredder a popular hit-and-run weapon among the Unfettered.

## Location

If the offer to exchange a Jump Drive for two Tripulse Shredders is accepted during the mission "Unfettered Jump Drive Trading", players will be given the option to accept two Tripulse Shredders instead of money when completing the "Sell Jump Drive" job on Darkcloak.

## Information

* If you compare the numbers per shot of the Tripulse Shredder with the pulse cannon, you will find that it is really just three Pulse Cannons placed on top of each other. The only difference is that the heat/shot is 10 smaller, while the energy/shot is 1 higher.
Telis Engine Nacelles

## Description

These nacelles used to comprise the entire engine block of a Telis'het. While their size is not impressive compared to other engines, if used in conjunction with a sustainer or two, they can be a powerful form of propulsion, combining both turning and thrusting engines in one.

## Location

These cannot be purchased but can be looted from the Telis'het.

## Information

* The only way to obtain this is by looting it.
Steep Roof

## Commodity Prices

### Luxury Goods

937

Steep Roof is a system in Saryd space. It is controlled by the Coalition.

## Landing Locations

Steep Roof has the following landing locations:

* Ceaseless Toil
* Warm Slope

## Links

Steep Roof links to the following systems:

* Bright Void

## Amenities

Warm Slope possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Steep Roof:

* Copper
* Silver

## Fleets

The following fleets spawn in Steep Roof:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Systems Core (Tiny)

## Description

Most Korath fighter pilots dispense with Systems Cores, preferring to run larger than necessary generators and return to their mothership if they take damage. Usually, only civilian small craft operators are willing to sacrifice enough firepower to mount this shield generator, capacitor, swarm of repair microbots, and computer to control them.

## Location

The Systems Core (Tiny) can only be obtained through looting the following Korath Exile ships:

* 'olofez (Digger, Expeller and World-Ship Variants only)

## Information

* This is the smallest Korath Systems Core, the next largest being the Systems Core (Small), mainly designed for fighter-sized craft.
Small Reactor Module

## Description

Solar power is sufficient for commerce, but excessive thriftiness is seldom a winning strategy in warfare. For ships that must have a reliable energy source to power weapons, the Heliarchs use compact nuclear reactors.

A beam of antiprotons triggers fusion in tiny injected fuel pellets, allowing for a complete burnup far more efficient than would otherwise be possible.

## Location

This reactor can only be obtained through looting Heliarch ships:

* Heliarch Breacher
* Heliarch Hunter (Ion and Scrappy Variants only)
* Heliarch Interdictor (Ions, Missile and Scrappy Variants only)
* Heliarch Judicator (Attractor, Ions, Missile and Scrappy Variants only)
* Heliarch Neutralizer (Standard, Missile, and Nimble Variants only)
* Heliarch Punisher (Burst Fire, Ions and Scrappy Variants only)
* Heliarch Stalker (Scrappy Variant only)

## Information

* Purchasing this would require a Heliarch License.
* While lacking the raw power output of the Large Reactor, the small variant still has greater space efficiency than any Wanderer core. However, it produces much more heat than Wanderer cores, and lacks their ability to store energy as well as produce it.
* This outfit renders both Human Fission Reactors and Hai Geode Reactors obsolete, producing more power with less heat and smaller space requirements.
Modified Battleship

## Description

Never underestimate how far an individual is willing to go to modify their favorite spacecraft - sometimes before it even exists.

## Outfits

These are the outfits equipped on the Smoking Dove

## Location

The only Modified Battleship is the R.S.S. Smoking Dove, which belongs to the Person Ship "Gefüllte Taubenburst". It cannot be disabled nor boarded.

## Trivia

* The Modified Battleship is based in the Republic Navy's Battleship, an upcoming Heavy Warship intended to be added as part of the Republic storyline.
Systems Core (Small)

## Description

The heart of any Korath ship is the Systems Core, which houses the ship's central computer, shield generators, reserve power, and a small reservoir which stores, produces and recycles a small microbot swarm that can make minor repairs to the ship while in flight.

## Location

These can be found equipped on some Korath ships.

They can also be bought on Remnant planets, after progressing in the questline.

## Information

* Systems cores provide shield and hull repair as well as batteries all built in.
Void Sprites

## Void Sprite (Infant)

The Void Sprites are an indigenous lifeform found in Nenia protected by an Archon.

Void Sprites will not attack the player unless the player attacked them (which will draw hostile attention from the Archon). They will also not recognize you as an individual and will go back to neutral when the player leaves the system. The Drak do not allow the Remnant to visit the Void Sprites, after the Remnant conducted several experiments on them and took some of their eggs. There are theories that the Archons are somehow related to the Void Sprites, or that the Void Sprites are used to create Archons.

There are two types of void sprites, the Void Sprite (Adult) and the Void Sprite (Infant). There is also the Ember Waste Node, which is not a regular void sprite but seems to be somewhat related to them.

## Trivia

* Void Sprite's sprite is based on the blue sea slug (***Glaucus atlanticus)***.
* Cargo scanners can report that the void sprites are carrying iron. However, outfit scanners are unable to learn anything about them.
Steering (Asteroid Class)

## Description

The Korath use these steering systems only in the very smallest of their ships.

## Location

Asteroid Class Steering systems can be obtained by looting Korath ships. In addition, after being offered the Remnant storyline mission Remnant: Salvage 6, Asteroid Class Steering systems can be purchased from the following planets:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* Korath Engines are very powerful, but they also generate high amounts of heat.
* This is the smallest Korath steering system.
Thorax Cannon

## Description

The Thorax Cannon is a massive, slow-firing weapon that few ships can even support, not only because of its size but also because of the energy needed to fire it. It comes with its own energy capacitors to help alleviate the steep energy cost.

## Location

This outfit cannot be purchased but can be found equipped on some Bunrodean ships.
Small Biochemical Cell

## Description

This tiny generator draws energy from the metabolic byproducts of a collection of microorganisms that have been engineered by the Wanderers specifically for this purpose.

## Location

This can be purchased from Wanderer space.

## Information

* Purchasing this requires a Wanderer Outfits License.
* This Wanderer outfit functions as both a generator and a battery for their smallest craft. It is the smallest generator in the game besides the Coalition Small Cogeneration Module and solar panels. Like most Wanderer technology it is remarkably efficient, producing more energy than the nGVF-AA Fuel Cell for both less space and less heat, rendering the latter obsolete.
Thunder

Thunder is a planet in the Alkaid system. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

Yes

When the first colonists landed, they thought that they had found a dream world on Thunder: perfect gravity, perfect temperature, perfect atmosphere. Unfortunately, they soon discovered that the planet has unusually high tectonic activity, enough that building anything higher than two stories is almost impossible. Because of the earthquakes, attracting settlers has always been difficult for Thunder, and right now the population is only a few million.

## Spaceport

The spaceport's landing pads are all solid slabs of metal; poured concrete would be far too prone to cracking. The spaceport village itself is a sprawling collection of squat, sturdy buildings, and a sign near the entrance to the cargo warehouse reads, "Do not stack crates."

## Outfitter

* Basic Outfits
* Kraz Basics

## Information

* Thunder has a tribute value of 300 and is defended by small Militia fleets.
Vi Intermediate

This page shows the outfits that will be added to planets with "Vi Intermediate" in their outfitters.

## Outfits

### Guns

* Choleric Cannon
* Ballistic Cannon

### Turrets

* Choleric Cannon Turret
* Ballistic Cannon Turret

### Power

* C17 Warzone Core
* C27 Campaign Core
* R03 Warforge Battery
* R04 Crusade Battery

### Engines

* RG3 Torch Thruster
* RG3 Torch Steering
Typhoon Launcher

## Description

Typhoon Torpedoes are an improved torpedo technology; they do considerably more damage than ordinary torpedoes. However, they are also much slower, because they are intended mostly for use against large and slow-moving capital ships. As a result, sufficiently skilled pilots can often dodge around them.

## Location

In the Free Worlds campaign, if the Reconciliation branch is taken, the Typhoon Launcher is unlocked early; if the Checkmate branch is taken instead, it is unlocked at the end of the campaign. In either case, it is found in three systems in the Deep:

* Asgard, Naos
* Midgard, Aludra
* Valhalla, Epsilon Leonis

## Information

* This uses Typhoon Torpedos as ammunition, which can be stored in Typhoon Storage Tubes.
* The **Typhoon Launcher** is an upgraded Torpedo Launcher, developed for the Navy by Deep Sky in addition to the Electron Beam. **Typhoon Torpedoes** are even slower than torpedoes, but are comparatively more powerful.
Smelter-Class Steering

## Description

It's unclear whether the Remnant's powerful engine systems are purely their own invention, or whether they are partly inspired by alien technology.

## Location

These can be purchased at the following ports.

* Viminal, Arculus
* Caelian, Cinxia
* Aventine, Pantica

## Information

* Purchasing these requires a Remnant License.
* Remnant steering systems have slowing resistance.
Silver String

## Commodity Prices

### Luxury Goods

1020

Silver String is a system in Saryd space. It is controlled by the Coalition.

## Landing Locations

Silver String has the following landing locations:

* Deep Treasure

## Links

Silver String links to the following systems:

* Silver Bell

## Amenities

Silver String does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Silver String:

* Aluminum
* Silver
* Uranium

## Fleets

The following fleets spawn in Silver String:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Sidewinder Missile Launcher

## Description

The Sidewinder Missile is designed by Lovelace Labs, which is ironically also the designer of the Anti-Missile Turret. Rumors say that the two engineering teams at Lovelace who make the missiles and the anti-missiles are locked in furious competition with each other: the result has been generation after generation of smarter missiles and then smarter turrets to fend them off.

Although not as powerful or cheap as the popular Meteor Missiles, Sidewinders have several advantages, including their superior maneuverability, better tracking systems, and protective casings that make them much harder for anti-missile systems to destroy.

## Location

Sidewinder Missile Launchers can be purchased at the following ports:

* Ada, Aldebaran
* Asgard, Naos
* Chiron, Alpha Centauri
* Earth, Sol
* Farpoint, Alnitak
* Geminus, Castor
* Geyser, Denebola
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)
* Hephaestus, Markab
* Hermes, Capella
* Hestia, Talita
* Luna, Sol
* Maelstrom, Nihal
* Mainsail, Alhena
* Prime, Betelgeuse
* Reunion, Caph
* Shroud, Alheka
* Smuggler's Den, Men
* Sunracer, Mirfak
* Tinker, Diphda

## Information

* This outfit uses Sidewinder Missiles as ammunition, which can be stored in Sidewinder Missile Racks.
Vara Rakak

Vara Rakak is a planet in the Es'sprak'ai system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This is one of those rare worlds whose climate is already nearly perfect without the need for terraforming. The Wanderers have made it into a farming planet. The fields follow the natural contours and geology of the land rather than being laid out in rectangular lots like most human farms, and each field contains several different crop species designed to form a symbiotic ecosystem.

## Spaceport

This could be a spaceport on any human farming world, except that the farmers hawking their wares have wings and beaks, and the wagons bringing produce to the market are drawn by massive lizards instead of horses. In several repair shops on the outskirts of town, Wanderer technicians work on massive harvester robots. The robots have four legs to walk on and dozens of dexterous manipulator arms for picking crops, and each arm has a camera eye on it.

## Information

* Landing on Vara Rakak requires the player to have 5 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Umbral

Umbral is an uninhabited binary system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Umbral does not have any landing locations.

## Links

Umbral links to the following systems:

* Tarazed

## Mining

The following mineable asteroids spawn in Umbral:

* Copper
* Lead
* Neodymium

## Fleets

The following fleets spawn in Umbral:

* Quarg
* Small Southern Merchants
* Large Southern Pirates
Triple Plasma Core

## Description

For the largest of their capital ships, the Korath designed a fusion reactor far more powerful than any comparable human technology.

## Location

Despite their advanced tech level, Triple Plasma Cores are actually more common than Single and  Double Plasma Cores because Korath Exiles are more likely to use the Triple Cores. Exiles will sometimes use Single or Double Cores, as will the Kor Mereti and Kor Sestor, but overall the Triple Cores are easier to find. They can also be found on the damaged Palavrets marked as Remnant bounty targets.

Ships which have Triple Plasma Cores:

* Ikatila'ej
* Kar Ik Vot 349
* Kas'lor Ik 582
* Kasichara A'awoj
* Korsmanath A'awoj
* Lor'kas Ik 577
* Lor'nag Ik 590
* Model 256
* Model 512
* Palavret (Non-Standard variants)
* Ra'at Ik 621
* Ra'gru Ik 618
* Rano'erek
* Tek Far 78 - Osk
* Tubfalet

## Information

* The Triple Plasma Core is currently the second largest generator in the game next to the multi-purpose Fusion Drive. It has the best space efficiency other than the Quarg Antimatter Core, and produces the most power aside from the aforementioned outfits. However, it produces the second most heat of any generator (next to the Fusion Drive) and is second worst (to the RT-I Radiothermal) in heat efficiency. Overall, due to the need for powerful cooling such as Large Heat Shunts to offset the Triple Plasma Core's heat, using a different reactor such as Blue Sun Reactors or Large Reactor Modules can be overall more space efficient, though if you use weapons or engines that aren't particularly hot you might be willing to use these.
* Looting Triple Plasma Cores is highly profitable, as each one sells for about 5 million.
Tubfalet

Ship Class
 Picture
 Standard Cost
 Shields
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots
 Fighter Bays

## Description

The venerable Palavret has been a mainstay of the Korath raiding fleet, elements of its design dating back from before the era of shortages and desperation caused by a life in exile. Over forty generations of raiders have terrorised neighboring systems over the centuries.

Constant warfare against surrounding aliens has been building pressure on Korath shipyards to recover some of their ancient prowess. Now, with a fresh industrial network to draw upon, the Korath have created a new raider to deal with modern targets, and the Tubfalet-Class Raiding Ship is named for an admiral who dealt with such enemies. Despite extensive injuries, he remained on his flag bridge during a Remnant attack, leading his squadron to victory.

## Location

The Tubfalet cannot be purchased, but will be capturable from Korath fleets found in Korath Exiles space and Remnant space after they start appearing during the Remnant campaign.

## Outfits

These are the standard outfits equipped on each Tubfalet.

 Thermal Repeater Rifle (196)

## Information

* Tubfalets are basically upgraded Palavrets that are better in almost every stat besides crew, cargo space, and mass (which is offset by having an extra set of engines). They have one more gun mount and one more fighter bay as well, which along with the engines are visually represented on the ship.
* Although it is thought of as a separate ship from the Palavret, the Tubalet is visually to the Palavret as how Marauder ships are to modified versions of their originals.
* The Tubfalet is one of few ships in the game to have angled gun ports.

## Trivia

* The extra visual parts result in an asymmetrical design style, currently only seen elsewhere with Kor Sestor and Kor Mereti designs.
Var' Kayi

Var' Kayi is a planet in the Pik'ro'iyak system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This is an Earth-like world with one major Wanderer city and countless smaller settlements. The settlements mostly consist of tree-houses built high up in living trees. The architecture of the city skyscrapers is full of cantilevered balconies and arches, mimicking the natural shape of a forest. Here and there a bit of smoke or steam rises from what must be a factory or power plant, but most of the land outside the city is green fields and pristine oceans.

## Spaceport

This spaceport is as busy and chaotic as any major human trade hub, with the added complication that many of the Wanderers are flying from building to building instead of walking. Most of the buildings have balconies on every level, allowing visitors to enter from the air as well as from the streets.

The starship landing pads are well outside the city, and ships land and take off along very tightly controlled vectors, probably to avoid midair collisions between the ships and the Wanderers who are flying on their own wings.

## Information

* Landing on Var' Kayi requires the player to have 5 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Small Radar Jammer

## Description

This radar jammer is designed to interfere with Sidewinders and any other missiles that rely on radar for tracking their targets. Jamming will occasionally cause missiles to lose their target locks.

## Location

The Small Radar Jammer is available all over the galaxy.

## Information

* Radar Jamming works by causing radar-seeking missiles to occasionally lose their lock and fly straight ahead instead of homing. They're best used on ships that are small, light, and fast, because even a missile with no lock can still hit you if it's already lined up with your ship and you can't evade it. Bigger and slower ships should invest in active missile defense like the Anti-Missile Turret, instead.
Medium Graviton Thruster

## Description

Quarg thrusters are quite powerful for their size and produce very little heat, but at the cost of consuming immense amounts of energy.

They also have strange capabilities which seem to violate the laws of physics as humanity understands them. Ships with these engines accelerate faster under their own power than one would expect given the thrust of their engines, while also taking less impact from external forces.

## Location

These thrusters cannot be purchased, but they can be found equipped on Quarg ships.

## Information

* The only way to obtain these is by looting them from Quarg ships.
* These engines have above-average mass- and heat-efficiency, but have by far the highest energy drain of any thruster and the worst energy efficiency in the game. They are clearly intended to be used with Quarg power systems like the Antimatter Core and should not be used with anything less.
* These engines are comparable to the Korath's equivalent, the Planetary Class Thruster. They weight 1 ton more, and have the energy and heat values flipped - the Korath's engines have over twice the energy efficiency (534 vs 1200 thrusting energy), but less than 10% the heat efficiency (1,362 vs 120 thrusting heat), for the same thrust of 288,000.
Valkyrie

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots
 Fighter Bays

## Description

Valkyries are pirate Aeries converted into more of a standalone warship than a support carrier. Losing a turret and a few bunks in place of increased armor protection, as well as boasting two more gun mounts, allows Valkyries to both take and put out noticeable amounts of damage. However, due to the extra weight, they are somewhat slower and lose a bit of shield efficiency.

## Location

The Valkyrie does not appear in the game yet.

## Outfits

These are the standard outfits initially equipped on a Valkyrie.

 Laser Rifle (18)

## Information

* The Valkyrie currently cannot be obtained and will be implemented in a future update.
Southern Rim (disambiguation)

The **Southern Rim** refers to the southern third of Human space, roughly spanning the systems from Gamma Corvi to Sadalsuud and Alpherg.

The **Southern Rim** may additionally refer to:

* The South, a region in human space
* The Rim, a region in human space
* The Outer Rim, a region in human space
* The southern Dirt Belt, a region in human space

*This is a disambiguation page — a navigational aid which lists other pages that might otherwise share the same or a similar title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.*
Slate

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

Designed by the Gegno Vi, the Slate is a modified Shale with a stronger hull and more space, a prime characteristic of Vi vessels. Slightly larger than other shuttle ships to suit the Vi's stature, it is able to carry several Gegno cadets along with a small cargo load.

## Location

This cannot be purchased, but can be found being used by the Gegno Vi.

## Outfits

These are the standard outfits initially equipped on each Slate.

## Information

* Purchasing this would require a Vi Evocati License.
Sol

**Sol** is home to Earth, which is the home world of humanity and the capital of the Republic. It is controlled by the Republic and is one of the most safe systems in Human space.

## Landing Locations

Sol has four landing locations, Earth, Luna, Mars, and Jupiter.

## Links

Sol links to Vega, Alpha Centauri, Altair, Sirius, Denebola, and Caph.

## Amenities

What planets have shipyards or outfitters.

## Mining

This is the list of mineable asteroids in the Sol system.

* Iron

## Fleets

This is the list of fleets that will spawn in the Sol system.

* Paradise Merchants
* Republic Logistics
* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic
* Small Core Merchants
* Large Core Merchants
Ursa Polaris

## Location

This ship cannot be obtained but is used by the person ship Local God.

## Outfits

These are the standard outfits equipped on the Ursa Polaris.

 Thermal Repeater Rifle (600)

## Information

* This ship only exists as a person ship.
* This ship has built in outfit, tactical, and asteroid scanning.
* This ship has a built in afterburner and turn.
Star Queen

* Overhead
* Thumbnail

The **Star Queen** is a huge and luxurious passenger transport and one of humanity's two Star Liners.

## Description

The Star Queen is a relic of a more peaceful period of galactic history: a luxury liner for high-end tourists. Every cabin has its own mini-bar, and the bathrooms have marble tile and showers that use actual hot water instead of chemicals or sonic vibrations.

In support of environmental movements across the galaxy, all Star Queens come standard with an array of solar panels as their only source of energy as opposed to more popular power generators such as fuel cells or nuclear reactors that produce some amount of waste. Although some argue that this is a pointless move given the prevalence of clean fusion reactors, others have applauded it and cited the prohibitive costs of fusion reactors as a reason for using solar panels.

## Location

The Star Queen can be purchased at the following ports:

* Ada, Aldebaran
* Chiron, Alpha Centauri
* Follower, Alphard
* Prime, Betelgeuse
* Shroud, Alheka

## Outfits

These are the standard outfits initially equipped on a Star Queen.

## Performance Information

With a high crew and large number of bunk spaces in combination with a small cargo bay and mediocre weapon capacity for a vessel of this size, the Star Queen is a niche vessel for players who want to get the most money possible out of passenger missions. Due to its low combat potential and its reliance on on solar arrays instead of a reactor, which makes powering weapons difficult, a Star Queen is best used in the safer regions of human space that are heavily patrolled by Republic ships.

That said, the Star Queen's expansive bunk space (only outclassed by other star liners and heavy warships like the Carrier, Dreadnought, and Bactrian) can also let it be used as an unconventional troop transport for capturing ships, provided you have enough escorts to make up for the ship's poor combat performance.
Small Recovery Module

## Description

By combining the Coalition's shield generation and hull repair technologies into one piece of equipment, the Lunarium has increased the effectiveness of both, allowing for better defenses against Heliarch weaponry.

## Location

This outfit can be purchased from the following planets after completing the Lunarium introduction.

* Remote Blue
* Fourth Shadow
* Into White
* Secret Sky
* Shifting Sand
* Mebla's Portion
* Refuge of Belugt

## Information

* This outfit only becomes available after completing the Lunarium campaign introduction.
Twin Modified Blaster

## Description

An enterprising engineer, presumably having decided that the Modified Blaster's already-frightening lack of safety control was insufficient, has taken two of the weapons and shoved them together in the same gun port, crudely welded together with fervid enthusiasm. Whether or not this weapon will destroy the target before it melts its own components is anyone's guess; perhaps the intent was that the twin barrels would intimidate enemies into submission before the weapon would have to be fired.

## Location

Twin Modified Blasters can be purchased at the following ports:

* Albatross, Nunki
* Bloodsea, Antares
* Buccaneer Bay, Algenib
* Covert, Gienah
* Deadman's Cove, Almach
* Greenrock, Shaula
* Haven, Arneb
* New Tortuga, Misam
* Smuggler's Den, Men
* Stormhold, Alcyone
* Thule, Men
* Trinket, Sargas

## Performance Information

4 of these fit on a Clipper, making this ship into a small but capable warship early on until the battle at Kornephoros. By this time, you should switch to a much more effective ship like an Argosy, or better yet, an Osprey, both of which are quite common to capture in the South.
Vanguard

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

The **Syndicate Vanguard** is a heavy warship notable for having a huge number of gun ports.

## Description

The Vanguard is Syndicated Systems' newest warship intended for the heavy anti-pirate defense market. Vanguards offer an unusual feature set, focusing on powerful fixed guns and featuring Syndicated Systems' latest automation technologies, resulting in an atypically low crew complement for a ship its size. Few capital ships will endure for long under the withering fusillade of gunfire that it can unleash against those in front of it.

## Location

The Vanguard can be purchased at the following ports:

* Buccaneer Bay, Algenib
* Foundry, Achernar
* Hephaestus, Markab
* New Tortuga, Misam
* Smuggler's Den, Men

## Outfits

These are the standard outfits initially equipped on each Vanguard.

 Laser Rifle (4)

## Performance Information

The Vanguard is a fairly slow moving cannon that can decimate virtually anything if it isn't shot down quickly. Seven Proton Guns means that this ship has massive firepower at the cost of slower engines being the ship's standard equipment. The player should customize their Vanguard with better engines to allow the Vanguard's tremendous firepower to be brought into range more quickly. Pirate Vanguards will often lag behind their smaller and faster escorts, but the player should keep a careful eye on the flow of battle because a protracted dogfight will allow enemy Vanguards to catch up to speedier vessels.

## Notes

* A modified variant of the Vanguard is used as the the Person Ship for Pointedstick, and this variant is accordingly named the "Pointedstick Vanguard."
Teciimach Pod

## Description

While originally developed as a heavy weapon to paralyze enemy capital ships, the Remnant have utilized on-the-spot assembly techniques to support their use on smaller ships. These pods sacrifice multiple assembly systems in order to fit them onto interceptor-class vessels.

Despite this explanation, a careful examination of these bays and pods suggest that there is much more here than their volume would suggest.

## Location

This becomes purchasable in Remnant space during the Remnant campaign.

## Information

* Purchasing this requires a Remnant License.
* This fires Teciimach Canisters, which can be stored in Teciimach Canister Racks.
* This is a smaller version of the Teciimach Bay.
Skein

* Overhead
* Thumbnail

The **Skein** is a heavy fighter carrier used by the Free Worlds militia. It is the largest human carrier that the player will encounter in the Free Worlds campaign.

## Description

This particular cockpit and engine set has found itself attached to three of Southbound Shipyards' new "Type F" Fighter-carrier pods. When the Free Worlds asked for a carrier, they did not expect one that would be able to carry more fighters than even the heaviest Navy warships. Given this fact, the Free Worlds have asked Southbound and Tarazed to restrict sale of the "Hauler III: Type F," "Skein" to its Militia only.

## Location

The Nest can be purchased at the following ports: (after November 27, 3014)

* Rust, Kraz
* Zug, Zubeneschamali

(after May 26, 3015)

* Wayfarer, Tarazed

## Outfits

These are the standard outfits initially equipped on each Skein.

 Laser Rifle (4)

## Performance Information

The Skein is part of a class of carrier ships based on the Hauler series of ships, the other two being the Nest and the Roost. Similar to its smaller siblings, the Skein launches missiles and fighters while slowly wading towards the enemy. As the finale of the Free Worlds carrier line, these ships reinforce the idea that the Free Worlds use their carriers primarily as sluggish platforms that support their fighters, rather than as warships in their own right like the Navy Carrier. If the player should invest in these, it is important to keep them out of the heart of the battle and to let the fighters and missiles do the work for the carrier.

Alternatively, by filling the Skein with Boxwings, it is possible to turn it into a heavy freighter.

## Notes

* Purchasing the Skein requires a Militia License, which is obtained during the Free Worlds storyline.
* The Skein is equipped with six fighter bays, making it the largest human carrier in-game.
Sol Kimek

## Commodity Prices

### Luxury Goods

1078

Sol Kimek is the home system of the Kimek. It is controlled by the Coalition.

## Landing Locations

Sol Kimek has two landing locations, Ki Patek Ka and Starting Rubin.

## Links

Sol Kimek links to the following systems.

* 3 Pole
* 11 Autumn Above
* 4 Winter Rising
* 1 Axis
* 9 Spring Above

## Amenities

Ki Patek Ka has both an outfitter and a shipyard.

## Mining

These are the mineable asteroids that spawn in Sol Kimek.

* Iron
* Lead
* Silicon

## Fleets

These are the fleets that naturally spawn in Sol Kimek.

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Thruster (Lunar Class)

## Description

The Korath have the dubious distinction of relying on propulsion systems that produce more waste heat than the weapon systems of most other species.

## Location

These cannot be purchased but can be looted from some Korath ships.

## Information

* Korath engines have very good thrust/mass ratios but have bad energy and heat efficiency.
Solifuge

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots
 Fighter Bays

## Description

Impressed by the Alpha's "Giftbringer," the Unfettered endeavored to build their own fighter carrier to take more advantage of their supply of jump drives.

## Location

The Solifuge cannot be purchased and can only be obtained by capturing it from the Unfettered Hai.

## Outfits

These are the standard outfits initially equipped on each Solifuge.

 Pulse Rifle (62)

## Information

* Since 0.10.3, Solifuge can be purchased in the unfettered shipyard on Darkcloak; however, this ship requires an Unfettered Militia License, which can't be obtained yet.
* This ship begins to be produced during the first part of the Wanderer storyline.
Sidewinder Missile Pod

## Description

The Sidewinder Missile is designed by Lovelace Labs, which is ironically also the designer of the Anti-Missile Turret. Rumors say that the two engineering teams at Lovelace who make the missiles and the anti-missiles are locked in furious competition with each other: the result has been generation after generation of smarter missiles and then smarter turrets to fend them off.

Although not as powerful or cheap as the popular Meteor Missiles, Sidewinders have several advantages, including their superior maneuverability, better tracking systems, and protective casings that make them much harder for anti-missile systems to destroy.

Pods enable fighters and other light craft to carry small quantities of missiles into battle while retaining enough space for other weapons. Large ships are better off with full-size launchers.

## Location

Sidewinder Missile Pods are available in all outfitters where the Sidewinder Missile Launcher can be purchased. They can mainly be found in the Paradise Planets and Near Earth regions.

## Information

* This is a smaller version of the Sidewinder Missile Launcher. It uses Sidewinder Missiles, which can be stored in Sidewinder Missile Racks.
Tuning Rifle

## Description

The Tuning Rifle uses sound waves to destabilize the weaker internal tissue of many races and liquefies them.

## Location

The Tuning Rifle can be purchased at the following ports.

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus
* Ssil Vida, Postverta (Becomes available during the Remnant storyline)

## Information

* Purchasing this requires a Remnant License.
Turais

Turais is a system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Turais has the following landing locations:

* Gemstone

## Links

Turais links to the following systems:

* Algorel
* Delta Velorum
* Gacrux

## Amenities

Gemstone does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Turais:

* Lead
* Silver
* Titanium

## Fleets

The following fleets spawn in Turais before August 14, 3014:

* Human Miners
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates

The following fleets spawn in Turais on and after August 14, 3014:

* Navy Surveillance
* Small Republic
* Large Republic
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
The Graveyard

The Graveyard is the region of space located to the south-west of the Ember Waste.

## Overview

The Graveyard is divided into two main sections, the north and the south, which are connected only by wormholes. Like the neighboring Ember Waste, it is a wasteland, with the remnants of dead civilizations.

Systems in the Graveyard have two system hazards. They have a constant increased heat as well as occasional storms which deal ion damage and also shield and hull damage.

### North

The northern part of the Graveyard contains seven systems. It has the connecting wormhole from the Graveyard to the Ember Waste, from Ossipago <-> Polerius. The northern section is where the Builders both originated and went extinct.

### South

The southern part of the Graveyard contains nine systems. It is where the Builders originally created the Ka'het. It contains an unusual system, Aki'il, which is expanded on under the oddities section.

The Graveyard was originally controlled by the Builders, but is now a wasteland now occupied by the Ka'het. The Builders created the Ka'het as an attempt to defend themselves but they soon turned against their creators and destroyed them.

## Wormholes

Like the Ember Waste, the Graveyard is relatively wormhole dense compared to the rest of the galaxy.

* The Ember Graveyard connects Ossipago <-> Polerius. This wormhole allows players to access the Graveyard without a Jump Drive. Traveling through it requires a Quantum Keystone.
* The Graveyard Wormhole (Stable) connects Ritilas <-> Fearis. This wormhole is one of the connectors between the north and south of the Graveyard.
* The Graveyard Wormhole (Unstable) connects Esix <-> Relifer. This wormhole is the second connector between the north and south. Traveling through it requires a Quantum Keystone.

## Oddities

Aki'il is a disconnected system in the south of the Graveyard. Its landing location, Kaeyin, has large abandoned cities but the rest of the planet seems untouched. That description is very similar to the description of Pug planets and is a sign that Kaeyin could have been a Pug planet at some point.

The whole Graveyard, just like the Ember Waste, is covered in a red haze, with the only exception of Aki'il which has the default blue haze.

The Graveyard Wormhole (Stable) is different from every other wormhole in the Ember Waste and in the Graveyard, as it doesn't require a Quantum Keystone and has the blue wormhole sprite. This suggests that it was created by the Pug, or at least had a different origin.

## Trivia

The Graveyard, along with the Builders and Ka'het, were created by beccabunny and is the first location added by a community member.
Modified Osprey

## Location

Only one Modified Osprey exists in the game, as the person ship Power of the People.

## Outfits

These are the outfits initially equipped on the Modified Osprey.

 "Bufaer" Atomic ThrusterType 4 Radiant ThrusterType 4 Radiant SteeringVolcano AfterburnerIonic Afterburner (5)

## Information

* The Modified Osprey cannot be obtained, as it cannot be purchased and Power of the People cannot be captured or disabled.
Silver (planet)

Silver is a planet in the Vega system. It is controlled by the Republic.

## Image

Eons ago, Silver was a lush tropical world. It is now mostly desert, but large oil deposits remain below the surface. The petrochemicals mined here are refined to produce plastics, fuel for terrestrial vehicles, and some components of medical ointments and antibiotics.

The deserts are hot in daylight and surprisingly cool at night, and as a result most settlers live in houses sunk into the ground in regions where there is enough plant cover to keep the dunes from shifting in the wind and slowly burying their dwellings.

## Spaceport

The spaceport is near an oasis. Cactus-like plants and a few palm trees stand as tall as radio towers, on the outskirts. The landing pads are made of concrete, rising several meters above the ground to protect both against the encroaching sand and against the flash floods that come in the rare times when it rains here.

Under the clear sky and with white sand in all directions, the sunlight is painfully bright, and you have been warned to avoid prolonged exposure to it.

## Information

* Silver has a tribute value of 700 and is defended by small Republic fleets.
Vibrant Water

Vibrant Water is a planet in the Lone Cloud system. It is controlled by the Coalition.

## Background

### Outfitter

No

Due to strong currents and extreme seasonal temperature fluctuations, the oceans of Vibrant Water are dotted with icebergs that can drift almost as far as the tropics before melting. The largest icebergs are more than a dozen kilometers across and are home to entire ecosystems ranging from ice-dwelling insects to sea birds to large seal-like mammals. Beneath the ocean surface shoals of fish, forests of kelp, and drifting clouds of algae provide a continuous food source for the creatures that inhabit the icebergs.

Near the equator, the Saryds farm several species of engineered algae.

## Spaceport

Very little of the industry on Vibrant Water takes place on land. The spaceport is built on a high bluff overlooking the sea, frequently visited by barges carrying goods from the floating factories and refineries out in the midst of the algae farms. Surrounding the port are fields of wind turbines positioned to catch the ocean breeze.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Vibrant Water requires a reputation of 15; this cannot be bypassed through bribery.