recursal/Fanatic-Fandom huggingface dataset:
Unfettered Hai

> *"We are all that is left of the original Hai. Unaltered. The conquerors. We were masters of a hundred worlds before human monkeys had learned the use of thumbs."*
>
>

> - Hai on Darkcloak, First Contact: Unfettered
>
>

## Unfettered Hai

### Hyperspace Capabilities

Hyperdrive

The Unfettered are a renegade group of Hai occupying the northern Hai space. They are aggressive and militaristic, claiming that the bulk of their race has been altered by the Drak to limit their ambition. When they first encounter the player, they are very interested in procuring Jump Drives.

## History

Several centuries ago the Hai were invaded by another alien species, the Korath. Many brave Hai rose up to defend their territory in a war which lasted for decades. When it abruptly ended in about 2820, most Hai returned to their previous peaceful life but some preferred the excitement of war and formed their own faction, the Unfettered.

The Unfettered claim that they are the last remaining true Hai, after the Drak altered their race to be more peaceful. They say that they are as the Hai are meant to be, the conquerors. Back when the Hai had a large empire, they took some worlds that the Drak said belonged to the Sheragi. Because of that, the Drak retaliated, and their ships appeared in orbit of all the Hai worlds and released sickness onto them. The victims were left alive, but all their ambition was gone, and they were completely peaceful. The Unfettered say they are the ones that managed to avoid that sickness.

## Attributes

The Unfettered Hai are just like the regular Hai except for that they are very warlike. They are extremely aggressive and will often raid the regular Hai.

## Technology

The Unfettered Hai use most of the ships that the regular Hai use, but they also have some unique ships and outfits.

### Ships

Light Freighter

* Aphid

Light Warship

* Lightning Bug

Medium Warship

* Sea Scorpion

Heavy Warship

* Shield Beetle
* Solifuge

Fighter

* Violin Spider

### Outfits

Weapons

* Ionic Blaster Prototype (upcoming)
* Ionic Turret Prototype (upcoming)
* Tripulse Shredder

Systems

* Hai Octopus Jammer
* Value Detector

## Interspecies Relations

The Unfettered Hai are generally hostile to other factions.

* Hai: The Unfettered Hai and the mainline Hai have a strange relationship. The Unfettered often raid the Hai for resources, but the Hai often send aid shipments to the Unfettered and many Hai feel indebted to the Unfettered due to their role during the Korath Invasion.
* Humans: Hostile. The Unfettered see mainline humans as primitive apes unworthy of anything but contempt. However, they can become friendly to the player in exchange for a Jump Drive.
* Wanderers: The Wanderers are under attack from the Unfettered Hai.
* Alphas: The Alphas are the primary source of Jump Drives the Unfettered Hai use to raid the Wanderers.
* Korath: They might be hostile to the Korath due to their past relationships.
* Drak: They are probably hostile to the Drak due to their possible tampering of their species.
* Sheragi: According to the Unfettered, the Hai empire fought the Sheragi over territorial disputes.
Suhail

## Commodity Prices

### Luxury Goods

986

Suhail is a system located in the Deep and it is controlled by the Republic.

## Landing Locations

Suhail has two landing locations, Helheim and Leviathan Station.

## Links

Suhail connects to the following systems.

* Regor

## Amenities

Suhail contains no shipyard or outfitter.

## Mining

These are the mineable asteroids that spawn in Suhail.

* Iron
* Silicon
* Silver

## Fleets

These are the fleets that naturally spawn in the Suhail system.

* Small Northern Merchants
* Large Northern Merchants
* Small Deep Security
* Small Deep Merchants
* Large Deep Merchants
* Large Northern Pirates
Tridymite

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

Built upon a similar frame to the Coesite, the Tridymite serves as a small luxury transport vessel for the Gegno Scin. Tridymites are typically used as research vessels, transporting crews of scientists from one location to another, or as private vessels for top ranking Scin scientists. Additionally, Tridymites can occasionally be seen used as a scout craft by the military, equipped with an early prototype scanner system built into the frame.

## Location

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

## Outfits

These are the standard outfits initially equipped on each Tridymite.

 Plasmasickle (3)Plasma Grenades (4)

## Information

* Purchasing this ship would require both a Scin Architect License and a Scin Hoplologist License.
Terra Incognita

Terra Incognita is an uninhabited system in the second galaxy which is opened up by the Pug at the end of the Free Worlds campaign. It contains one landable planet, and you are able to jump to World's End from here.

## Landing Locations

Terra Incognita has one landing location, Ruin, which is uninhabited.

## Links

These are the systems that Terra Incognita links to.

* Over the Rainbow

## Amenities

Ruin has no shipyard or outfitter, but you can get refueled.

## Mining

No mineable asteroids spawn in Terra Incognita.

## Fleets

No fleets naturally spawn in Terra Incognita.
Starcross

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

## Background

### Outfitter

Yes

Starcross is a stormy, ocean-dappled planet that was not settled until the planets farther out on this arm of the galaxy grew prosperous enough to create a need for a stop-over point for cargo. Structures must be built strong and on high enough ground to avoid the frequent floods.

A few enterprising settlers have taken up farming of some native plants that are edible for humans, including one plant similar to cranberries that has come to be considered a rare delicacy by many.

## Spaceport

The spaceport is rudimentary: just a couple of landing pads, each with thick concrete walls around it to protect your ship from being buffeted by any storms that strike. The central building is a squat, windowless concrete fortress.

Inside, however, it is completely different: the ceilings are high, with sun-lamps that provide some sense of warmth and cheer, and native wood paneling or stucco on most of the walls to soften them.

## Information

* Starcross has a tribute value of 300 and is defended by small Militia fleets.
Silicon

## Description

Silicon in its pure form is used for electronics and semiconductors. It is a very common element and easy to harvest.

## Information

* Silicon is a mineable asteroid found around the galaxy.
* Silicon asteroids have 400 hull.
* Silicon is the least valuable of the mineable asteroids, as it only sells for 400 per piece.
Solar Cell

## Description

Bunrodean solar panels are extremely efficient, and are even capable of powering smaller or less powerful warships. But be warned: while these solar cells can provide significant energy, that is not without the drawback of also generating waste heat that scales with the energy generated, which can be especially hazardous when near bright stars.

These cells must be installed on the mounting platform that comes with a solar battery to be used.

## Location

The Solar Cell can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* This outfit cannot be installed by itself but acts as an upgrade for the Solar Battery, which allows you to install up to 36 Solar Cells.
* A Solar Battery with a single Solar Cell provides a minimal but usable power system in just 8 units of outfit space, which can be useful on fighters. It is not as compact as the combination of a Supercapacitor and KP-6 Photovoltaic Panel (4 units), but provides considerably more energy storage, making it much more practical for real usage.
* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
Small Shield Relay

## Description

Bunrodean shield relays are impressively efficient; while a similarly sized shield generator from another faction might be capable of providing more shield generation, Bunrodean shield relays provide a modest amount of shield generation for only a small amount of energy.

Shield relays are able to be upgraded by installing shield boosters or limiters, which alter the performance of the shield relay. Each relay only has a limited number of slots for these upgrades, though.

## Location

The Small Shield Relay can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* This outfit has 6 relay upgrade slots which can be filled by Shield Relay Boosters and Shield Relay Limiters to change the performance of the outfit. Boosters increase shield generation at the cost of increased energy consumption and Limiters decrease shield generation to save energy. Both upgrade outfits also take up some outfit space.
* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
Syndicated Systems & Shipyards

This page contains summary information for the in-game Human Organizational subsidiaries: Syndicated Systems and Syndicated Shipyards*.*

The Syndicate is a megacorporation that exists as both a Faction in-game and a de-facto government for the Core, a sizable chunk of human space. It has two profitable subsidiaries: Syndicated Systems on Hephaestus, Markab, which produces components and outfits widely used by ships and shipyards; and Syndicated Shipyards on Foundry, Achernar, whcih manufactures nearly half of the merchant freighters currently in service in human space. They also produce a small range of merchant escort warships.

Megaparsec Incorporated operates in Syndicate space further up north, but is only an affiliate rather than a direct subsidiary of the Syndicate.

On any human planet with a shipyard or outfitter, the player is likely to see Syndicate equipment such as the Energy Blaster or the Star Barge.

Together, the Syndicate subsidiaries are both Outfitters and Shipyards, with in-game retail groupings Syndicate Basics (outfitter), Syndicate Advanced (outfitter), Syndicate Basics (shipyard) and Syndicate Advanced (shipyard). The Basics outfit list is *included* in the Advanced, but the Basics shipyard list is *distinct* from the Advanced.

## Offices

### Home World

* Foundry, Achernar (Syndicated Shipyards)
* Hephaestus, Markab (Syndicated Systems)

## Retail Locations (Outfitters)

### Syndicated Systems Basics

* Buccaneer Bay, Algenib (Illegal Resale)
* Chiron, Alpha Centauri
* Crossroads, Ruchbah
* Earth, Sol
* Furnace, Alderamin
* Geminus, Castor
* Geyser, Denebola
* Greenrock, Shaula (Illegal Resale)
* Luna, Sol
* Maker, Delta Capricorni
* Millrace, Fomalhaut
* Moonshake, Alpheratz
* New Tortuga, Misam (Illegal Resale)
* Nimbus, Alpha Hydri
* Tinker, Diphda

### Syndicated Systems Advanced

* Delve, Scheat
* Foundry, Achernar
* Hephaestus, Markab
* New Tortuga, Misam (Illegal Resale)
* Shangri-La, Polaris
* Sunracer, Mirfak

## Retail Locations (Shipyards)

### Syndicated Shipyards Basics

* Delve, Scheat
* Foundry, Achernar
* Hephaestus, Markab
* Luna, Sol
* Reunion, Caph
* Shangri-La, Polaris
* Sunracer, Mirfak
* Tinker, Diphda

### Syndicated Shipyards Advanced

* Foundry, Achernar
* Hephaestus, Markab

## Ships

### Light Freighter

* Freighter
* Star Barge

### Heavy Freighter

* Bulk Freighter
* Container Transport

### Heavy Warship

* Class C Freighter
* Protector
* Vanguard
Tekkan

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

The Tekkan is the one ship in the Bunrodean arsenal that favors turrets over forward facing guns. This allows the small and fast vessel to act as the primary means of anti-missile defense for larger Bunrodean ships that are lacking in turret mounts compared to their guns. Tekkans are also able to take advantage of the rarely used but powerful Locust Turrets, packing a considerable amount of damage into a small ship.

## Location

These cannot be purchased, but can be found in Bunrodean space.

## Outfits

These are the standard outfits initially equipped on each Tekkan.

## Performance Information

These ships are more of a pest instead of an actual threat. While individually they can be a threat to smaller ships, the real danger they pose to advanced capital ships is that Tekkans tend to come in packs of three. In groups, like Quicksilvers, Tekkans can steadily bleed an advanced ship's shields while leapfrogging one another to keep freshly charged ships at the front of the pack.

Tekkans can useful for farming Locust Turrets and Buzzer Anti-Missile systems before the player officially meets the Bunrodea.

## Information

* The only way to obtain this is by capturing it.
Ternituul

Ternituul is a planet in the Ookmya system that is controlled by the Gegno Vi.

## Image

Ternituul is a dull world covered in a thick layer of fog hiding a dry desolate surface: an ideal world for the hardened Gegno Vi. A large portion of the Vi's military branch is based here, where new recruits are thrown into the first bottleneck of their lives. It is not uncommon for inhabitants to be lost to the bleak ecosystem of this planet.

The fog also hides a more grim aspect of this world - numerous graveyards cover the terrain, serving as a final resting place for most Vi. Large ceremonies are constantly held for the fallen, though instead of grievance, the Vi celebrate the commitment and dignity of their fellow brethren.

## Spaceport

Here, the spaceport is built very close to and partly in the ground, making it slightly dangerous for any craft trying to land here. Undeterred by the gloomy appearance of this graveyard world, the nearby Vi are occasionally chanting or lighting fires for the deceased, even while exiting their ships.

## Information

* Landing on Ternituul requires a reputation of 1.
Type 1 Radiant Thruster

## Description

This is the tiniest Wanderer engine. Like all their engines, it works in part by radiating excess heat, and as a result it doubles as a cooler for your ship.

## Location

This can be purchased from most Wanderer outfitters.

## Information

* Purchasing this requires a Wanderer Outfits License.
* Wanderer engines have low thrust/mass, but have very good energy efficiency and even provide cooling. However, due to the limited engine space in ships, if you want a fast ship, you should use a different engine.
* The Type 1 Radiant Thruster is the tiny engine used by the wanderers on the Earth Shaper.
Varu Ek'lak'lai

Varu Ek'lak'lai is a planet in the Kiru'kichi system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

The Wanderers harvest metal ores not from planets, but from asteroids, in order to not expend even more of the resources of the planets that are under their care. This star system contains an unusually high concentration of metallic asteroids, and as a result they have built many large refineries here to process the ore that their drones harvest.

## Spaceport

The vast majority of ships landing and taking off from this port are unmanned Wanderer drones used for mining asteroids. The drones are maneuverable enough to avoid collisions with the few ships that land under manual control.

The port itself is a small village surrounded by towering refineries. Unlike other Wanderer architecture, the refineries are ugly, brutal buildings made of weathered concrete.

## Information

* Landing on Varu Ek'lak'lai requires the player to have 15 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Type 3 Radiant Steering

## Description

This steering system is used by the Wanderers in their mid-sized ships. In addition to turning your ship, it is able to vent a considerable amount of heat.

## Location

This can be purchased from Wanderer Space.

## Information

* Purchasing this requires a Wanderer Outfits License.
* Wanderer engines have low turning/mass but have good energy efficiency and also provide cooling.
Starting Rubin

Starting Rubin is a Coalition station in the Sol Kimek system.

## Image

Starting Rubin was far from being the first station constructed around the Kimek homeworld, but it is the oldest one to still be in orbit. It was built as an orbital equivalent to the hunger towers found on the planet it orbits, as a safety measure against the disasters that may affect Ki Patek Ka.

Since the residents need little of the food produced, it quickly became the station's primary export, transforming it into one of the largest trading hubs of the region. It has also the largest population of any Coalition station, capable of supporting tens of thousands of Kimek.

## Spaceport

Despite only having the population of a small city, the arrivals deck of Starting Rubin is as crowded as the largest spaceports. Civilian ships belonging to all three Coalition species can be seen arriving or departing every couple minutes. While there doesn't seem to be any military facility, there are some civilian shops on the station, although they sell nothing but few Kimek items.

## Information

Coalition planets and stations cannot be dominated.
The Core

**The Core** is a region in the east of human space that is home to the Syndicate, the largest corporation in human space with its own police force and shipyards. This area is allied with the Republic.

## Overview

The Core is a collection of systems in the eastern region of human space. The majority of the Core is controlled by the Syndicate, a massive megacorporation that is the largest employer in the Republic. While the Syndicate is part of the Republic, it has a great deal of autonomy, to the point that the Core is largely patrolled by the Syndicate's private security forces instead of the Republic Navy.

The Syndicate is not the only power in the Core; the northern and southern regions are home to several pirate worlds, while the eastern and northeastern regions are occasionally subject to raids from the Korath, an alien species that resides in the galactic core.

### Outfitters

* Ammo North
* Basic Outfits
* Common Outfits
* Lovelace Basics
* Northern Explorers
* Syndicate Basics (outfitter)
* Syndicate Advanced (outfitter)

### Shipyards

* Basic Ships
* Megaparsec Basics
* Megaparsec Advanced
* Syndicate Basics (shipyard)
* Syndicate Advanced (shipyard)

## History

* 2490 - The Pirate world of Buccaneer Bay is established.
* 2600 - The Core and much of the Rim has fractured into individual systems or small regions which are constantly at war with each other.
* 2620 - Merchant fleets from the Deep begin to travel throughout the galaxy; the Core becomes a major destination for these convoys.
* 2660 - The Syndicate merges with other smaller companies and begins to gain power.
* 2720 - Several independent planets in the Core and the Rim consider joining together and forming a representative government, with Earth as its capital.
* 2730 - The Republic is formed; its founding members include several Core systems close to Earth.
* 2740 - The Republic places trade embargoes on the Syndicate with the intent of pressuring it into becoming part of the Republic.
* 2750 - As a result of nonviolent protests by their citizens, the Syndicate worlds agree to join the Republic, with the local governments becoming democratic instead of being administered by the Syndicate; however, many elected officials have ties to the Syndicate.
* 2810 - The Syndicate's shipyards begin to produce small freighters that can be piloted by a single pilot or a small crew; this marks the first time that small merchant ships are produced.
* 2850 - The Syndicate establishes several mining colonies to supply the increased demand for ships and equipment.
* 2870 - The Syndicate and other mining and manufacturing corporations encourage people to move to their colony worlds and become workers in exchange for funding.
* 2920 - The Republic Navy is spread thin due to the spread of new colonies, and piracy grows in the corners of Syndicate space.
* 3000 - The Syndicate continues to gain power.
Strong Wind

## Description

The Strong Wind was originally designed for science and exploration, but recently the Wanderers have modified the design to allow it to be used as a warship.

## Location

These are the ports where the Strong Wind can be purchased.

* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai
* Varu Mer'ek, Ik'kara'ka (before Wanderer storyline)

## Outfits

These are the standard outfits equipped on each Strong Wind.

## Information

* Purchasing the Strong Wind requires a Wanderer License.
* The Strong Wind has built in asteroid, atmosphere, and tactical scanning.
Swarm Clip

## Description

Swarm Clips provide a sizeable increase in ammo capacity for Swarm Pods, holding a respectable 200 missiles able to be swiftly loaded into a launcher after its current clip is empty.

## Location

The Swarm Clip can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* Swarm Clips store Swarm Missiles, which are fired from Swarm Pods.
* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
Starling

## Description

One of the strangest and most useful things that the Remnant have discovered in the abandoned worlds of the Ember Waste is alien cloaking technology. They have designed their scout ships to cloak when needed in order to explore alien territory without being seen... or to escape in a hurry after stealing something particularly valuable from those aliens.

The cloaking technology is built into the Starling's hull; it cannot be removed or transferred to another ship.

## Location

These are the ports where the Starling can be purchased.

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

## Outfits

These are the standard outfits initially equipped on each Starling.

## Information

* Purchasing the Starling requires a Remnant License.
* The Starling is one of the few ships with an integrated cloaking device.
* The Starling has built in outfit and tactical scanning.
* The Starling has a built in ramscoop.
Torpedo Storage Rack

## Description

The Torpedo Storage Rack is used to store extra ammunition for Torpedo Launchers.

## Location

The Torpedo Storage Rack can be purchased at the following ports:

* Ada, Aldebaran
* Asgard, Naos
* Bourne, Gamma Corvi
* Delve, Scheat
* Foundry, Achernar
* Hephaestus, Markab
* Hermes, Capella
* Midgard, Aludra
* New Tortuga, Misam
* Rust, Kraz
* Shangri-La, Polaris
* Shroud, Alheka
* Smuggler's Den, Men
* Sunracer, Mirfak
* Thule, Men
* Valhalla, Epsilon Leonis
* Wayfarer, Tarazed
* Geminus, Castor (Before the bombing)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Information

* This outfit stores Torpedoes, which are used by the Torpedo Launcher and the Torpedo Pod.
Small Repair Module

## Description

Arach ships, which rely more on strong hull than on energy shields, often carry one of these repair modules to allow damaged hull plating to be patched back together on the fly.

## Location

This outfit can be purchased from Coalition space.

## Information

* Buying this requires a Coalition License.
* This is one of the two Coalition hull repair outfits. The other is the Large Repair Module.
* This outfit can be a useful alternative to shield generators on fighters and drones, because while docked fighters can quickly replenish their shields from their host ship without generators, hull damage usually cannot be repaired without landing. Larger ships can equip more efficient hull repair outfits, but this one is small enough to be used by fighters.
Varu K'est

Varu K'est is a planet in the Chy'chra system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

Varu K'est is a spare, ancient planet of arid plateaus and deep, meandering canyons, with too little rainfall to support any but the hardiest of shrubs. The Wanderers have converted nearly all their villages on this planet into military bases in order to oppose the encroaching Hai raiders, and have also been forced to postpone their attempts at improving the local ecology.

## Spaceport

The spaceport is a massive shipyard, with facilities for repairing the few warships that the Wanderers possess as well as creating new ships and weapons. Dozens of battle-scarred ships are parked in the hangars here, a stark contrast to the ports in the more peaceful regions of the Wanderer territory.

## Information

* Landing on Varu K'est requires the player to have 15 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Typhoon Torpedo

## 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

This can be purchased from some human ports after the Free Worlds campaign.

## Information

* Typhoon Torpedos are used by the Typhoon Launcher and can be stored in the Typhoon Storage Tube.
* These only become available during the Free Worlds campaign.
Similisti

## Commodity Prices

### Luxury Goods

1282

Similisti is a system in Korath space. It is controlled by the Kor Mereti.

## Landing Locations

Similisti has the following landing locations:

* Mereti Station
* Sapira Mereti

## Links

Similisti links to the following systems:

* Chimitarp
* Eshkoshtar
* Faronektu
* Mekislepti
* Salipastart
* Sepetrosk

## Mining

The following mineable asteroids spawn in Similisti:

* Iron
* Lead
* Silicon

## Fleets

The following fleets spawn in Similisti:

* Kor Mereti Miners
* Small Kor Mereti
* Large Kor Mereti
* Large Kor Sestor
Silikatakfar

## Silikatakfar

### Outfitter

No

Silikatakfar is a system in Korath space controlled by the Kor Sestor.

## Landing Locations

Silikatakfar has two landing locations, Sasirka Gatru and Sebra Skira.

## Links

Silikatakfar links to the following systems.

* Mesuket
* Eneremprukt
* Asikafarnut
* Ferukistek

## Mining

No mineable asteroids spawn in Silikatakfar.

## Fleets

These are the fleets that naturally spawn in Silikatakfar.

* Small Kor Sestor
* Large Kor Sestor
* Large Kor Mereti
Sopi Lefarkata

Sopi Lefarkata is a planet in the Eneremprukt system controlled by the Kor Sestor.

## Background

### Outfitter

No

This is a cold and mountainous world, and most of its oceans are covered in ice. A handful of giant craters gouged out from the sides of mountains are the only sign that there were once Korath settlements here. But, the Kor Sestor robots have begun building settlements of their own, in caverns deep under the mountains where they are safe from orbital bombardment. Where recent Kor Mereti attacks have collapsed one of the access tunnels, swarms of robots have gathered to dig them out like ants when their hill has been stepped on.

## Spaceport

The caverns of the Kor Sestor are hidden deep under the mountains, but there are also a handful of refueling stations on the surface. Each one is guarded by towering weapon platforms and swarms of autonomous fighter drones.

## Information

* Korath planets and stations cannot be dominated.
Swarm Missile

## Description

Swarm missiles are small, fast moving munitions for the Swarm Pod.

## Location

The Swarm Missile can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* Swarm Missiles are ammunition for the Swarm Pod and can be stored in Swarm Clips.
* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
U-5188

## U-5188

### Outfitter

No

U-5188 is an uninhabited system in The Umbral Reach.

## Landing Locations

U-5188 does not have any landing locations.

## Links

U-5188 links to the following systems:

* O-3184
* V-2189

## Mining

The following mineable asteroids spawn in this system:

* Iron

## Fleets

The following fleets spawn in this system:

* Iije (Uninterested)
* Iije (Swarming)
* Iije (Surveillance)
Tania Australis

Tania Australis is a system that is located in the Dirt Belt and controlled by the Republic.

## Landing Locations

Tania Australis has the following landing locations:

* Ingot

## Links

Tania Australis links to the following systems:

* Algieba
* Fala
* Lolami
* Mora
* Phecda

## Amenities

Ingot possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Tania Australis:

* Aluminum
* Silicon
* Uranium

## Fleets

The following fleets spawn in Tania Australis before July 24, 3014:

* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Small Republic

The following fleets spawn in Tania Australis on and after July 24, 3014:

* Navy Surveillance
* Republic Logistics
* Small Republic
* Large Republic
* Small Northern Merchants
* Large Northern Merchants
Sundrinker

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

## Background

### Outfitter

No

Most of this world is barren deserts and oceans; for whatever reason almost no life evolved here. The only human settlement is a small town in one of the few hilly regions, and the locals survive by ranching and farming. It is the sort of world that is ideal for people who enjoy being alone, because it has almost no appeal for anyone else. In addition to the oppressively hot weather, flash floods are quite frequent.

## Spaceport

There are only two concrete landing platforms in the spaceport, and that is plenty for the amount of traffic they receive. A wide cleared-off field of dirt is available beyond that in case an unusual number of ships ever need to land. The two platforms and the spaceport buildings are all built near to the tops of the hills, out of the way of the flood waters. This is both the spaceport and the only town on Sundrinker. A single road winds between a few buildings; one seems to be a saloon, and another, a general store.

## Information

* Sundrinker has a tribute value of 200 and is defended by small Militia fleets.
Thshybo Le

## Commodity Prices

### Luxury Goods

1,290

Thshybo Le is a system in Bunrodea space controlled by the Bunrodea.

## Landing Locations

Thshybo Le has the following landing locations:

* Thshybothro

## Links

Thshybo Le links to the following systems:

* Elabi Choati
* Elo Chigo
* Erabu Lemeta
* Genta Bo

## Amenities

Thshybothro has an outfitter but no shipyard.

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in Thshybo Le:

* Bunrodea Erabu Freight
* Bunrodea Defense
* Bunrodea Royalty
* Bunrodea Royal Guard
Vatican

Vatican is an uninhabited planet in the Cinxia system.

## Image

Vatican's propensity for constant renewal of the surface has resulted in a flourishing astrogeological academic program. While it has frequently been dismissed as a low priority for Remnant efforts, it has nonetheless received continued support from the defense prefects. Why they would be concerned with the geological formations of an uninhabited planet is unknown, but the research continues.
Unukalhai

Unukalhai is a system that is located in the Rim. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Landing Locations

Unukalhai has the following landing locations:

* Flood

## Links

Unukalhai links to the following systems:

* Sabik
* Zubenelgenubi

## Amenities

Unukalhai does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Unukalhai:

* Neodymium
* Silicon

## Fleets

The following fleets spawn in Unukalhai before August 29, 3014:

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

The following fleets spawn in Unukalhai on and after August 29, 3014:

* Small Free Worlds
* Large Free Worlds
* Small Southern Merchants
* Large Southern Merchants
* Large Southern Pirates
Subsidurial

Ship Class
 Image
 Hull
 Hull Repair
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Ion Protection
 Ion Resistance
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

It is unclear what these creatures are, where they come from, or how they evolved. Scientists have dissected several, but so far the results have simply been that these creatures contain no materials or resources of value; are not even slightly edible, and are too big to be kept as pets.

To date, none have demonstrated any sign of sapience, and the few captains who have seen them basically consider them to be the bison of space.

## Location

The Subsidurial can be rarely found scattered around the galaxy in uninhabited systems.

## Information

* The Subsidurial is a spacefaring creature that can be found scattered around the galaxy.
* These cannot be legitimately obtained by the player.
* These have built in engines and have the ability to land on gas planets.
Sunracer

Sunracer is a planet in the Mirfak system and the home planet of Megaparsec Incorporated. It is controlled by the Syndicate.

## Background

### Outfitter

Yes

Sunracer is home of Megaparsec, Inc., a shipyard that specializes in designing fast, lightweight ships.

It is a well-settled planet with a population of over a billion, and a diverse economy that includes farming and fishing in addition to the shipyards.

Outside the cities, large regions of undeveloped land still remain. Hovercraft racing is a major local sport, and some massive and elaborate courses have been constructed in the wilderness.

## Spaceport

On Sunracer, the spaceport and shipyard are one and the same. As you walk among the landing pads and hangars, it is not immediately clear which ships are visiting starships undergoing minor repairs, and which are new ones under construction.

A series of enormous cranes tower over one section of landing pads. From them hang hull fragments, engines, and even a few small ships, each being swung from one location within the shipyard to another. Meanwhile, forklifts and flatbed trucks are weaving between the buildings in every direction.

## Shipyard

* Basic Ships
* Megaparsec Advanced
* Megaparsec Basics
* Syndicate Basics (shipyard)

## Outfitter

* Ammo North
* Common Outfits
* Lovelace Basics
* Syndicate Advanced (outfitter)
* Northern Explorers

## Information

* Sunracer has a tribute value of 1700 and is defended by large Syndicate fleets.
Tear of Skade

## Description

A strange glowing stone gifted to you by the Skadenga. It lacks any power source, yet is quite cold.

## Location

This outfit cannot be purchased but is a reward from the Skadenga Saga mission chain, found in the Deep.

## Information

* This outfit works as a small cooler that takes no outfit space or mass.
* Only one of these can be obtained in the game.
Type 4 Radiant Thruster

## Description

This is the largest engine that the Wanderers have developed. Its incredibly efficient design allows it to cool your ship even while it is firing.

## Location

This can be purchased from Wanderer Space.

## Information

* Purchasing this requires a Wanderer Outfits License.
* Wanderer engines have low thrust/mass, but has very good energy efficiency and even provides cooling. However, due to the limited engine space in ships, if you want a fast ship, you should use a different engine.
Tejat

## Commodity Prices

### Luxury Goods

1420

Tejat is a binary system that is controlled by the Republic.

## Landing Locations

Tejat has the following landing locations:

* Calda
* Vail

## Links

Tejat links to the following systems:

* Miaplacidus
* Phurad

## Amenities

Tejat does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Tejat:

* Aluminum
* Iron
* Tungsten

## Fleets

The following fleets spawn in Tejat:

* Small Northern Merchants
* Large Northern Merchants
* Paradise Merchants
* Small Republic
* Large Republic
Type 2 Radiant Steering

## Description

This small Wanderer steering system vents excess heat from your ship even when it is not in use, allowing it to double as a cooling system.

## Location

This can be purchased from Wanderer Space.

## Information

* Purchasing this requires a Wanderer Outfits License.
* Wanderer engines have low steering/mass, but have good energy efficiency and even provide cooling. However, due to the limited engine space in ships, if you want a fast ship, you should use a different engine.
Sinter

Sinter is a planet in the Albireo system. It is controlled by the Republic.

## Image

Sinter is a world where life never developed; the atmosphere is unbreathable, but warm enough and dense enough that people can survive here in pressurized homes or outside when wearing oxygen tanks. The only industry here is mining, which is mostly done with remotely controlled robots, so the population of the entire planet is only a few thousand people.

## Spaceport

The spaceport is built next to a large smelter where ore is processed into metal ingots. Even on a planet as inhospitable as this one, the cost of extracting metal from ore is still cheaper than the cost of shipping the ore off-world for processing. A long enclosed terminal building extends out from the smelter, with docking tubes and landing pads every few hundred meters for connecting to visiting ships. Small robotic trolleys carry cargo crates back and forth; only a handful of people are walking around here, and most of them are probably off-worlders.

## Information

* Sinter has a tribute value of 400 and is defended by small Militia fleets.
Quarg Skylark

## Description

The Skylark is used by the Quarg as a freighter and warship.

## Location

The Skylark cannot be purchased and the only way to obtain it is through capturing.

## Outfits

These are the standard outfits initially equipped with each Skylark.

 Intrusion Countermeasures (120)

## Information

* The Skylark is one of two Quarg ships currently in the game. The other is the Quarg Wardragon.
Volcano Afterburner

## Description

An afterburner works by dumping hyperspace fuel into your engines and igniting it, producing a large amount of thrust. This can be very useful for dodging missiles or briefly escaping from faster opponents, but you must be careful to avoid using up so much fuel that you do not have enough left for hyperspace travel.

## Location

Volcano Afterburners are sold at the following ports:

* Ada, Aldebaran
* Albatross, Nunki
* Asgard, Naos
* Bloodsea, Antares
* Bourne, Gamma Corvi
* Buccaneer Bay, Algenib
* Chiron, Alpha Centauri
* Covert, Gienah
* Deadman's Cove, Almach
* Earth, Sol
* Farpoint, Alnitak
* Follower, Alphard
* Foundry, Achernar
* Glaze, Aldhibain
* Greenrock, Shaula
* Haven, Arneb
* Hephaestus, Markab
* Hestia, Talita
* Luna, Sol
* Maelstrom, Nihal
* Midgard, Aludra
* Moonshake, Alpheratz
* New Britain, Dabih
* New China, Merak
* New Tortuga, Misam
* Prime, Betelgeuse
* Reunion, Caph
* Rust, Kraz
* Shangri-La, Polaris
* Shroud, Alheka
* Smuggler's Den, Men
* Solace, Pherkad
* Stormhold, Alcyone
* Sunracer, Mirfak
* Thule, Men
* Tinker, Diphda
* Trinket, Sargas
* Valhalla, Epsilon Leonis
* Wayfarer, Tarazed
* Zug, Zubeneschamali
* Geminus, Castor (Before the bombing)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Information

This is one of three human afterburners, the others being the Caldera Afterburner and Ionic Afterburner.
Var' Kar'i'i

Var' Kar'i'i is a planet in the Kiro'ku system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This is a populous Wanderer world, with small farming villages scattered across all the land, and even a few larger population centers that might almost qualify as a city. But from the air, it is not evident at first that the planet is so heavily settled, because the village tree-houses are mostly hidden beneath the forest canopies. The farms, too, are almost indistinguishable from natural land, due to a permaculture system where many varieties of plants are growing side by side.

## Spaceport

Apparently, just as humans use horses to carry loads and draw carts of produce, the Wanderers use a large breed of lizard, nearly three meters tall and walking on their hind legs. The lizards are meat-eaters: next to the watering troughs are cages full of large rodents, which the Wanderers occasionally feed to their beasts.

Many different forms of produce are for sale here in open-air markets, including dozens of different nuts and berries. Aside from the rodents to feed to the lizards, and a few species of fish, the Wanderers do not seem to raise animals for food.

## Information

* Landing on Var' Kar'i'i requires the player to have 5 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
The Rim

**The Rim** is a region of space in the western part of human space. It is located west of the South, southwest of the Dirt Belt, and north of the Outer Rim.

## Overview

The Rim is a mostly separated section located at the far left of human space. It can only be entered from the bottom. The planets are mostly habitable and are moderately wealthy, but are not as highly populated as the Deep or the Core. However, they are often the target of pirate attacks and are not defended properly by the Navy, instead being protected by the militia under the Southern Mutual Defense Pact. The entirety of the Rim breaks off from the Republic and becomes part of the Free Worlds during its formation.

The Rim celebrates Han Sizer month during August.

### Outfitters

* Ammo South
* Basic Outfits
* Common Outfits
* Delta V Basics
* Delta V Advanced
* Kraz Basics
* Kraz Advanced
* Syndicate Assistance (Only during the Free Worlds campaign)
* Stack Core (Becomes available during the Free Worlds campaign)

### Shipyards

* Basic Ships
* Southbound Basics
* Southbound Advanced
* Tarazed Basics (Becomes available during the Free Worlds campaign)

## History

* 2350 - A group of philanthropic billionaires establish several colonies in the Rim as a safeguard so that a war would not make humanity go extinct.
* 2520 - Slavery has become common in the galaxy, especially in the Rim.
* 2600 - The Core and much of the Rim has fractured into individual planets or small regions during constant wars with each other.
* 2680 - Commerce is vastly unbalanced in favor of the Deep so many of the smaller corporate governments in the Rim boycott the Deep.
* 2920 - The spread of new colonies has left the Navy stretched thin, and piracy is rising in places like the Rim.
Tebuteb

## Commodity Prices

### Luxury Goods

1452

Tebuteb is a binary system in Arach space. It is controlled by the Coalition.

## Landing Locations

Tebuteb has the following landing locations:

* Tebuteb's Table

## Links

Tebuteb links to the following systems:

* Glubatub
* Miblulub

## Amenities

Tebuteb does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Tebuteb:

* Silicon

## Fleets

The following fleets spawn in Tebuteb:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Tik Klai

Tik Klai is a planet in the Iyech'yek system. It is controlled by the Wanderers.

## Background

### Outfitter

No

This world is uncomfortably hot, even for the Wanderers, and so close to its star that the surface is bathed in dangerous levels of ultraviolet light. The few Wanderer installations here are buried underground, with only a few access hatches and storage buildings on the surface.

## Spaceport

Most of the spaceport facility is closed to non-Wanderer personnel, and apparently to many of the off-world Wanderers who are visiting, as well. The underground passageways are comfortably wide and tall for a human, but the wanderers walking through them must tuck their wings in close to their bodies to avoid scraping against the ceilings.

The warning signs marking restricted areas are in the undecipherable Wanderer language, but accompanied by a symbol you easily recognize: a DNA double helix undergoing replication.

## Information

* Landing on Tik Klai requires the player to have 35 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Vinci

Vinci is a planet in the Miaplacidus system. It is controlled by the Republic.

## Image

Many centuries ago, some of the first settlers on Vinci included a small group of electrical engineers who formed a revolutionary new company for designing computers and microchips. Today, Vinci is the foremost manufacturer of CPUs in all of human space, and their processors are found in everything from navigational computers to video phones to intelligent toasters.

Because this world is home to so many cleanroom fabrication plants, pollution is very tightly controlled.

## Spaceport

The spaceport is so full of high-fidelity holographic displays that you have trouble at times telling where the virtual reality ends and the physical reality begins; what looks like a paper poster on the wall will suddenly change to a different picture every minute, and the department store mannequins follow you with their eyes. You feel like you are trapped in someone's drug-assisted vision of the future.

## Information

* Vinci has a tribute value of 2800 and is defended by large Republic fleets.
System Table

* [[Coalition Space]
	+ Kimek
	+ Saryds
	+ Arachi
* Heliarch
* Human Space

* + The Rim (Region)
	+ The Deep (Region)

* + Far North (Region)

* + Paradise Planets (Region)
	+ Near Earth
	+ The Core

* + The Rim (Region)
	+ The Dirt Belt (Region)
	+ The South (Region)

* Wanderer Space

* Hai Space

* Korath Space
* The Ember Waste
* Graveyard
Veliante

Veliante is an uninhabited planet in the Dixere system.

## Image

Veliante may have been habitable once, but no longer. Part of its southern hemisphere is filled with deadly levels of radiation, but even elsewhere on the planet, it isn't safe to remain on the surface without adequate protection for too long. While animal life on the planet seems to have disappeared almost completely, plants and trees cover the surface in vast, colorful patches of flora.

## Information

Veliante is uninhabited and cannot be dominated.
Veiuye

Veiuye is an uninhabited planet in the Evrae system.

## Image

Like the other moons of the nearby gas giant, Veiuye is a frozen world. However, the surface layer of Veiyue is rather thin, and more detailed scans show large, hollow caverns beneath the exterior of the moon. These areas are abnormally warm compared to the rest of the moon, and appear to be filled with oceans primarily made up of water. Strange readings come from these areas, which could possibly be due to microbial life.
Syndicate Basics (outfitter)

This page shows the outfits that will be added to planets and stations with "Syndicate Basics" in their outfitters. These outfits are produced by Syndicated Systems.

## Outfits

### Secondary Weapons

* Meteor Missile Launcher
* Meteor Missile Pod

### Ammunition

* Javelin
* Meteor Missile
* Meteor Missile Box

### Systems

* D23-QP Shield Generator
* S-270 Regenerator (Complete the Checkmate branch of the Free Worlds storyline)

### Power

* LP144a Battery Pack
* RT-I Radiothermal

### Engines

* Chipmunk Plasma Steering
* Chipmunk Plasma Thruster
* Ionic Afterburner (Complete the Checkmate branch of the Free Worlds storyline)
* X1050 Ion Engines (Available 180 days after August 29, 3014)
* X1100 Ion Reverse Thruster
* X3200 Ion Steering
* X3700 Ion Thruster