recursal/Fanatic-Fandom huggingface dataset:
Quicksilver

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 **Megaparsec Quicksilver** is a low-end light warship popular in the Core.

## Description

The Megaparsec Quicksilver is a warship built around a single concept: to design the smallest and fastest ship capable of carrying two Particle Cannons. Because of its speed and long weapons range, the Quicksilver can keep a safe distance from most targets and bombard them with particle bursts until they are destroyed. Unfortunately the Headhunter eventually surpassed the original design intent, but the Quicksilver's better durability to cost ratio, and the existence of long-term contracts, has kept it in use with Syndicate security forces.

## Location

The Quicksilver can be purchased at the following ports:

* Ada, Aldebaran
* Buccaneer Bay, Algenib
* Covert, Gienah
* Foundry, Achernar
* Greenrock, Shaula
* Haven, Arneb
* Hephaestus, Markab
* New Tortuga, Misam
* Prime, Betelgeuse
* Reunion, Caph
* Shangri-La, Polaris
* Smuggler's Den, Men
* Sunracer, Mirfak
* Tinker, Diphda
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Outfits

These are the standard outfits initially equipped on each Quicksilver.

## Performance Information

These vessels aren't very good for a primary player ship due to their low cargo and bunk space. On the other hand, their combination of ranged weaponry and speed makes them useful as escorts and extra security against pirates.

Of note is that pirates tend to fly these in Syndicate space. A player demanding tribute from a pirate world can find a swarm of anywhere between ten and twenty of these swarming them. Since the version used in Syndicate space use Proton Guns instead of Particle Cannons, the player can find their advanced vessel surround by a cloud of high damage gunships that can deplete even a Korath or Wanderer outfitted ship's shields. The player will need to bring either an overwhelming fleet of their own, or fly a faster ship and isolate the Quicksilvers one at a time in order be victorious.
RG3 Torch Thruster

## Description

Derived from the massive thrusters that powered early Gegno generation ships, RG3 Ion Torch Thrusters are the Gegno's largest thrusters and the oldest still used. Smaller ships that attempt to use these engines often end up overheating themselves.

## 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, Vi Centurion License, and a Vi Lord License.
Redwatch

Redwatch is an uninhabited station in the Zuba Zub system. It is controlled by the Hai.

## Background

### Outfitter

No

This station was mothballed sometime in the last sixty thousand years. The docking area has an atmosphere, and a status panel indicates that the station's generators are functional but shut down, with standby mechanisms running on solar power alone.

## Information

Hai planets and stations cannot be dominated.
Pug Arfecta

## Shipyard Description

This is a Pug "tier 3" warship, intended for use in combat against either a species on par with the Quarg, or a lesser species that has decided to be particularly meddlesome.

## Location

The Arfecta cannot be purchased, but it can be captured. One will spawn at Pug Iyik if your reputation with the Pug is low enough, and the other two will appear to guard the Wanderers during the Wanderer storyline.

## Outfits

These are the outfits initially equipped on each Arfecta.

 Pug Biodefenses (12)Pug Peacekeeping Staff (36)

## Performance Information

Easily one of the most powerful ships in the game, far beyond anything the player can purchase. It has no guns and only 5 turrets, but each of those turrets is vastly more powerful than any human technology, and it has enough shields and hull strength to give itself plenty of time to use them. Luckily, the Pug Arfecta is entirely optional to fight. One will spawn if the player harasses the Pug enough, but that is inadvisable due to the might of this vessel. The sheer power of the Arfecta is shown by the fact that two of them easily shred entire Unfettered fleets.

If the player wishes to fight one of these at Pug Iyik, then the player should bring a fleet and a heavily customized flagship and be prepared for an arduous battle. Heat damage and/or ion damage can be very helpful, as the Gridfire Turrets are very energy-intensive and will quickly run out of power if energy generation is disabled.

Unlike most Pug vessels, these ships come with a very strong hull, and can repair its hull.

## General Information

* The Arfecta is only obtainable by capturing it.
* There are only three Arfectas that will appear in game.
* The Arfectas are the only ships in the game that come with removable cloaking devices.
* The Arfecta is the most powerful obtainable ship in the game, and just one of them is enough to destroy the entire Sol defense fleet.
* Destroying/capturing both Artfectas that guard the Wanderers will cause them to hate you forever, but if you only capture 1 of them, they won't react.
Persian

Persian is an uninhabited system that is located in the Core. It is controlled by the Syndicate.

## Landing Locations

Persian does not have any landing locations.

## Links

Persian links to the following systems:

* Alnair
* Gienah
* Matar

## Mining

The following mineable asteroids spawn in Persian:

* Lead
* Silicon
* Tungsten

## Fleets

The following fleets spawn in Persian:

* Human Miners
* Small Core Pirates
* Large Core Pirates
* Small Syndicate
* Large Syndicate
Prosa

## Prosa

### Outfitter

No

Prosa is an uninhabited system in The Ember Waste.

## Links

Prosa links to the following systems.

* Vaticanus

A link to Postverta opens during the Remnant storyline.

A wormhole opens to Caeculus during the Remnant storyline.

## Mining

These are the mineable asteroids that spawn in Prosa.

* Copper

## Information

This system only becomes accessible during the Remnant storyline.
Scrapper

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

Rather than being a specific model of ship, the Scrappers are instead a family of vessels cobbled together from the remains of broken shuttles. On the rare occasion that Republic authorities bother to recognize their existence, Scrappers are treated as almost-illegal, patent-infringing death traps. Despite this, these ships are where many captains (and pirates) from poorer backgrounds get their start.

## Location

These can be purchased from Pirate shipyards.

## Outfits

These are the standard outfits initially equipped on each Scrapper.

## Information

* This is the weakest ship used by pirates.
Sandy Two

Sandy Two is a planet in the 7 Autumn Rising system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

This world is relatively hot and dry by human standards, but nearly ideal for the Kimek, and more than fifteen billion of them live here in cities where the skyscrapers are so densely packed that many of the streets never receive direct sunlight. The residential areas tend to be spread out along the banks of rivers, so the cities are linear, with factories and other industry on their fringes. Access to limitless skilled labor makes it cheap to manufacture almost anything here.

## Spaceport

The spaceport facility is on an island in the center of a river, surrounded by a city so large that the rows of skyscrapers stretch all the way to the horizon. Civilian aircraft, boats, and cargo trucks swarm around the spaceport, bringing goods and people to and from the residences and the outlying factories.

## Outfitter

* Coalition Advanced (outfitter)
* Heliarch Basics (outfitter) after completing the Heliarch campaign introduction

## Information

* Coalition planets and stations cannot be dominated.
Sabik

Sabik 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

Sabik has the following landing locations:

* Longjump

## Links

Sabik links to the following systems:

* Aldhibain
* Kornephoros
* Unukalhai
* Zubenelgenubi

## Amenities

Longjump possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Sabik:

* Aluminum
* Iron

## Fleets

The following fleets spawn in Sabik before September 17, 3014:

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

The following fleets spawn in Sabik on and after September 17, 3014:

* Small Free Worlds
* Large Free Worlds
* Small Southern Merchants
* Large Southern Merchants
Pug Biodefenses

## Description

This semi-organic defense system is designed to release a highly lethal bioengineered virus capable of rapidly infecting any foreign entities present on the ship that it is installed on while leaving the crew of the ship unharmed. The virus, when combined with the defense system itself, is highly accurate at automatically determining friend from foe.

## Location

These cannot be purchased but they can be found equipped on Pug ships.

## Information

This is the most powerful defensive hand to hand outfit in the game. It cannot be plundered so the only way to obtain them is to capture Pug ships.
Pug Anti-Missile

## Description

This anti-missile system designed by the Pug draws a lot of energy, but its fast firing rate makes it twice as effective as anything that Lovelace Labs has been able to come up with. A ship with one of these turrets will be very difficult to hit with missiles.

## Location

The Pug Anti-Missile cannot be purchased, but it can be looted from Pug ships.

## Information

* Pug Anti-Missile turrets are generally considered to not be very useful for the player, due to their high mass and energy requirements, short range, and only moderate DPS.
* This is the fastest firing obtainable anti-missile. It can work well against large swarms of very weak missiles. However, each individual shot is as weak as a basic Anti-Missile Turret, unable to destroy even a Meteor Missile in one shot.
Rano'erek

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

## Description

After the Korath were exiled from their homelands, efficient resource collection became a priority. World-ships were too precious to risk on dangerous forays, and raiders lacked the cargo capacity. The Rano'erek-class Asteroid Dredging Ship, named for a respected civilian politician and economist, was born as an answer to this problem.

Featuring an abundance of cargo and passenger space in addition to their formidable defensive armament, these bulky ships can also offer potent support for frontline Palavrets.

## Location

The Rano'erek cannot be purchased, but appears in some Korath fleets and Remnant missions. They can also be encountered in Human space close to the Core (i.e. Syndicate and Pirate systems).

## Outfits

These are the standard outfits equipped on the Rano'erek.

 Thermal Repeater Rifle (190)

These are the standard outfits equipped on the Ground-Assault variant.

 Thermal Repeater Rifle (449)

## Information

* The only way to obtain this ship is by capturing it.
* Boarding a Rano'erek and looting its Jump Drive is one of the potential ways to obtain the latter early. However, it's much more difficult to fight than a Palavret, as they're stronger and bigger.
* This ship used to be known as the Korath Dredger.
* It resembles the Manticore from Escape Velocity Nova.
* This ship makes an excellent flagship. With its high number of bunks, it is often difficult to capture (though it actually has fewer minimum crew than the Palavret), but very useful for capturing others in turn. It can be a useful stepping stone for capturing a World Ship. It also has high cargo space, and is thus well suited to plundering, as well as large fuel reserves, enabling long distance travel.
* There is a rare variant of the Rano'erek called the Rano'erek ground assault. Sacrificing cargo- and outfit space for more bunks. It can be a good stepping stone for obtaining a Worldship and can be encountered during the Remnant Ground Assault job, rarely offered on the Job Board.
Remnant Precursors

There were a few alien civilizations that had individually developed and collapsed in the region now called the Ember Waste, before the Remnant occupied the area. The most significant of these were called the Zitchal Maudrakoi (or just Maudrakoi). Almost nothing is known about them, but they are mentioned in the descriptions of the Point Defense Turret and the Salvage Scanner, and during Remnant side missions.

The Maudrakoi were responsible for the construction of the caves, tunnels and spaces deep under the surfaces of the three Remnant planets. Apparently, they lived underground, and they did not "attach much importance to directionality" in their engineering; meaning that they put control and instrument panels on every surface of their rooms, while there are very few places for an operator to hold themselves in place.

### Point Defense Turret

Not long after the Remnant settled on Aventine, they began to discover caches of alien technology in vaults deep under the mountains, guarded by ancient but still-functioning point-defense systems. The Remnant learned how to duplicate those defense systems, and they are now considered to be much more useful than most of the items that they were guarding.

### Salvage Scanner

When the Remnant unraveled the alien point defense turrets guarding the vaults on Aventine, they also deciphered the mechanisms that guided the ancient weapons. After significant investments in research and development, they have transformed those guidance systems into sophisticated scanning technology.

## History

Almost nothing is known about these precursor aliens. The only thing we know about those aliens is that they had lived in the Ember Waste sometime before the Remnant arrived, and then disappeared. Their extinction was possibly caused by the same cataclysmic event that made the Ember Waste the way it is today.

## Notes

* 'Zitchal Maudrakoi' is probably derived from Zitchas, the main developer of this region.
Sheragi Anti-Missile

## Description

This Sheragi anti-missile system fires an extremely powerful laser pulse capable of obliterating any missile in a single shot, but it comes at the expense of a long recharge time.

## Location

These cannot be purchased and can only be found equipped on the Emerald Sword.

## Information

* Only two of these exist in the game.
* This has the highest anti-missile value of any anti-missile turret in the game, but a slow firing rate, making it superb at handling large missiles but easily overwhelmed by swarms of lesser missiles. To handle swarm attacks, the Warder Anti-Missile or Point Defense Turret are preferred.
Plort

## Commodity Prices

### Luxury Goods

1382

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

## Landing Locations

Plort has the following landing locations:

* Plort's Water

## Links

Plort links to the following systems:

* Sol Arach

## Amenities

Plort does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Plort:

* Aluminum
* Uranium

## Fleets

The following fleets spawn in Plort:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Sepetrosk

## Commodity Prices

### Luxury Goods

1165

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

## Landing Locations

Sepetrosk has the following landing locations:

* Esek Stovar
* Fek Rembatu

## Links

Sepetrosk links to the following systems:

* Chimitarp
* Feroteri
* Similisti

## Mining

The following mineable asteroids spawn in Sepetrosk:

* Aluminum

## Fleets

The following fleets spawn in Sepetrosk:

* Kor Mereti Miners
* Small Kor Mereti
* Large Kor Mereti
Outfit Scanner

## Description

This scanner allows you to determine what outfits are installed in the ship you are currently targeting, if you are willing to risk flying close enough to it to get a reading! The Republic Navy uses these scanners to detect when ships are equipped with illegal weaponry. Installing more than one increases the scan range and speed.

## Location

The Outfit Scanner can be purchased in ports across the galaxy.

## Information

* If you have this installed, you can scan your targeted ship and see their outfits.
Sabira Eseskrai

Sabira Eseskrai is an uninhabited planet in the Skeruto system.

## Image

Long ago, this planet was home to several Korath oil mining settlements, but now all that remains visible are the tops of a few dozen of the tallest buildings. Everything else has been buried by sandstorms.

Due to a recent shift in climate the deserts have begun shrinking once more, with local vegetation growing to cover more and more land each year, but the Korath are no longer here to benefit from the change.

## Information

* Sabira Eseskrai is an uninhabited planet and cannot be dominated.
Plasma Cannon

## Description

The Plasma Cannon fires bursts of superheated plasma. In addition to damaging your target, these plasma bursts impart a significant amount of heat, especially to a target whose shields are down.

## Location

The Plasma Cannon can be purchased at the following ports:

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

## Information

* The Plasma Cannon has a high heat damage value.
Proton Gun

## Description

The Proton Gun started out as the Syndicate's attempt to reverse engineer and mass produce a cheap competitor for the Particle Cannon. Unfortunately, they were unable to find a reliable way to keep the beam coherent, but the resulting weapon is still popular with some captains, particularly as an anti-fighter gun.

## Location

Proton Guns can be purchased at the following ports:

* Delve, Scheat
* Foundry, Achernar
* Hephaestus, Markab
* New Tortuga, Misam
* Shangri-La, Polaris
* Sunracer, Mirfak
* Bourne, Gamma Corvi (Becomes available during the Free Worlds storyline)
* Glaze, Aldhibain (Becomes available during the Free Worlds storyline)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)
* Rust, Kraz (Becomes available during the Free Worlds storyline)
* Solace, Pherkad (Becomes available during the Free Worlds storyline)
* Wayfarer, Tarazed (Becomes available during the Free Worlds storyline)
* Zug, Zubeneschamali (Becomes available during the Free Worlds storyline)

## Information

* When fired, the Proton Gun spawns three Proton Fragments.
* One of the features that distinguishes the Proton Gun from the Particle Cannon is its greater shield damage per second at the cost of range, energy consumption, and heat generation.
Pik'ro'iyak

## Commodity Prices

### Luxury Goods

986

Pik'ro'iyak is a system in Wanderer space. It is controlled by the Wanderers.

## Landing Locations

Pik'ro'iyak has the following landing locations:

* Var' Kayi

## Links

Pik'ro'iyak links to the following systems:

* Aya'k'k
* Ek'kek'ru
* Es'sprak'ai
* Si'yak'ku

## Amenities

Var' Kayi possesses both an outfitter and a shipyard.

## Mining

No mineable asteroids spawn in Pik'ro'iyak.

## Fleets

The following fleets spawn in Pik'ro'iyak:

* Wanderer Defense
* Wanderer Drones
* Wanderer Freight
Pug Cormet Thruster

## Description

This is a medium-sized thruster designed by the Pug. It is not quite as powerful as a similarly sized atomic engine, but it makes up for that by being almost as energy efficient as ion engines.

## Location

Pug Cormet Thrusters can only be obtained by looting Pug Enfoltas.

## Information

* Pug Engines are more space efficient than Human Ion Engines.
RG3 Torch Steering

## Description

The oldest steering system used in Gegno space, RG3 Torch thrusters can only fit on the largest Gegno vessels, and are rarely seen as a result.

## 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, Vi Centurion License, and a Vi Lord License.
Reverser (Asteroid Class)

## Description

The Asteroid Class reverser provides a modest amount of thrust, giving Korath captains with weapon space to spare a small edge in battle.

This Korath engine has been modified to be partially installed in a ship's weapon space, allowing it to push the ship in reverse.

## Location

This outfit is not in the game yet but will be found equipped on some Korath Exile ships.

## Information

* Reverse thrusters, as indicated by their names, move a ship backwards instead of forwards. This gives pilots another way to kite enemies, however they also take up some weapon space.
Refuge of Belugt

Refuge of Belugt is a planet in the Belugt system. It is controlled by the Coalition.

## Background

### Outfitter

No

Billions of Arachi live on this warm ocean world. It is home to House Debdo, one of the largest of the great Arach houses, which is composed of those who are employed in various service industries. This is a popular tourist destination not just for the Arachi, but for the Kimek as well and even a few particularly adventuresome Saryds.

## Spaceport

Many of the Kimek and Arachi tourists here are rather scantily clad, wearing what must be their equivalent of swimwear. Of the few Saryds who are mingling with them, most are clad from head to hoof in thin white robes that block the glaring sun. Apparently Saryds have a more conservative sense of modesty than the other Coalition species.

Many of the shops and restaurants have signs on the doors that are oddly reminiscent of human beach towns: the signs explain pictorially that all patrons must be wearing pants.

## Information

* Coalition planets and stations cannot be dominated.
Outskirts Gauger

## Description

Completed with the data from one of their long-lost satellites, the newest scanner of House Idriss excels at reading various energy signatures across vast distances.

Constantly running its calculations about every little thing it detects within its impressive range, the gauger needs a steady supply of energy to function.

## Location

This outfit is not purchasable but can be obtained from the Coalition mission "Long Lost Property".

## Information

* This is the longest range tactical scanner in the game.
* Only one of these can be obtained.
Over the Rainbow

Over the Rainbow is the first system in the new galaxy that is opened up when the Pug leave at the end of the Free Worlds campaign. It is uninhabited and contains no landable planets, and it peculiarly has two pairs of binary stars.

Technically, this system is to the southeast of human space. However, since it is too far to access in any way except via the wormhole, this has little relevance.

## Landing Locations

There is a wormhole in **Over the Rainbow** that links to Deneb.

## Links

Over the Rainbow links to the following systems.

* Terra Incognita

## Mining

No mineable asteroids spawn in Over the Rainbow.

## Fleets

No fleets naturally spawn in Over the Rainbow.
Outfits Expansion

## Description

This expansion allows you to sacrifice some cargo space in order to make room for more outfits, in situations where you need just a bit more space to install a particular system. It does not increase your weapon or engine space.

Unfortunately, rearranging the interior of your ship in such a fundamental way tends to interfere with its cooling systems.

## Location

Outfits expansions are available in most outfitters across the galaxy.

## Information

* Installing these will allow you to sacrifice cargo space in exchange for more outfits space, but installing too many will make you start to have heat issues.
* Installing these both make you dissipate less heat and make your existing cooling systems less effective. The penalty is cumulative, so while the total cooling lost may be negligible with one or two outfits, mass-modding a large cargo ship like the Bactrian may require so many additional cooling outfits that they negate the added outfit space.
Pebble Core

A Pebble Core is a miniaturized nuclear reactor, small enough to be installed in any ship larger than a fighter. The Hai developed this model for their smaller ships.

## Location

This can be purchased at the following ports.

* Icelake, Uwa Fahn
* Hai-home, Ya Hai
* Makerplace, Ula Mon
* Stonebreak, Imo Dep
* Giverstone, Zuba Zub
* Cloudfire, Wah Ki

## Item Details

The Pebble Core is the second-smallest Hai generator available. It is commonly found on their smaller ships, such as the Aphid light freighter and Grasshopper interceptor, and can be found for purchase at most of their outfitters. It is generally comparable to the Dwarf Core used by Deep Sky, though like most Hai technology it is slightly more efficient than its human counterpart in exchange for less total power.

## Trivia

* Like the other Hai generators, the Geode and Boulder Reactors, the Pebble Core gets its name from a geological term, in this case the name for a small rock. However, there is a kind of real-world nuclear reactor design called a Pebble-Bed Reactor, which this reactor may or may not be based on.
* Prior to version 0.9.12, Hai reactors used similar outfit images to their human counterparts with slight modifications (such as a green color palette). The Pebble Core in particular used the Dwarf Core as a basis. After the update, they now have their own unique art and style.
Outfit Generator Data

name,cost,mass,outfit space,energy gen,heat gen,energy cap
Aeon Cell,4384000,160,-160,21.9,31.5,0
Antimatter Core,100000000,80,-80,80,20,0
Armageddon Core,9000000,130,-130,24.2,70,0
Blue Sun Reactor,21500000,152,-152,31.3,39,17800
Boulder Reactor,5750000,90,-90,17.3,34,0
Breeder Reactor,2500000,80,-80,12.8,35,0
Crystal Capacitor,57000,12,-12,0,0.4,13600
Double Plasma Core,9321000,93,-93,22,72,0
Dwarf Core,800000,36,-36,4.8,14,0
Epoch Cell,2123000,98,-98,12.7,19.8,0
Fission Reactor,1500000,65,-65,9.4,25,0
Fusion Reactor,5000000,100,-100,18.2,40,0
Generator (Candle Class),493000,23,-23,3.1,7,0
Generator (Furnace Class),925000,39,-39,5.5,13,0
Generator (Inferno Class),1877000,71,-71,10.4,27,0
Geode Reactor,1750000,58,-58,8.9,21.2,0
Hai Chasm Batteries,7000,5,-5,0,0,2164
Hai Fissure Batteries,11000,15,-15,0,0,6836
Hai Gorge Batteries,25000,30,-30,0,0,15044
Hai Ravine Batteries,47000,50,-50,0,0,27350
Hai Valley Batteries,74000,70,-70,0,0,42222
KP-6 Photovoltaic Array,60000,24,-16,0,0,0
KP-6 Photovoltaic Panel,7000,3,-2,0,0,0
Ka'het MHD Generator,1263000,20,-22,3.8,5.8,0
Ka'het Reserve Accumulator,27000,2,-3,0,0,2400
Korath Tek'far Reactor,1200000,25,-25,3.9,7.3,0
Korath Tek'nel Reactor,14000000,140,-140,27.1,80,0
LP036a Battery Pack,6000,10,-10,0,0,4000
LP072a Battery Pack,14000,20,-20,0,0,8800
LP144a Battery Pack,32000,40,-40,0,0,19200
LP288a Battery Pack,54000,60,-60,0,0,31200
LP576a Battery Pack,80000,80,-80,0,0,46000
Large Battery Module,170000,18,-18,0,0,18000
Large Biochemical Cell,940000,63,-63,6.2,4.9,30000
Large Biochemical Cell Old,940000,63,-63,6.2,4.9,7000
Large Cogeneration Module,799000,46,-46,5.3,3.45,0
Large Collector Module,300000,28,-21,0,0,0
Large EM Battery,1000000,150,-150,0,0,40000
Large Reactor Module,17754000,98,-98,24.2,45,0
Millennium Cell,553000,29,-29,3.6,6,0
NT-200 Nucleovoltaic,570000,65,-65,7.2,15,0
Nanotech Battery,3000000,50,-50,0,0,60000
Pebble Core,1050000,32,-32,4.5,11.9,0
Plasma Core,4188000,54,-54,11.9,36,0
RT-I Radiothermal,300000,45,-45,4.4,18,0
Red Sun Reactor,3800000,47,-47,8.3,13,2200
S3 Thermionic,360000,55,-55,5,12,0
Sand Cell,45000,24,-24,1.65,2.45,0
Small Battery Module,22000,4,-4,0,0,3600
Small Biochemical Cell,230000,17,-17,1.6,1.4,7500
Small Biochemical Cell Old,230000,17,-17,1.6,1.4,3000
Small Cogeneration Module,176000,11,-11,1.15,0.85,0
Small Collector Module,60000,8,-6,0,0,0
Small EM Battery,200000,14,-14,0,0,3600
Small Reactor Module,5497000,42,-42,9.8,19,0
Stack Core,4500000,140,-140,22.9,55,0
Supercapacitor,9000,2,-2,0,0,750
Triple Plasma Core,20460000,169,-169,43.6,154,0
White Sun Reactor,13900000,127,-127,24.85,32,13400
Yellow Sun Reactor,7500000,82,-82,15.2,21,5200
nGVF-AA Fuel Cell,35000,20,-20,1.2,1.9,0
nGVF-BB Fuel Cell,47000,30,-30,1.9,2.9,0
nGVF-CC Fuel Cell,72000,40,-40,2.6,3.8,0
nGVF-DD Fuel Cell,118000,60,-60,4.1,5.7,0
nGVF-EE Fuel Cell,177000,80,-80,5.9,7.8,0
Pulse Turret

## Description

Pulse Cannons are the primary offensive weapon used by Hai ships. This turret mounts two Pulse Cannons side by side and allows them to track even the fastest-moving of targets.

## Location

Pulse Turrets can be purchased at the following ports:

* Cloudfire, Wah Ki
* Giverstone, Zuba Zub
* Hai-home, Ya Hai
* Icelake, Uwa Fahn
* Makerplace Ula Mon
* Stonebreak, Imo Dep

## Information

* This is the turret version of the Pulse Cannon.
* In contrast to most Hai technology, the Pulse Turret is rather space-inefficient.
Phurad

## Commodity Prices

### Luxury Goods

1381

Phurad is a system that is controlled by the Republic.

## Landing Locations

Phurad has the following landing locations:

* Pearl

## Links

Phurad links to the following systems:

* Canopus
* Tejat
* Wazn

## Amenities

Phurad does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Phurad:

* Aluminum
* Lead

## Fleets

The following fleets spawn in Phurad:

* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Small Republic
* Large Republic
Piercer Missile Rack

## Description

The Piercer Missile Rack is used to store extra ammunition for Piercer Missile Launchers.

## Location

These are the ports where the Korath Piercer Rack can be purchased.

* Setar Fort, Sevrelect
* Laki Nemparu, Kashikt

They can also be looted from Kor Sestor ships.

## Information

* These store Piercer Missiles, which are used in the Piercer Missile Launcher.
Sestor Ikfar

Sestor Ikfar is a planet in the Asikafarnut system. It is controlled by the Kor Sestor.

## Background

### Outfitter

No

This dry, hot world is home to almost no native life, but is ideal for the Korath automata because of its abundant solar energy. In the places where the Korath cities once were, the Kor Sestor have built massive factories with buildings sometimes close to a kilometer in height. In other places the land remains undeveloped, but the factories are constantly expanding outward.

## Spaceport

In place of streets, massive tunnels and shafts run through the factory cities, wide enough for two capital ships to pass each other traveling in opposite directions without the risk of collision. The tunnels branch out into smaller and smaller passageways like capillaries branching out from an artery.

## Information

* Korath planets and stations cannot be dominated.
Saryds

> *"Saryds are an alien species who look suspiciously similar to the centaurs found in early human mythology. They prefer to live on worlds with as much green space as possible, and even their major cities are full of parks and gardens. Most Saryds live in small communes with up to a few dozen of them per house."*
>
>

> - Captain's Log
>
>

The Saryds are one of the spacefaring species of the Coalition. They occupy the south-western area of Coalition space. The ships they have are light and heavy freighters.

## History

The Saryds were the first of the species of the Coalition to achieve spaceflight and did so around 14,000 B.C.E. They were also the only known species to reach space in their steam age. They used to be close allies with the Quarg, to the point the latter gifted them Jump Drives, but not the methods to produce them.

Circa 4,000 B.C.E, they joined the Kimek and Arachi to form the Coalition and drive the Quarg out of their space, as retribution for the latter's mistreatment of the Arachi.

## Attributes

The Saryds supposedly look just like the centaurs of ancient mythology. Their natural speech is not described in game.

Saryd ships are very blocky and have prominent sharp corners and rectangular areas.

## Technology

The Saryds have their own unique ships but their outfits are the same as all of the Coalition. They are the most advanced of the three races.

### Ships

Transport

* Saryd Runabout
* Saryd Visitor

Utility

* Saryd Sojourner
* Saryd Traveller

## Interspecies Relations

The Saryds are a member of the Coalition and therefore have the same interspecies relations as the Coalition as a whole.

## Trivia

* It is speculated that Saryds may have visited Earth, inspiring the myths of centaurs.
Sheratan

Sheratan is a binary frontier system that is located in the Core and controlled by the Syndicate.

## Landing Locations

Sheratan has the following landing locations:

* Sundive

## Links

Sheratan links to the following systems:

* Ruchbah
* Zaurak

## Amenities

Sheratan does not possess an outfitter or a shipyard.

## Fleets

The following fleets spawn in Sheratan:

* Korath Large Raid
* Small Core Merchants
* Large Core Merchants
* Small Core Pirates
* Large Core Pirates
Palarei

Palarei is an uninhabited planet in the Gerenus system.

## Image

While its short distance from Gerenus makes it seem only barely capable of supporting life, Palarei's surface is full of thickets of a small spiky bush native to this planet. Oddly enough, very few settlements on the planet appear to have been destroyed by weapon fire; most facilities are covered in meters of dust and sand but, other than that, appear to be quite operative.

## Information

Palarei is uninhabited and cannot be dominated.
Raven

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 **Lionheart Raven** is an agile and durable warship.

## Description

The Lionheart Raven is their most popular warship, an agile and elegant vessel that can nevertheless deal out and absorb considerable damage. Ravens are a favorite ship for bounty hunters, because they are more than a match for pirate interceptors and can be used by a skilled pilot to take down much larger ships as well.

## Location

The Raven can be purchased at the following ports:

* Asgard, Naos
* Follower, Alphard
* Haze, Dubhe
* Midgard, Aludra
* Norn, Adhara
* Valhalla, Epsilon Leonis
* Geminus, Castor (before the bombing)

## Outfits

These are the standard outfits initially equipped on each Raven.

 Laser Rifle (2)

## Performance Information

Ravens are capable gunboats as they are speedy, strong, and relatively affordable. Pirates in the galactic north use them to harass enemy ships and they will often come in pairs to double the damage they can bring to the field. Ravens in groups need to be isolated and destroyed one by one.

Pirate Ravens can come equipped with Particle Cannons, making them a deadlier version of the Quicksilver or the Particle Cannon equipped Headhunter.
Plasma Grenades

## Description

With development of more plasma-based weaponry, the Scin invented their own type of grenades using plasma to create powerful explosions. They are effective at clearing out large groups of enemies and are less of a hazard than unpredictable fragmentation grenades, allowing them to be a bit more reliable for defensive use. These grenades are kept in odd magnetic storage devices that prevent them from accidentally detonating - except on rare occasions.

## Location

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

## Information

* Purchasing this would require a Scin Hoplologist License.
Saber

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

During the caravan era, a boom of economic development spread along the paths of more heavily armed and technologically advanced merchant fleets originating from the Deep, which resulted in ships such as the Saber being developed. This medium warship was one of the powerhouses of military might in its time, armed to the teeth with five gun ports in the nose and a dorsal turret mount to fire at anything not in front of it. As pirates began to join together in larger war bands in response to the more heavily defended merchants, the Saber became popular amongst them as well. Unlike other ships such as the Firebird, it slowly faded out as competition rose, but it is nevertheless cherished by those who still own one.

## Location

The Saber cannot purchased. It can only be captured from pirates in the Southern Rim.

## Outfits

These are the standard outfits initially equipped on each Firebird.

## Performance Information

The Saber's role as an outdated ship means that its qualities cannot be fully appreciated, and in 3014 it could be suggested that this ship should be re-classified as a Light Warship. It has low hitpoints and outfit space, and despite having 5 gunports, it has very little weapons space to utilize all of them as well.
Pincian

Pincian is an uninhabited moon that orbits Palatine in the Cinxia system.

## Image

Pincian is a small rocky moon, tiny enough to avoid most asteroids attracted by the nearby gas giant of Palatine. Nevertheless, a huge crater, old enough to have collected some dust and regolith, dominates its surface. Whatever crashed here, it must be tens of thousands of years since the impact.

There are some small-scale mining operations all around Pincian, but everything around the crater has been left untouched except for a Remnant research station nestled into one of its edges.
Gunboat

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 **Navy Gunboat** is on the heavier end of Human light warships, with advanced shielding and hull. It is a common sight in northern Republic sectors.

## Description

The Navy Gunboat is designed for engaging targets at short range, and also serves as the Navy's mobile sensor platform, scanning ships for illegal equipment or cargo.

## Location

The Gunboat can be purchased at the following ports:

* Ada, Aldebaran
* Luna, Sol
* Prime, Betelgeuse
* Geminus, Castor (before the bombing)

## Outfits

The following outfits are equipped by default on Gunboats:

## Performance Information

Gunboats are the most common Navy ship in the game. These vessels have just enough firepower and shields to make them dangerous to light and medium warships, and just enough speed to allow them to support Navy Lances and Cruisers in battle. While they aren't very useful as a primary ship due to their limited outfit and engine space, they make excellent support and escort ships.

Once the Navy upgrades the Gunboat with Electron Beams and Atomic Engines, Gunboats can pose a threat to much larger ships as well.

## Notes

* Purchasing this ship requires a Navy License, which is not legitimately obtainable; as a result, Gunboats can only be obtained by capturing them.
* Due to their relatively small crew complement and common occurrence, Republic Gunboats can be captured in great numbers during the Free Worlds-Republic War.
RG15 Torch Thruster

## Description

The RG15 Ion Torch Thruster is the Gegno Vi's smallest torch thruster, found almost exclusively on the Slate. It is somewhat inefficient, weighing more and producing more heat than most thrusters of a similar size in exchange for using slightly less energy.

## Location

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

## Information

* Purchasing this would require a Gegno Civilian License
Torpedo Pod

## Description

Torpedoes are the most powerful homing weapon, but they move slowly enough that fast ships can simply outrun them, making them most useful against large targets or against small ships at times when they are too distracted to dodge.

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

## Location

The Torpedo Pod can be purchased in all ports where the Torpedo Launcher is sold.

## Information

* This is a smaller version of the Torpedo Launcher. It uses Torpedoes, which can be stored in Torpedo Storage Racks.
Shini Bori

## Commodity Prices

### Luxury Goods

1,300

Shini Bori is a system in Bunrodea space. It is controlled by the Bunrodea.

## Landing Locations

Shini Bori has the following landing locations:

* Sardva

## Links

Shini Bori links to the following systems:

* Bunri Lemeta
* Erabu Lemeta

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in Shini Bori:

* Bunrodea Erabu Freight
* Bunrodea Defense
* Bunrodea Royalty
* Bunrodea Royal Guard
SC-1 Plasma Engines

## Description

In order to power the tiny Halite frame, the Gegno Scin developed this smaller engine system. Based on their larger plasma thrusters, these engines are much more efficient than the Vi's bigger, more sluggish ion engines, which would never be compact or light enough to run on a fighter.

## Location

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

## Information

* Purchasing this would require a Gegno Civilian License, Scin Hoplologist License, and a Scin Architect License.
Proton Turret

## Description

The Syndicate Proton Turret is a relatively new product designed to compete with Deep Sky's perennially popular Laser Turrets in the anti-fighter defense market. Though cruder than its competition, the Proton Turret maintains a loyal following among captains dissatisfied with laser weapons' short range.

## Location

The Proton Turret can be purchased at the following ports:

* Delve, Scheat
* Foundry, Achernar
* Hephaestus, Markab
* New Tortuga, Misam
* Shangri-La, Polaris
* Sunracer, Mirfak
* Bourne, Gamma Corvi (Becomes available during the Free Worlds storyline)
* Glaze, Aldhibain (Becomes available during the Free Worlds storyline)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)
* Rust, Kraz (Becomes available during the Free Worlds storyline)
* Solace, Pherkad (Becomes available during the Free Worlds storyline)
* Wayfarer, Tarazed (Becomes available during the Free Worlds storyline)
* Zug, Zubeneschamali (Becomes available during the Free Worlds storyline)

## Information

* This is the turret variant of the Proton Gun.
* When fired, the Proton Turret spawns three Proton Fragments.
Separa Tiklar

Separa Tiklar is a station in the Kor Zena'i system. It is controlled by the Korath Exiles.

## Background

### Outfitter

No

This station manufactures the weapon systems and other equipment that is used in the Korath stations, war vessels, and world-ships.

## Spaceport

From the outside this station appears as run-down as their other facilities, but the interior is meticulously clean. Also, everything outside the delivery bay is restricted space, under heavy military guard.

## Information

* Korath planets and stations cannot be dominated.
Reasoning Node

## Description

This is some sort of advanced, miniature computer combined with various sensor inputs and a hyperspace communication relay. Presumably, in some way it controls the Mereti automata or allows them to more easily coordinate their actions with each other.

## Location

This outfit is found equipped on Kor Mereti ships.

## Information

* The only way to obtain this outfit is by looting it.
* This outfit has no real in game use, and is only a lore outfit used for one mission.
* The Kor Sestor equivalent is the Control Transceiver.
Sayaiban

Sayaiban is a system in Korath space controlled by the Drak. It's been quarantined from the rest of the galaxy due it being infected with a Mereti Korath-made nanobot swarm that will devour any ship that stays too long in it. Despite it being considered an abominable weapon of mass destruction by them, the Drak have not destroyed it as they consider it the Korath's last great creation and intend to turn it into a memorial for them if they drive themselves extinct.

## Links

Sayaiban does not link to any other systems due to the Drak cutting it off from the rest of the Korath territory, so the only way to reach it is by using a jump drive.

## Mining

These are the mineable asteroids that spawn in Sayaiban.

* Iron
* Titanium
* Tungsten

## Fleets

These are the fleets that naturally spawn in Sayaiban.

* Nanobots

## Information

* This system is the location of one of the Drak, the Watchful Gravetender.
* This system contains nanobots that will destroy anything that comes into the system
Pug Iyik

Pug Iyik is a system at the top of the galaxy, located next to the Wanderers. It is controlled by the Pug.

## Landing Locations

Pug Iyik has one landing location, Vara Pug.

## Links

Pug Iyik 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 this system.

* Lead

## Fleets

These are the fleets that naturally spawn in Pug Iyik.

* Small Pug
* Large Pug

## Information

* This system is the location of one of the Pug Arfectas. It will spawn if your reputation with the Pug is low enough.
* This system is the location of the Pug that watch over the Wanderers, and the player will be asked to travel here to ask the Pug about the Eye.
Rutilicus

**Rutilicus** is a system in the Dirt Belt controlled by the Republic. It is the system where the player starts.

## Landing Locations

Rutilicus has one landing location, New Boston.

## Links

Rutilicus links to the following systems:

* Arcturus
* Cebalrai
* Menkent
* Holeb

## Amenities

New Boston contains both a shipyard and an outfitter.

## Mining

These are the mineable asteroids that spawn in Rutilicus.

* Copper
* Lead
* Titanium

## Fleets

These are the fleets that will naturally spawn in Rutilicus.

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

## Information

* Rutilicus is the starting system of the game and it is where the player is born.
Scarab

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 hard-working cousin to the Lightning Bug, the Scarab has only ever grown in popularity, never declined. That this statistic is occasionally measured in thousandths of a percentage point for years at a time is immaterial to the title. This lightweight transport is commonly the pick for Grasshopper pilots looking to make money while continuing to feed their free spirit. It is also large enough to transport a large Hai family, making it perfect for nearly any odd job in Hai space.

## Location

The Scarab can be purchased at the following ports:

* Cloudfire, Wah Ki
* Giverstone, Zuba Zub
* Greenwater, Fah Soom
* Hai-home, Ya Hai
* Heartvalley, Io Lowe
* Icelake, Uwa Fahn
* Makerplace, Ula Mon
* Stonebreak, Imo Dep

## Outfits

These are the default outfits installed in each Scarab.
Si'yak'ku

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

## Landing Locations

Si'yak'ku has the following landing locations:

* Var' Roi
* Varu Tek'kai

## Links

Si'yak'ku links to the following systems:

* Ek'kek'ru
* Pik'ro'iyak

## Amenities

Varu Tek'kai possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Si'yak'ku:

* Neodymium
* Silicon
* Titanium

## Fleets

The following fleets spawn in Si'yak'ku:

* Wanderer Defense
* Wanderer Drones
* Wanderer Freight