recursal/Fanatic-Fandom huggingface dataset:
Kochab

Kochab 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

Kochab has the following landing locations:

* Lenz's Loop
* Mere

## Links

Kochab links to the following systems:

* Ildaria
* Zubeneschamali

## Amenities

Kochab does not possess an outfitter or a shipyard.

## Fleets

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

* Small Militia
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates

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

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

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 **Tarazed Finch** is a powerful fighter craft utilized by the Free Worlds.

## Description

When the Free Worlds started requesting a Carrier solution from its local shipyards, Tarazed Shipyards quickly saw that a few modifications could make their entry level interceptor into a top tier fighter. Over 85% of the parts that make up the Finch are shared with the Sparrow assembly line, so it's no surprise that even trimmed down to (barely) fit into a fighter bay, the Finch bears strong resemblance to its hyperspace-faring cousin.

Fighters do not come equipped with a hyperdrive. You cannot carry a fighter unless you have a ship in your fleet with a fighter bay.

## Location

The Finch can be purchased at the following ports 90 days after August 29, 3014:

* Glaze, Aldhibain
* Rust, Kraz
* Wayfarer, Tarazed
* Zug, Zubeneschamali

180 more days later, the Finch can also be purchased at the following ports:

* New Britain, Dabih

## Outfits

These are the standard outfits initially equipped on each Finch.

## Performance Information

Finches are the standard fighter of the Free Worlds. While a capable ship design, Finches overall aren't as effective at a ranged attacks as their Republic Lance counterparts. Nonetheless, they are the usual fare for a Nest or any of its sister carriers, so the player should acclimate to the strengths and weaknesses of a Finch should the player purchase a Free Worlds carrier design.

## Notes

* The Finch is only available after the start of the civil war.
* Like all fighters, the Finch cannot jump and requires a ship with fighter bays to carry it.
Choleric Cannon Turret

## Description

Mounted on a turret, a Choleric Cannon is much more devastating without the need to keep a target in front of the ship to land shots. It can consistently put out damage to a target's hull, and with multiple turrets, any shieldless vessel is forced to retreat after a decent enough bombardment lest they be destroyed.

## Location

This cannot be purchased, but can be found equipped on some Gegno Vi ships.

## Information

* Purchasing this would require a Gegno Civilian License, Vi Evocati License, and a Vi Centurion License.
Flea

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

This combat drone is built to amplify the strength of any combat force for as few credits as possible. It was designed in conjunction with the tactical recoil of the Skipper Railgun to allow it to kite its targets, prolonging its combat efficacy while it supports its allies with debilitating ion damage.

Drones do not come equipped with a hyperdrive. You cannot carry a drone unless you have a ship in your fleet with a drone bay.

## Location

The Flea can be purchased from Hai space after they become available during the Wanderers campaign.

## Outfits

These are the standard outfits initially equipped on each Flea.
Ehma Ti

## Commodity Prices

### Luxury Goods

1155

Ehma Ti is a system in Hai space controlled by the Unfettered Hai.

## Landing Locations

Ehma Ti has one landing location, Firelode.

## Links

Ehma Ti links to the following systems.

* Wah Yoot

## Mining

These are the mineable asteroids that spawn in Ehma Ti.

* Lead
* Silver
* Titanium

## Fleets

These are the fleets that naturally spawn in Ehma Ti.

* Small Hai Merchant (Sympathizers)
* Large Hai Merchant (Sympathizers)
* Small Unfettered
* Large Unfettered
* Unfettered Logistics
* Unfettered Raid
Delta V Advanced

This page shows the outfits that will be added to planets and stations with "Delta V Advanced" in their outfitters. These outfits are produced by Delta V.

## Outfits

### Secondary Weapons

* Heavy Rocket Launcher
* Heavy Rocket Pod
* Javelin Mini Pod
* Javelin Pod
* Meteor Missile Launcher
* Meteor Missile Pod

### Ammunition

* Heavy Rocket
* Heavy Rocket Rack
* Javelin
* Javelin Storage Crate
* Meteor Missile
* Meteor Missile Box

### Systems

* Catalytic Ramscoop (Becomes available for sale 24 days after the completion of the Free Worlds Storyline side mission FW Wolf Pack 1B)
* Large Radar Jammer
* Scram Drive
* Small Radar Jammer

### Engines

* Caldera Afterburner
* Capybara Reverse Thruster
* Chipmunk Plasma Thruster
* Chipmunk Plasma Steering
* Greyhound Plasma Thruster
* Greyhound Plasma Steering
* Impala Plasma Thruster
* Impala Plasma Steering
* Orca Plasma Thruster
* Orca Plasma Steering
* Tyrant Plasma Thruster
* Tyrant Plasma Steering
Dolomite

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

Almost as large as a human cruiser, Dolomites are the Gegno's most common cargo vessel in service, its original design dating back to the early days of space colonization. They are used as both passenger liners and cargo vessels. Due to their popularity and continuous usage, both the Vi and Scin factions have developed on the original design for their own purposes.

## Location

This ship cannot be purchased, but can be found being used by Gegno civilians.

## Outfits

These are the standard outfits initially equipped on each Dolomite.

 None

## Information

* Purchasing this ship would require a Gegno Civilian License.
Farves GP Hybrid Steering

## Description

An important product of Efreti engineers' ongoing effort to evolve their understanding of fundamental physics and how it can be put into practice is this compact steering system. A classic example of Korath technology, it is small, powerful, and woefully inefficient. It appears that the Quarg influence on the Efreti has not changed the underlying design philosophy of the Korath living here.

## Location

This outfit is currently not implemented in the game and is unobtainable as a result.

## Information

* This outfit will be implemented in a future update.
Ek'kek'ru

## Commodity Prices

### Luxury Goods

1091

Ek'kek'ru is a system in Wanderer space. It is controlled by the Wanderers.

## Landing Locations

Ek'kek'ru has the following landing locations:

* Kort Kehai

## Links

Ek'kek'ru links to the following systems:

* Iyech'yek
* Ka'ch'chrai
* Pik'ro'iyak
* Si'yak'ku

## Amenities

Ek'kek'ru does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Ek'kek'ru:

* Aluminum
* Copper
* Silicon

## Fleets

The following fleets spawn in Ek'kek'ru:

* Wanderer Defense
* Wanderer Drones
* Wanderer Freight
Eminonu

Eminonu is an uninhabited planet in the Arculus system.

## Image

Eminonu's notably green rocks show a remarkably high copper content and the historic presence of atmospheric water. Scattered vegetative debris suggests that this world was, until recently, some variety of garden planet, albeit likely a cold one. Today the vast majority of moisture is locked up in ice fields, and the ambient temperatures are far too cold for even hardy lichens to survive.
Coalition Advanced (outfitter)

This page shows the outfits that will be added to planets and stations with "Coalition Advanced" in their outfitters.

## Outfits

### Systems

* Bunk Room
* Cargo Expansion
* Cooling Module
* Fuel Module
* Hyperdrive
* Large Repair Module
* Large Shield Module
* Luxury Accommodations
* Outfits Expansion
* Small Bunk Room
* Small Repair Module
* Small Shield Module

### Power

* Large Battery Module
* Large Cogeneration Module
* Large Collector Module
* Small Battery Module
* Small Cogeneration Module
* Small Collector Module

### Engines

* Large Reverse Module
* Large Steering Module
* Large Thrust Module
* Small Reverse Module
* Small Steering Module
* Small Thrust Module
Factory of Eblumab

Factory of Eblumab is a planet in the Eblumab system. It is controlled by the Coalition.

## Background

### Outfitter

No

The tiny sun that the Factory of Eblumab orbits is too small to provide much power, so the manufacturing plants here are mostly powered by nuclear reactors running on radioisotopes that are mined and refined locally. It is a hot, dry, and mostly barren world, and most of the workers here are young and single, hoping to build up enough wealth to move somewhere more pleasant.

## Spaceport

The spaceport village is under an artificial climate-controlled dome, and consists largely of pedestrian thoroughfares winding past fancy shops and restaurants. On torch-lit patios, young Arach couples sit gazing soulfully into each other's multiple eyes. This is where they come on their time off from the factories to dream of the day when they will hop aboard one of the ships parked here and start a more stable life elsewhere.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Factory of Eblumab requires a reputation of 15; this cannot be bypassed through bribery.
Far Monad

Far Monad is an uninhabited planet in the Lucina system.

## Image

The weather on Far Monad is actually rather pleasant. If it were not a lonely planet orbiting a dying sun in a region of space that few species visit and none claim for their own, it could have become a fruitful farming world or perhaps even a metropolitan center.

## Information

* There are only a few landable uninhabited planets in the game, and this is one of them.
Delve of Bloptab

Delve of Bloptab is a planet in the Bloptab system. It is controlled by the Coalition.

## Background

### Outfitter

No

This is a mining world, hotter than even the Arachi would prefer but still much more habitable than its sister world of Bloptab's Furnace. It is home to House Ablomab, the guild of mining and metalworking, and the dry climate makes it possible to store stockpiles of iron, steel, and other metals here without worrying about rust. Supposedly the warehouses here contain enough raw materials to double the size of the Heliarch war fleet if needed; the Arachi like to be able to trust that they are prepared for any eventuality.

## Spaceport

This is one of the few Coalition worlds where the Heliarch agents openly carry weapons, due to the fear that the Resistance might see the storehouses here of base and precious metals as a tempting target. Although there are plenty of civilians of all three species milling about, the spaceport has something of the atmosphere of a military base.

## Outfitter

None at the start of the game, but Heliarch Basics is added after completing the Heliarch campaign introduction.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Delve of Bloptab requires a reputation of 25; this cannot be bypassed through bribery.
Darkcloak

Darkcloak is a planet in the Wah Yoot system. It is controlled by the Unfettered Hai.

## Background

### Outfitter

Yes

Darkcloak is a world that is almost always obscured by a thick layer of clouds, making it difficult to produce food here.

Although the Hai tend to be an easygoing and nonviolent species, there are always a few in each generation that yearn for excitement, warfare, and conquest. These "Unfettered" Hai have built a major military base here, and they launch raids from here on convoys traveling through the nearby systems.

## Spaceport

The occupants of this spaceport are not visibly different from the Hai you have encountered elsewhere, but they seem much more tense, angry, and hostile. As the only human here, you are being watched very closely, but no one threatens you directly.

It is likely that most of the goods available for trade here were stolen from one of the nearby Hai systems.

## Information

* Darkcloak has a tribute value of 3,500 and is defended by Small Unfettered and Large Unfettered fleets.
Ionic Afterburner

## Description

The Ionic Afterburner was designed by the Syndicate to compensate for the primary weakness of an ordinary afterburner: namely, that it consumes hyperspace fuel at a prodigious rate. Ionic afterburners instead use a small amount of fuel combined with a large burst of energy from your ship's batteries to achieve the same effect.

## Locations

Ionic Afterburners can be obtained by looting marauder ships.

If the checkmate branch of the Free Worlds story was completed, Ionic Afterburners can be purchased at the following ports:

* Buccaneer Bay, Algenib
* Chiron, Alpha Centauri
* Crossroads, Ruchbah
* Delve, Scheat
* Earth, Sol
* Foundry, Achernar
* Furnace, Alderamin
* Geminus, Castor
* Geyser, Denebola
* Greenrock, Shaula
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)
* Hephaestus, Markab
* Luna, Sol
* Maker, Delta Capricorni
* Millrace, Fomalhaut
* Moonshake, Alpheratz
* New Tortuga, Misam
* Nimbus, Alpha Hydri
* Shangri-La, Polaris
* Sunracer, Mirfak
* Tinker, Diphda

## Information

* This is one of three human afterburners, the others being the Volcano Afterburner and Caldera Afterburner.
* Unlike other afterburners, the Ionic Afterburner burns both fuel and energy to give you a speed boost.
Echo-Galleon

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 largest of Korath production vessels are derived from a common and ancient chassis, including this large Efreti vessel. Facing very different challenges, and taking some inspiration from their Quarg protectors, the Efreti descendant of the "World-Ships" of old is lighter, faster, and more efficient, but less powerful than its Exile counterparts.

## Location

This ship can be found in Kor Efreti space.

## Outfits

These are the standard outfits equipped on the Echo-Galleon.

 Thermal Repeater Rifle (246)

## Information

* The Echo-Galleon is the largest and oldest of Kor Efret ships. It is a derivative of the Production Vessels of the Korath Exiles, but differs in that it uses Quarg-inspired thrusting systems and has more gun mounts.

## Trivia

* The old Korath World-Ship used to be used in place of Echo-Galleons and was the Kor Efret's only ship.
* The Echo-Galleon has an excellent ratio of required crew to total bunks, making it a powerful stepping stone to capture World Ships. However, it can only be obtained by attacking a peaceful civilisation.
Command Center

## Description

In response to occasional raids by the robotic war machines left behind after their recent conflict, the Kor Efret have developed this minimal, spartan Command Center that can be installed in a captured robotic ship to allow a pilot to override the AI and interface with the ship's controls. The Command Center only provides a single bunk for the captain, so more bunks may be necessary if the ship has turrets or other systems that require crew.

## Location

The Command Center can be purchased at the following ports.

* Laki Nemparu, Kashikt
* Setar Fort, Sevrelect

## Information

* Installing one of these on a Kor Sestor or Mereti ship will allow the player to control that ship and use it as a flagship.
* To make the captured Korath automata ships controlled by the player as a main warship, it must have a minimum required crew especially in medium to heavy warships, this can be accomplished by installing Bunk Rooms.
Fuel Pod

A fuel pod increases your fuel capacity, allowing your ship to make one additional hyperspace jump before it needs to land and refuel.

## Location

The Fuel Pod is available at ports across the galaxy.

## Information

* The description assumes that your ship is using a standard Hyperdrive, which consumes 100 fuel per jump. A Scram Drive consumes 150 fuel per jump, and a Jump Drive takes 200, so take those values into account when optimizing for maximum jumps.
* The Fuel Processor stores the same amount of fuel as two Fuel Pods, but takes only 14 tons of space instead of 16 and has built-in ramscoop capability, making it a superior option when available.
* The Coalition Fuel Module is even more space-efficient, storing as much fuel as four Fuel Pods in only 19 tons of space, while also providing Fuel Protection.
EMP Torpedo

## Description

This torpedo can emit electromagnetic pulses, interfering with a ship's generators.

## Location

This outfit can be found by looting Ka'het ships. In addition, this outfit can be purchased at the following locations:

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

## Information

* You need a Remnant License to purchase these.
* This is ammunition for both the EMP Torpedo Bay and the Ka'het EMP Deployer and can be stored in the EMP Torpedo Storage Bay.
* This outfit is largely replaced by the Teciimach Canister in outfitters late in the Remnant storyline.
Echo

Echo is a moon in the Tarazed system. It is controlled by the Quarg.

## Image

This is a small Quarg outpost, which you suspect was built mostly to keep an eye on Tarazed Corporation and their alien-influenced research on the planet below. Like most Quarg worlds, the gravity is much too low here for it to be a feasible human colony, and although there is an atmosphere, it is too thin for a human being to breathe. Supposedly the Quarg have lungs designed for a continuous one way airflow, like a bird's lungs, rather than the ordinary in and out flow of human lungs; this is what enables them to survive on low-gravity, low-atmosphere worlds.

## Spaceport

This outpost was really not designed with human beings in mind. The indoor air is not pressurized, so even there you need an oxygen mask to be able to breathe comfortably. And all the rooms and hallways are taller and narrower than you are used to. The station feels like a maze, full of winding passageways with no clear order or pattern to them, although perhaps the order would be readily apparent if you had an alien mind.
Crystal Projector

## Description

Never underestimate the power of a bunch of crystals on a rock. In this case all they do is project some harmless purple rays around the Shooting Star, but the point still stands

## Outfitters

The Crystal Projector is not found at any outfitters

## Information

* This is only found on the Shooting Star
* This is only obtainable using the 0.9.13 continuous snapshot, as the Shooting Star was made capturable then.
Belugt

## Commodity Prices

### Luxury Goods

1483

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

## Landing Locations

Belugt has the following landing locations:

* Refuge of Belugt

## Links

Belugt links to the following systems:

* Gupta

## Amenities

Belugt does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Belugt:

* Aluminum
* Lead

## Fleets

The following fleets spawn in Belugt:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Cor Caroli

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

## Landing Locations

Cor Caroli has the following landing locations:

* Heartland

## Links

Cor Caroli links to the following systems:

* Algorel
* Gacrux
* Mizar
* Vindemiatrix

## Amenities

Heartland possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Cor Caroli:

* Aluminum
* Platinum
* Uranium

## Fleets

The following fleets spawn in Cor Caroli before August 14, 3014:

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

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

* Navy Surveillance
* Small Republic
* Large Republic
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
Derecho

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

Like a latent gene waiting to express itself, the knowledge of how to wage war in space has been passed down through hundreds of generations of Wanderers. Based on one of their ancient designs, the Derecho has a mixture of agility and raw firepower that is well-suited to their present, rapidly changing situation.

## Location

The Derecho can be purchased at the following ports:

* Var' Kayi, Vara K'chrai

## Outfits

These are the standard outfits initially equipped on each Derecho.

## Information

* Purchasing the Derecho requires a Wanderer Military License.
* The Derecho only becomes available at the end of the first part of the Wanderer storyline.
Darkmetal

Darkmetal is a planet in the Mei Yohn system. It is controlled by the Hai.

## Image

Darkmetal is a cold, dry mining world, the source of much of the heavy metals that are used in Hai space. A haze of slightly radioactive dust hangs in the sky whenever it has been more than a week since the last rainstorm. Most of the mining is carried out by slow-moving vehicles the size of a small city, which ingest layers of dirt and bedrock, crush it to extract any valuable elements, then mix the remaining material with water to form a concrete-like slurry that can be extruded in solid blocks, to reduce the amount of additional dust that is added to the atmosphere.

## Spaceport

The spaceport is hermetically sealed, with gantry tubes that can adapt to fit the hatches of human ships as well as Hai. The seal is to keep radioactive dust out of the living spaces, but its purpose is primarily to reduce the long-term exposure of the station's permanent inhabitants; for visitors, the risks are minimal.
Dubhe

Dubhe is a binary system that is located in the Deep and controlled by the Republic.

## Landing Locations

Dubhe has the following landing locations:

* Haze

## Links

Dubhe links to the following systems:

* Zosma

## Amenities

Dubhe possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Dubhe:

* Silicon

## Fleets

The following fleets spawn in Dubhe:

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

**Earth** is a planet in the Sol system. It is the birthplace of humanity and is the capital world of the Republic.

## Background

### Outfitter

Yes

The ancestral home world of humanity, Earth has a population twice that of any other inhabited planet. Sprawling cities cover large portions of its surface, many of them overcrowded and dangerous. Some people work to scrape together enough money to leave, while at the same time others, born on distant worlds, make a pilgrimage of sorts to see this planet that once cradled the entirety of the human species.

Earth is also the capital of the Republic. Representative government becomes complicated when one planet has a greater population than a hundred planets elsewhere. As a result, settlements of less than a million are grouped together into planetary districts that elect a single representative between them - a source of much frustration in the frontier worlds.

## Spaceport

Earth's spaceport is a series of massive buildings; the gaps between them form narrow concrete canyons a hundred stories deep. From a distance it has the appearance of a bustling termite mound.

Inside the towers is a warren of dim hallways and dingy shops. Hitchhikers sleep in the corners of unused docking bays under old army blankets, a few uniformed cleaners try to keep the litter and dust in check, and rich tourists from other stars cling tightly to their expensive cameras.

## Outfitter

* Common Outfits
* Lovelace Basics
* Syndicate Basics (outfitter)
* Ammo North

## Information

* Earth is the capital of the Republic, and the player will visit it several times during the Free Worlds storyline.
* Earth has a tribute value of 10,000, the highest of all the planets in the game, but you will have to fight a massive Navy fleet to take it over.
* Dominating Earth will make the Syndicate hostile, but merchant ships will remain neutral.
Guile Pulse Laser

## Description

The Guile Pulse Laser is a recent experimental advancement in Scin plasma weapon technology. Rather than rapid firing plasma slugs, this weapon fires concentrated pulses of energy that only last for a brief moment. Each blast impacts the target ship almost instantaneously with a powerful hit, and a consistent amount of fire from Guile Lasers is extremely effective against slow moving targets.

Guile Pulse Lasers have noticeable drawbacks as they quickly consume energy and generate notable heat per shot. Unlike a beam-type weapon, they are incapable of consistent output, and have a fairly short range.

## Location

This cannot be purchased, but can be found equipped on some Gegno Scin ships.

## Information

* Purchasing this would require a Gegno Civilian License and a Scin Hoplologist License.
Deadman's Cove

Deadman's Cove is a planet in the Almach system. It is controlled by Pirates.

## Image

Deadman's Cove is an ocean planet; the continents take up only a tenth of its surface area. Legends tell of massive sea creatures hiding in the deeps: serpents hundreds of meters long; colossal sea turtles; strange tentacled monsters and exotic fish.

One island archipelago is home to the spaceport, the only part of the planet where it is safe to land uninvited. The other islands - even some that seem from a distance to be uninhabited - are often used as staging bases for pirate fleets, who guard their secrets closely.

## Spaceport

Your ship is on a landing pad only a few meters above the pounding surf, and you can't help worrying about what might happen if the tide rises any higher. If nothing else, the salt water is bound to corrode your hull if you stay here too long. You make your way to a bar where a cage hanging from the ceiling holds an actual parrot. After trying for a while to get it to talk to you, you realize that it is dead, stuffed and nailed to its perch.

## Shipyard

Deadman's Cove does not possess a Shipyard.

## Outfitter

* Ammo North
* Ammo South
* Pirate Outfits

## Information

* Deadman's Cove has a tribute value of 600 and is defended by small Core Pirate fleets.
* Landing here has no required reputation.
Erabu Lemeta

Erabu Lemeta is a system in Bunrodea space. It is the capital system of the Bunrodea.

## Landing Locations

Erabu Lemeta has the following landing locations:

* Erabuthro

## Links

Erabu Lemeta links to the following systems:

* Bosuno Le
* Bunri Lemeta
* Jentu Le
* Shini Bori
* Thshybo Le

## Amenities

Erabuthro has both a shipyard and an outfitter.

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in Erabu Lemeta:

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

Esstch is an uninhabited planet in the Heutesl system.

## Image

This hot desert world is the first world the Gegno left their imprint on outside of their home. Littered about with various recording instruments of times past, Esstch represents a historical stepping stone for the Gegno. However, due to the proximity of the system's star, it is too hot to be colonized.

## Information

* Esstch is an uninhabited planet and cannot be dominated.
Corundum

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

While the Gypsum has remained the most reliable mining platform for generations, the Corundum was designed for the purpose of modularity on account of the ever-growing technological potential of the Gegno. Using a similar principle to the Gypsum's design, the Corundum's structure is mostly built around not one but two adjustable drill systems that are capable of mounting more advanced mining tools.

Although not able to mount the powerful Excavator Drill, the Corundum's engine capacity is twice that of the Gypsum, and the modularity of the two new mounting systems grants it the ability to adapt to future technologies that the Gegno may develop.

## Location

This ship cannot be purchased, but can be found in Gegno Space.

## Outfits

These are the standard outfits initially equipped on each Corundum.

 None

## Information

* Purchasing this ship would require a Gegno Civilian License and a Gegno Driller License.
* This ship has 2 Drill Spars, which are needed for installing some Gegno mining outfits.
Delta V Basics

This page shows the outfits that will be added to planets and stations with "Delta V Basics" in their outfitter. These outfits are produced by Delta V.

## Outfits

### Weapons

* Javelin Pod
	+ Javelin
	+ Javelin Mini Pod
	+ Javelin Storage Crate
* Heavy Rocket
* Meteor Missile

### Systems

* Small Radar Jammer
* Brig

### Engines

* Caldera Afterburner
* Capybara Reverse Thruster
* Chipmunk Plasma Thruster
* Chipmunk Plasma Steering
* Greyhound Plasma Thruster
* Greyhound Plasma Steering
G-3191

G-3191 is an uninhabited system in The Umbral Reach.

## Landing Locations

G-3191 does not have any landing locations.

## Links

G-3191 does not link to any other systems.

## Mining

No mineable asteroids spawn in this system.

## Information

This system contains an unknown Rulei structure located in the center of the system between its two stars. The structure appears to exert a weak gravitational pull on nearby ships.
Dusk Companion

Dusk Companion is a planet in the 8 Winter Below system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

Dusk Companion's moon is so large and orbits so close to the planet that the tidal forces even affect the planet's plate tectonics. The skies here are frequently blanketed in a volcanic haze. This world is rich in oil deposits, a relic of a past when more life flourished here, but drilling for oil is costly because the shifting ground can damage drills or seal up previously productive bore-holes. Since this also makes processing difficult, the oil is exported off-world for processing into plastics, instead of having the manufacturing performed locally.

## Spaceport

The spaceport is in a particularly dingy corner of Dusk Companion's largest city. The windows are caked with soot and grime, and the few plants that grow here have a thin layer of volcanic ash on their leaves. The thick clouds overhead cloak the city in a perpetual twilight, and the streetlights remain lit even at midday.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Dusk Companion requires a reputation of 15; this cannot be bypassed through bribery.
Far Horizon

## Commodity Prices

### Luxury Goods

1004

Far Horizon is a system in Saryd space. It is controlled by the Coalition.

## Landing Locations

Far Horizon has the following landing locations:

* Secret Sky

## Links

Far Horizon links to the following systems:

* Ancient Hope
* Companion
* Four Pillars

## Amenities

Far Horizon does not possess an outfitter or a shipyard.

## Mining

No mineable asteroids spawn in Far Horizon.

## Fleets

The following fleets spawn in Far Horizon:

* Heliarch
* Small Arach
* Large Arach
* Small Kimek
* Large Kimek
* Small Saryd
* Large Saryd
Fetri'sei

## Description

The Fetri is a self replicating probe, built to harvest iridium away from the Graveyard and transport it back to the Builders.

## Location

The Fetri'sei can be found in the Patir system, which only appears after sufficient progress has been made in the Remnant storyline.

## Outfits

These are the standard outfits equipped on the Fetri'sei.

 None

## Information

* This ship can never be captured and only one variant can be looted.
Hassaleh

Hassaleh is an uninhabited binary system in the Far North that is controlled by the Republic.

## Landing Locations

Hassaleh does not have any landing locations.

## Links

Hassaleh links to the following systems:

* Danoa
* Rajak
* Rigel
* Sumar

## Mining

The following mineable asteroids spawn in Hassaleh:

* Copper
* Gold
* Silicon

## Fleets

The following fleets spawn in Hassaleh:

* Human Miners
* Small Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Large Republic
Choleric Cannon

## Description

A higher caliber than the Irate Cannon, Choleric Cannons fire larger, slower rounds that do a noticeable chunk of damage to a ship's hull. However, due to the nature of the cannon, it is, along with other Gegno weaponry, very ineffective against any sort of shielding.

## Location

This cannot be purchased, but can be found equipped on some Gegno Vi ships.

## Information

* Purchasing this would require a Gegno Civilian License, a Vi Evocati License, and a Vi Centurion License.
Container Transport

* Overhead
* Thumbnail

The **Container Transport** is a slightly more economical alternative to the massive Bulk Freighter, also manufactured by Syndicated Shipyards.

## Description

The Container Transport is a newer, more popular configuration of the Bulk Freighter that replaces the outboard loose cargo holds with intermodal containers for more efficient turnaround in larger, better-equipped ports.

As with its geared cousin, however, it remains a slow and difficult to maneuver ship, especially when loaded down with cargo. Some freight caravans use ordinary freighters instead of Container Transports just to avoid the hassle of constantly having to wait for the Container Transport to properly align itself for hyperspace travel.

## Location

Container Transports can be purchased at the following ports:

* Foundry, Achernar
* Hephaestus, Markab

## Outfits

These are the standard outfits initially equipped on each Container Transport.

## Performance Information

The Container Transport sacrifices some cargo space for reducing the required crew by half and being cheaper, with lowers operating costs at the price of reduced gross revenue per trip. It also has slightly less shield and more hull than the Bulk Freighter.
Heliarch Breacher

## Description

The Breacher isn't the most durable Heliarch vessel, but its impressive forward speed and high firepower for its size make this ship ideal for strafing runs.

## Location

These cannot be purchased but can be found in Coalition space.

## Outfits

These are the standard outfits equipped on the Heliarch Breacher.

 Enforcer Riot Staff (8)Enforcer Confrontation Gear (6)

## Information

* Purchasing this would require a Heliarch License.
Coalition Space

**Coalition Space** is a region that lies southwest of human space. As there are no hyperspace links to Coalition space, the only way to access it is through the use of Jump Drives.

## Overview

Coalition Space is a group of systems that are controlled by the Coalition, an alliance of three alien races which is in turn governed by the Heliarchs, which consist of members from all three alien races and rule from a trio of ringworlds in the center of Coalition space.

The races that make up the Coalition are the Arachi, which resemble giant giant spiders and live in the southeast, the Kimek, which resemble giant beetles and live in the north, and the Saryds, which resemble centaurs and live in the southwest.

Thousands of years ago, the individual races that make up the Coalition were once controlled by the Quarg; however, the Coalition was formed to oppose them, and eventually the Quarg were driven out of what is now Coalition space.

## History

* ~14,000 B.C.E - The Saryds discover spaceflight.
* ~11,000 B.C.E - The Kimek discover spaceflight.
* ~7,000 B.C.E - The Arachi discover spaceflight.
* ~4,000 B.C.E - The Coalition war against the Quarg begins.
* ~3,000 B.C.E - The Coalition drive the Quarg out of the southern arm and the 6,000 years of prosperity begin. The Heliarch government now rules the Coalition.

## Services

### Outfitters

* Coalition Basics (outfitter)
* Coalition Advanced (outfitter)

### Shipyards

* Arach (shipyard)
* Coalition Basics (shipyard)
* Kimek (shipyard)
* Saryd (shipyard)
Kor Tar'bei

## Commodity Prices

### Luxury Goods

1470

Kor Tar'bei is a system in the core controlled by the Korath Exiles.

## Landing Locations

Kor Tar'bei has one landing location, Sessiliki Far.

## Links

Kor Tar'bei links to the following systems.

* Kor Nor'peli
* Kor Zena'i

## Mining

These are the mineable asteroids that spawn in Kor Tar'bei.

* Platinum
* Silicon

## Fleets

These are the fleets that naturally spawn in Kor Tar'bei.

* Korath Home
* Korath Defense
* Korath Surveillance
* Korath Civilian Miners
* Korath Civilian Large
* Korath Ember Waste Raid
* Korath Ember Waste Large Raid
* Korsmanath A'awojs
Finisher Torpedo

## Description

This extremely powerful but also expensive missile is ammunition for the Heliarch Finisher Pod.

## Location

These cannot be purchased, but they can be found on Heliarch ships.

## Information

* The only way to get these is by looting them.
* This is ammunition for the Finisher Pod and Finisher Maegrolain. It can be stored in Finisher Storage Tubes.
Fallen Leaf

## Commodity Prices

### Luxury Goods

1021

Fallen Leaf is a system in Saryd space. It is controlled by the Coalition.

## Landing Locations

Fallen Leaf has the following landing locations:

* Shadowed Valley

## Links

Fallen Leaf links to the following systems:

* Beginning

## Amenities

Fallen Leaf does not possess an outfitter or a shipyard.

## Mining

No mineable asteroids spawn in Fallen Leaf.

## Fleets

The following fleets spawn in Fallen Leaf:

* Heliarch
* Small Arach
* Large Arach
* Small Kimek
* Large Kimek
* Small Saryd
* Large Saryd
Firelight Missile Bank

## Description

As the Firestorm Torpedo does not require full reactor shielding or safety interlocks, Korath engineers were able to create the Firelight by further scaling down the reactor element to fit in a missile casing for use on and against smaller vessels

Rather than rely on traditional reaction engines attached to the missile for launch, this rapid-fire missile bank appears to operate on the same principles as a Banisher.

## Location

This outfit can be found equipped on Palavrets, Tubfalets, Ra'gru Ik 618s, Korsmanath A'awojs, and 'nra'rets.

## Information

* This fires Firelight Missiles, which can be stored in Firelight Storage Racks.
* As opposed to most missile/torpedo launchers, this one fires missiles in bursts of 3.
* The Firelight Missile has 3 stages:
	+ In the first stage, it is launched out of the port as an unguided missile.
	+ In the second stage, immediately after being launched, it becomes guided and turns towards the target while still drifting on its initial vector.
	+ In the final stage, the missile "activates" and seeks out its target like a regular guided weapon.

## Trivia

* The Firelight Missile Bank is only secondary weapon to have the launcher ports face sideways instead of forward in the thumbnail. This is due to the nature of how the weapon is equipped on Ai ships, with it always being found in angled gun ports.
Flamethrower

## Description

A crude but impressive-looking weapon, the Flamethrower ignites your hyperspace fuel and directs a stream of it towards your adversaries. The damage it does is relatively minor, but it can be useful for causing a target that is already operating near its thermal capacity to overheat, temporarily taking it out of the fight.

## Locations

The Flamethrower can be purchased at the following ports:

* Bourne, Gamma Corvi
* Rust, Kraz
* Smuggler's Den and Thule, Men
* Wayfarer, Tarazed

## Information

This weapon becomes available after the Free Worlds mission where you disable the Fury equipped with it.

This weapon uses hyperspace fuel as ammo. Be prepared to land or be very watchful of your fuel as it is consumed very quickly. Fighters equipped with fuel tanks are able to use this weapon, making it possible to send a squadron of fighters with flamethrowers to disable an enemy ship before you finish it off.

This weapon's damage decreases with distance; at its maximum range, the Flamethrower does half of its normal damage.
Hurricane

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 Hurricane is not built for speed, elegance, or versatility, but for one simple purpose: to be durable enough to serve as a rearguard, absorbing an enemy's attacks for long enough to allow the fleet it is guarding to escape.

## Location

The Hurricane can be purchased at the following ports:

* Var' Kayi, Vara K'chrai

## Outfits

These are the standard outfits initially equipped on each Hurricane.

## Information

* Purchasing the Hurricane requires a Wanderer Military License.
* The Hurricane only becomes available during the second part of Wanderer campaign.
* The Hurricane is a popular end-game warship.
Hamal

## Commodity Prices

### Luxury Goods

1162

Hamal is a system that is located in the Core and controlled by the Syndicate.

## Landing Locations

Hamal has the following landing locations:

* Trove

## Links

Hamal links to the following systems:

* Ruchbah

## Amenities

Hamal does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Hamal:

* Neodymium
* Silicon
* Tungsten

## Fleets

The following fleets spawn in Hamal:

* Small Core Merchants
* Large Core Merchants
* Small Core Pirates
* Large Core Pirates
* Small Syndicate
Dual Sunbeam Turret

## Description

This turret carries a pair of Wanderer Sunbeams. For any ship that can support its energy requirements, it is an immensely powerful weapon.

## Location

The Dual Sunbeam Turret can be found in Wanderer space.

These are the ports where the Dual Sunbeam Turret can be purchased.

## Information

* Purchasing the Dual Sunbeam Turret requires a Wanderer Outfits License.
* The Dual Sunbeam Turret only becomes available during the Wanderer campaign.
* There are three versions of this weapon, the Sunbeam, the Sunbeam Turret, and the Dual Sunbeam Turret.
* The dual turret has slightly less mass and purchase cost than two separate Sunbeam Turrets, and of course takes up only one turret slot, for the same output and energy cost, but it turns more slowly.
Fereti

## Fereti

### Outfitter

No

Fereti is an uninhabited system in the Graveyard.

## Landing Locations

Fereti has two landing locations, Parii'het and Alix.

## Links

Fereti links to the following systems.

* Lire

## Mining

These are the mineable asteroids that spawn in Fereti.

* Iron
* Lead
* Titanium

## Fleets

These are the fleets that naturally spawn in Fereti.

* Ka'het Core
* Builders Drone
Fuel Module

## Description

In their early days of space exploration, the Saryds developed the Fuel Module to travel far from Saros without worrying about becoming stranded without fuel, or sudden fuel leaks.

Nowadays, nearly every system in the Coalition has refueling facilities, but some captains still find use in the extra jumps these modules offer.

## Location

Fuel Modules can be purchased at the following ports:

* Ablub's Invention, Ablub
* Ahr, Sol Arach
* Ashy Reach, 3 Axis
* Bank of Blugtad, Blugtad
* Belug's Plunge, Belug
* Blubipad's Workshop, Blubipad
* Blue Interior, 4 Spring Rising
* Brass Second, 3 Pole
* Bright Echo, Ancient Hope
* Chosen Nexus, Silver Bell
* Dwelling of Speloog, Speloog
* Far Garden, Companion
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Ki Patek Ka, Sol Kimek
* Market of Gupta, Gupta
* Midway Emerald, 14 Winter Below
* Remote Blue, 14 Pole
* Rusty Second, 4 Axis
* Sandy Two, 7 Autumn Rising
* Saros, Sol Saryd
* Second Viridian, 14 Summer Above
* Starting Rubin, Sol Kimek
* Station Cian, 12 Autumn Above
* Stronghold of Flugbu, Flugbu
* Warm Slope, Steep Roof

## Information

* Purchasing a Fuel Module requires a Coalition License.
* This outfit has fuel protection, which protects the ship from incoming fuel damage.
Eltanin

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

## Landing Locations

Eltanin does not have any landing locations.

## Links

Eltanin links to the following systems:

* Albaldah
* Dabih
* Delta Sagittarii

## Mining

The following mineable asteroids spawn in Eltanin:

* Iron
* Silicon
* Titanium

## Fleets

The following fleets spawn in Eltanin:

* Quarg
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
Kiro'ku

Kiro'ku is a binary system in Wanderer space. It is controlled by the Wanderers.

## Landing Locations

Kiro'ku has the following landing locations:

* Var' Kar'i'i

## Links

Kiro'ku links to the following systems:

* Ka'pru
* Sich'ka'ara

## Amenities

Var' Kar'i'i possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Kiro'ku:

* Aluminum
* Iron
* Lead

## Fleets

The following fleets spawn in Kiro'ku:

* Wanderer Defense
* Wanderer Drones
* Wanderer Freight
Kor Ak'Mari

Kor Ak'Mari is an uninhabited system in the core that is controlled by the Korath Exiles.

## Links

Kor Ak'Mari does not link to any other systems, so the only way to reach it is by using a jump drive.

## Mining

These are the mineable asteroids that spawn in Kor Ak'Mari.

* Aluminum
* Silicon

## Fleets

These are the fleets that naturally spawn in Kor Ak'Mari.

* Korath Raid
* Korath Large Raid
* Korath Miners
* Korath Defense

## Information

* Kor Ak'mari is a Carbon star, which is very rare. There are only a few of these in the game.
Independent

Independents are a Human faction that do not have relations with any other faction. The colors of their ships are shared with Pirates and Marauders, but they will only attack the player if they are attacked first.

Independents are initially not present on the map; however, the completion of certain missions during the Free Worlds storyline can result in the Pirate systems Antares and Men becoming Independent.

## Ships

As the systems that can become Independent are normally Pirate systems, Independents use most of the ships that are also used by the Southern Pirates.

Light Freighter

* Argosy
* Clipper

Interceptor

* Fury
* Hawk
* Scrapper
* Sparrow

Light Warship

* Modified Argosy

Medium Warship

* Bastion
* Osprey

Heavy Warship

* Falcon
Jump Drive (Broken)

## Description

The workings of the jump drive are a total mystery, especially now that this drive seems completely mangled. It is no longer functional in any way. It may, however, still hold some research potential.

## Location

This outfit cannot be purchased but can be found equipped on crippled Korath Exile ships from Remnant bounty missions.

## Information

* This outfit has no functional purpose, but is used for some Remnant missions.
Conglomerate

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

Over time, the Gegno needed larger vessels to carry materials to and from new worlds - ones that would be easier to build and operate than their older, outdated generation ships, but larger than their shuttlecraft. The Conglomerate was designed to fill that exact role.

## Location

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

## Outfits

These are the standard outfits initially equipped on each Conglomerate.

 None

## Information

* Purchasing this would require a Gegno Civilian License.