recursal/Fanatic-Fandom huggingface dataset:
Mirfak

Mirfak is a system that is located in the Core. It is controlled by the Syndicate.

## Landing Locations

Mirfak has the following landing locations:

* Sunracer

## Links

Mirfak links to the following systems:

* Bellatrix
* Menkar
* Moktar

## Amenities

Sunracer possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Mirfak:

* Copper
* Iron
* Titanium

## Fleets

The following fleets spawn in Mirfak:

* Small Core Merchants
* Large Core Merchants
* Small Syndicate
* Large Syndicate
Mebla's Portion

Mebla's Portion is a planet in the Mebla system. It is controlled by the Coalition.

## Background

### Outfitter

No

A stormy world with unpredictable and rapidly changing weather, Mebla's Portion is nonetheless home to several billion Arachi and millions of members of the other Coalition species, in part because rent is cheaper here than on worlds with more idyllic weather. Many of the residents are artists or work in other creative fields that allow them to work from home on days when the weather is too violent for them to venture outside.

## Spaceport

The spaceport is a sprawling complex of hangars and warehouses connected by covered walkways and underground tunnels. Because it has grown larger and larger over the millennia as this world's population increased, the spaceport's current layout is maze-like and seemingly random. Colored stripes painted on the floors mark the pathways between the major sections of the complex, and many local children earn a living just by wandering around offering to give directions to visitors who seem to be lost.

## Information

* Coalition planets and stations cannot be dominated.
Large Cogeneration Module

## Description

Without much exciting work available in peacetime, many Coalition engineers take to tinkering with existing equipment to improve its efficiency.

## Location

Large Cogeneration Modules can be purchased at the following ports:

* Ablub's Invention, Ablub
* Ahr, Sol Arach
* Bank of Blugtad, Blugtad
* Belug's Plunge, Belug
* Blue Interior, 4 Spring Rising
* Chosen Nexus, Silver Bell
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Ki Patek Ka, Sol Kimek
* Market of Gupta, Gupta
* Remote Blue, 14 Pole
* Sandy Two, 7 Autumn Rising
* Saros, Sol Saryd
* Stronghold of Flugbu, Flugbu

## Information

* Purchasing this outfit requires a Coalition License.
* This reactor *almost*  renders the RT-I Radiothermal obsolete, as it generates roughly 20% more energy for roughly 81% less heat while only being 1 ton heavier.
* This outfit renders the S3 Thermionic obsolete, as it generates 6% more energy and generates roughly 71% less heat while being 9 tons lighter.
Large Hybrid Cooling

## Description

This Sheragi cooling system is primitive at best, but it works both actively and passively, allowing it to dissipate much more heat than a simple radiator would. It does, however, drain a lot of power when subjected to the heat of battle. It also includes cryogenic tanks to hold some additional fuel, which is used as a temporary heat reservoir.

## Location

This cannot be purchased, and can only be found equipped on the Emerald Sword.
L-118

L-118 is an uninhabited system in The Umbral Reach.

After visiting L-118 and returning to Kanguwa, the vyu-Ir Solemnity will warn you about going into The Umbral Reach.

## Landing Locations

L-118 does not have any landing locations.

## Links

L-118 links to the following systems:

* H-9187

## Mining

The following mineable asteroids spawn in this system:

* Aluminum
* Iron
Moonbeam

## Description

Because their Sunbeams are not very effective against the heavy plating of the Korath drones, the Wanderers have developed a new beam weapon that is considerably more effective against hull armor.

## Location

After making sufficient progress in the Wanderer storyline, Moonbeams can be purchased from the following locations:

* Vara Rakak, Es'sprak'ai
* Var' Kayi, Pik'ro'iyak
* Vara K'chrai, Ka'ch'chrai

## Information

* Purchasing this outfit requires a Wanderer Outfits License.
* Like its turreted counterpart, the Moonbeam operates in a burst-fire fashion, even though it is a beam weapon, similar to the Korath Husk-Slice.
Model 128

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

## Description

As Kor Mereti drones continue to grow and develop into their final form, they split down the middle. At the same time, their shielding and weaponry continue to become stronger.

## Location

The Model 128 cannot be purchased but can instead be captured from Kor Mereti space.

## Information

* Kor Mereti and Kor Sestor ships are automated and require no crew.
* Automata ships use a different boarding system than usual. Instead of having crew, they have a self destruct chance. You have a 23% chance of being able to board and loot the Model 128, and then there is another 23% chance of being able to capture it. In total, you have 5.29% chance of being able to capture the Model 128.
Maker

Maker is a planet in the Delta Capricorni system. It is controlled by the Syndicate.

## Background

### Outfitter

Yes

When families or young adults on Earth find themselves stifled by the crowded conditions on humanity's home world, Maker is where many of them end up. The Syndicate offers free transportation and housing in exchange for anyone willing to sign a five years contract to the mines or factories on Maker. The living conditions are often unpleasant, with young men and women packed into dormitories, and with those who are most in need of income taking dangerous jobs in the mines. Five or ten years of work will earn you enough to set up a homestead on any of the frontier worlds, and to many, those years are worth it.

## Spaceport

The spaceport on Maker is enormous, but laid out very efficiently. In one sector, a steady stream of passengers, most of them young and dressed somewhat shabbily, are disembarking. They are funneled straight to a labor and immigration center, from which they will be assigned to different factories. Meanwhile, a smaller stream of older, tired-looking but better dressed workers flows in the other direction; people who have finished their terms of service and are boarding ships for other worlds.

In the commercial sector of the port, robotic cargo trucks rumble through the streets at frightening speeds, while pedestrians walk from building to building along skyways several stories up.

## Outfitter

* Basic Outfits
* Syndicate Basics (outfitter)

## Information

* Maker has a tribute value of 1700 and is defended by Large Syndicate Fleets.
* Landing here has no required reputation.
Fscher

## Fscher

### Outfitter

No

Fscher is an uninhabited system in Gegno space that is controlled by the Gegno.

## Landing Locations

Fscher does not have any landing locations.

## Links

Fscher links to the following systems:

* Empeles
* Huud
* Jyelio
* Wreoul

## Mining

The following mineable asteroids spawn in Fscher:

* Copper
* Platinum
* Uranium

## Fleets

The following fleets spawn in Fscher:

* Small Scin
* Small Vi
Korbatri Eska

Korbatri Eska is an uninhabited planet in the Chimitarp system. It is controlled by the Kor Mereti.

## Background

### Outfitter

No

The cities on this world have been hit by an astonishing variety of weapons. Some were leveled by massive explosions, while others show signs of strafing by low-flying ships or of orbital bombardment. Outside the cities, the land is fruitful and varied: forests, mountains, oceans, desert, and tundra.

## Information

* Korbatri Eska is an uninhabited planet and cannot be dominated.
Hawk

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 Hawk** is a heavy interceptor with few gun ports but a large weapons capacity. Pirate Hawks outfitted with heavy rockets are infamously irritating for captains in the Southern Rim.

## Description

The Tarazed Hawk is an interceptor-class warship often used as an escort for freighters or in a planetary militia's patrol squadron. Hawks are fast enough to chase down most smaller ships, but are capable of mounting much more powerful weapons. They are also, of course, a favorite ship of pirate captains who have earned enough money to afford one.

## Location

The Hawk can be purchased at the following ports:

* Buccaneer Bay, Algenib
* Covert, Gienah
* Greenrock, Shaula
* New Britain, Dabih
* New Tortuga, Misam
* Smuggler's Den, Men
* Wayfarer, Tarazed

## Performance Information

The Hawk is the heaviest and most expensive interceptor on the human market. The standard armament packs a decent punch, but the Hawk also has enough room to be customized with heavier weapons. These ships can be customized to be an interceptor, a missile boat, or a torpedo boat, making them deadly for their size.
Large Reverse Module

## Description

With their significant weapons capacity left unused in peacetime, captains of larger Coalition freighters and transports can use Large Reverse Modules to rapidly slow their ships, allowing them to save both time and energy.

Because a reverse thruster must be facing forwards, it must be installed in the weapon section of your ship instead of the engine section.

## Location

Large Reverse Modules can be purchased at the following ports:

* Ablub's Invention, Ablub
* Ahr, Sol Arach
* Bank of Blugtad, Blugtad
* Belug's Plunge, Belug
* Blue Interior, 4 Spring Rising
* Chosen Nexus, Silver Bell
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Ki Patek Ka, Sol Kimek
* Market of Gupta, Gupta
* Remote Blue, 14 Pole
* Sandy Two, 7 Autumn Rising
* Saros, Sol Saryd
* Stronghold of Flugbu, Flugbu

## Information

* Purchasing this outfit requires a Coalition License.
Nighthawk

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 is a modified Blackbird for ground raids and slave trading. It comes with an extra turret mount for suppressive fire on ground operations and additional hull reinforcement to resist returning fire.

## Location

This ship does not appear in the game yet.

## Outfits

These are the standard outfits initially installed on a Nighthawk.

 Laser Rifle (24)Nerve Gas (10)

## Information

* This ship is currently unimplemented and will be added in a future update.
Kimek

> *"The Kimek are large insectoid aliens, and are members of the Coalition. They discovered spaceflight after the Saryds, but before the Arachi. They are intensely social creatures, preferring to live together in massive buildings with thousands of inhabitants, and many of their worlds have populations in the tens of billions, far more than any human world."*
>
>

> - Captain's Log
>
>

The Kimek are one of the three spacefaring species in the Coalition. They occupy the northern end of Coalition space. Interestingly, the northern end is also where hints of rebellion is mentioned on planets. All of the members of the Coalition have equal representation in the Heliarch.

## History

The Kimek were the second of the species of the Coalition to achieve spaceflight and did so in about 11,000 B.C.E.

Circa 4,000 B.C.E, they joined the Saryds and Arachi to form the Coalition and together they fought and drove out the Quarg from Coalition space.

## Attributes

Kimek are described as being large beetle like creatures, about a meter tall. Their speech is described as being all clicks and chittering.

Kimek ships have large spikes covering their ships, and are all very narrow. They all have the same top part, and then each ship builds downward from the previous one.

## Technology

The Kimek have their own unique ships but their outfits are the same as all of the Coalition.

### Ships

Transport

* Kimek Briar
* Kimek Thistle
* Kimek Thorn

Space Liner

* Kimek Spire

## Interspecies Relations

The Kimek are a member of the Coalition and therefore have the same interspecies relations as the Coalition as a whole.
Large Biochemical Cell

## Description

The Wanderers are masters of unusual and efficient technology. This bioreactor is fueled by a culture of microorganisms that produce a small electric charge.

## Location

This can be purchased from Wanderer space.

## Information

* Purchasing this requires a Wanderer Outfits License.
* This Wanderer outfit functions as both a fuel cell and a battery. It is notable for being the second most heat-efficient generator in the game (after the Quarg Antimatter Core), and it produces more power than any human Fuel Cell for only slightly more space than the second-largest nGVF-DD. That said, its low output and high space requirement makes it questionable for use on a combat ship compared to a reactor. In particular, it is heavier and produces less power than the Red Sun Reactor also produced by the Wanderers later on in their storyline.
Large EM Battery

## Description

This is a massive superconductive coil, capable of storing large amounts of energy in an electromagnetic field and discharging all of it in a fraction of a second. The magnetic field also provides a small boost to the shield regeneration of the ship, which is otherwise very underdeveloped.

## Location

This cannot be purchased and is found equipped on the Emerald Sword.

## Information

* Only one of these exists in the game.
* This outfit provides a combination of shield generation and energy storage, but does neither particularly well. Even purely human technology can do better; a combination of an LP576a Battery Pack and a D94-YV Shield Generator will provide slightly more energy storage and much more shield regeneration (with the same energy efficiency) in less outfit space. Korath Systems Cores, or Coalition Large Battery Modules, will do even better.
Nami Rift Thruster

## Description

Although rift engines are extremely heat efficient, their energy requirement is rather high compared to the thrust they produce, even next to terribly inefficient Korath engines.

## Location

The Nami Rift Thruster can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
Large Repair Module

## Description

This hub houses a small fleet of repair robots that can climb around on a ship's hull and repair damage to it, even in the middle of combat.

## Location

This can be purchased from Coalition space.

## Information

* Purchasing this requires a Coalition License.
* The Coalition has two hull repair outfits. The other is the Small Repair Module.
Nanobots

The nanobots are a swarm intelligence inhabiting the Sayaiban system originally created by the Korath. They are guarded by an Archon named "Watchful Gravetender", which will contact you the first time you enter the system. The swarm is being preserved as a living memorial to the Korath in case they drive themselves extinct. The Archon claims that the nanobot swarm is the "last of their great abominations."

In game, the nanobots are invisible ships that will attack you and the only way to avoid them is to cloak.
Kyanite

## Description

Kyanites are intricately-built test platforms for Gegno Scin technology, equipped with an extensive built-in power system and energy reserve able to support many types of outfits. Weapon experimentation, the most common practice of Kyanites, is recorded by various scanner instruments littering the two long structures on the front of the hull. Despite being weapon research vessels, Kyanites are not combat-capable due to how exposed their systems are and how little hull covers them. These systems are also very expensive and difficult to produce, so only a small amount of Kyanites are found in service.

The scanner system found on the Tridymite was originally developed and tested on Kyanite platforms, eventually becoming integrated into the hull as well.

## Location

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

## Outfits

These are the standard outfits initially equipped on each Kyanite.

 Plasmasickle (33)Plasma Grenades (33)

## Information

* This ship has built in outfit and cargo scanning.
Mutiny

Mutiny is a planet in the Gienah system. It is controlled by Pirates.

## Image

Centuries ago, Mutiny was used as a sort of prison world for a powerful band of pirates, a place where rivals could be marooned or held for ransom, rather than killing them outright. It is a cold, dark planet, and food is scarce, but over time several villages developed in the more hospitable regions. No longer prisoners, the inhabitants who remain do so because they prefer a simple life beyond the reach of any government, on a planet that will never be stolen from them because it carries nothing of value.
Merak

## Commodity Prices

### Luxury Goods

1168

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

## Landing Locations

Merak has the following landing locations:

* New China

## Links

Merak links to the following systems:

* Denebola
* Phecda
* Porrima
* Regulus

## Amenities

New China possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Merak:

* Copper
* Lead
* Tungsten

## Fleets

The following fleets spawn in Merak before July 4, 3014.

* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic
* Small Southern Merchants
* Large Southern Merchants

These are the fleets that spawn in Merak after July 4, 3014.

* Republic Logistics
* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic
Miblulub

## Commodity Prices

### Luxury Goods

1398

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

## Landing Locations

Miblulub has the following landing locations:

* Miblulub's Plenty

## Links

Miblulub links to the following systems:

* Ablub
* Blubipad
* Glubatub
* Sol Arach
* Tebuteb

## Amenities

Miblulub does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Miblulub:

* Lead
* Silicon
* Titanium

## Fleets

The following fleets spawn in Miblulub:

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

## Oblate

### Outfitter

No

Oblate is an uninhabited system in the Core that is controlled by Pirates.

## Landing Locations

Oblate does not have any landing locations.

## Links

Oblate links to the following systems:

* Alcyone
* Moktar

## Mining

The following mineable asteroids spawn in Oblate:

* Iron
* Lead
* Silicon

## Fleets

The following fleets spawn in Oblate:

* Small Core Pirates
* Large Core Pirates
* Large Syndicate
Midway Emerald

Midway Emerald is a planet in the 14 Winter Below system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

Wealthy Kimek prefer to live as close as possible to the centers of power, and in Coalition space the center of power is the Heliarch ringworlds. The dwellings here are a bit more luxurious and less densely packed than on other Kimek worlds, and the total population is less than two billion. Outside the cities, this is a hot forest world, without much local industry or natural resources.

## Spaceport

The relative opulence of this spaceport means that the walkways and doorways are big enough to be comfortable not only for the diminutive Kimek, but for the Arachi and even the Saryds as well, and the three species mingle here in roughly even numbers. The spaceport even has a few gardens and parks, as a concession to the Saryd need for quiet and beautiful spaces.

## Information

* Coalition planets and stations cannot be dominated.
Muhlifain

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

## Landing Locations

Muhlifain has the following landing locations:

* New Kansas

## Links

Muhlifain links to the following systems:

* Gacrux
* Vindemiatrix

## Amenities

Muhlifain does not possess an outfitter or a shipyard.

## Mining

No mineable asteroids spawn in Muhlifain.

## Fleets

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

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

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

* Navy Surveillance
* Small Southern Merchants
* Large Southern Merchants
* Small Republic
* Large Republic
* Small Southern Pirates
NGVF-CC Fuel Cell

## Description

This is a medium-sized fuel cell, designed to be sufficient for larger civilian ships and small warships while still being more affordable than the more sophisticated generator options.

## Locations

The nGVF-CC Fuel Cell can be purchased at many human ports.

## Information

The nGVF-CC Fuel Cell generates energy for use in combat but also produces heat.
LP576a Battery Pack

## Description

For most ships that require this much power, a larger generator makes more sense than a battery this size. However, battery packs have the advantage that they generate no heat, so some captains use them instead of powerful generators if they do not expect to be in combat frequently or for extended periods of time.

## Location

LP576a Battery Packs can be purchased at the following ports:

* Asgard, Naos
* Bourne, Gamma Corvi
* Midgard, Aludra
* Rust, Kraz
* Smuggler's Den, Men
* Thule, Men
* Valhalla, Epsilon Leonis
* Wayfarer, Tarazed

## Information

* The LP576a Battery Pack is the heaviest Battery outfit in the game. However, it does not have the highest energy capacity; that honor goes to the Nanotech Battery.
Nami Rift Steering

## Description

As with many Bunrodean systems, rift engines produce very little heat. This allows their ships to forgo the use of any significant cooling systems, leaving more room for other systems, be they defensive or offensive.

## Location

The Nami Rift Steering can be purchased at the following ports:

* Kisarra, Kifrana Terberah
* Angko, Mego Inito

## Information

* This outfit becomes available after completing the Bunrodean storyline mission "An Intriguing Invitation."
* The mission "An Intriguing Invitation" is offered near Sol after fighting the Bunrodea in their space.
Nerve Gas

## Description

This is a highly illegal weapon for hand-to-hand combat when boarding an enemy ship. Because chemical weapons are banned by interstellar law, you can be severely fined for getting caught in possession of nerve gas canisters. But, they do clear out an enemy ship quicker than just about anything else...

## Outfitters

Nerve Gas can be purchased at the following ports:

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

## Information

With the highest attack to defense rating out of all of the Hand to Hand outfits, as well as having no mass and taking up no outfit space, this is the greatest tool to anyone out to board some ships. The power does come at the price of this being highly illegal, so if your outfits are successfully scanned and you are carrying Nerve Gas, you will be fined 1,000,000 credits, so be wary.
LP288a Battery Pack

## Description

This is a large battery pack designed for ships that may occasionally have high power needs but do not want the expense or the heat associated with a more powerful ship's generator.

## Location

The LP288a Battery Pack can be purchased at the following ports:

* Valhalla, Epsilon Leonis
* Asgard, Naos
* Midgard, Aludra
* Wayfarer, Tarazed
* Bourne, Gamma Corvi
* Rust, Kraz
* Thule, Men
* Smuggler's Den, Men

## Information

The LP288a Battery Pack expands your energy storage capacity by 31,200.
Merganser

## Description

The Merganser is the first production ship the Remnant deem to be truly alive, and are considered to be equivalent to dolphins in reasoning tests. These interceptors, deemed for short range operations by Remnant standards, are designed to patrol the upper atmosphere of gas giants and use their decisive speed advantage to conduct hit-and-run attacks on threats in nearby systems.

The cloaking technology and ramscoop are built into the Merganser's hull; they cannot be removed or transferred to another ship.

## Location

One Merganser is obtained when the Remnant storyline mission "Remnant: Cognizance 23" is accepted; in addition, after being offered the mission, the Merganser can be purchased at the following ports:

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

## Outfits

These are the standard outfits initially equipped on the Merganser.

## Information

* The Merganser only becomes available during the Remnant storyline.
* Purchasing the Merganser requires a Remnant License.
* The Merganser has some built in thrust, turn and reverse thrust.
* The Merganser has a built in cloak.
* The Merganser has built in atmosphere, outfit, and tactical scanning.
* The Merganser can land on gas planets.
Nelmeb GP Hybrid Steering

## Description

Prompted by the grim will to trudge onwards and innovate despite being forced to abandon jump drive technology, Efreti engineers have recently begun to utilize their theoretical knowledge to incorporate gravitational propulsion into their more traditional fusion-based plasma engines.

More stable than one would expect from Korath engines this large, these steering thrusters were developed by the Efreti as a means of guiding their most massive ships. Their high energy usage is tempered by the fact that they are usually powered by the most massive Korath fusion reactors.

## Location

This outfit is not purchasable, but can be found equipped on some Kor Efreti ships.

## Information

* The only way to obtain this is by looting it.
Ka'het Grand Restorer

## Description

This shield generator is the apex of Ka'het shielding technology, a field that developed rapidly and out of necessity rather than gradually and perfected over long periods. Nevertheless, the Grand Restorer grants good protection for the largest Het ships, replacing the basic restorers used elsewhere.

Unlike most generators, this restorer needs a few seconds to start working again once the ship's shields have been depleted.

## Location

These cannot be purchased but can be found equipped on the Vareti'het.

## Information

* The only way to obtain this is by looting it.
* This outfit has "depleted shield delay" meaning that ships equipped with this shield have to wait 6 seconds after the shields are fully depleted for them to begin recharging.
Lagrange

Lagrange is Quarg station in the Enif system.

## Image

The Quarg built this station centuries ago, before they began construction on the ringworld. From the dark side of the station, the ring is visible as a thin bright filament stretching out to either side of the system's sun. The ring itself is closed to human visitors, but tour shuttles depart from here on a regular basis, giving human tourists a closer view of this engineering feat that is so far beyond anything human beings have ever attempted to build.

## Spaceport

In the docking section are flexible, oddly organic-looking tubes that snaked out to connect to your ship as it approached. Walking through the tube and into the station was a somewhat disconcerting experience. Inside, crowds of human tourists gawk at the tall, thin Quarg, who for the most part seem unfazed by the attention. The station is perfectly clean; every surface shines.

## Information

Quarg planets and stations cannot be dominated.
Meteor Missile

## Description

A Meteor Missile serves as ammunition for the Meteor Missile Launcher. Each missile launcher has its own capacity; you cannot install missiles if you have not first purchased a pod, launcher, or storage to store them in.

## Location

The Meteor Missile can be purchased at almost every outfitter in Human space.

## Information

* This is ammunition for the Meteor Missile Launcher and Meteor Missile Pod. They can be stored in Meteor Missile Boxes.
Hunter

## Commodity Prices

### Luxury Goods

1120

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

## Landing Locations

Hunter has the following landing locations:

* Shadow of Leaves

## Links

Hunter links to the following systems:

* Bright Void
* Broken Bowl
* Dark Hills

## Amenities

Hunter does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Hunter:

* Silicon
* Tungsten

## Fleets

The following fleets spawn in Hunter:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Marauder Manta

## Description

After the Syndicate released their Vanguard Heavy Warship, the Manta fell somewhat out of favor due to its lack of ability to mount any anti-missile turrets. The owner of this Manta rectified that, added some extra armor plating and shield emitters, and rearranged some of the internals to yield a little more outfit space. Dry tonnage alone keeps it from being classified as a heavy warship.

### Marauder Manta (Engines)

A previous owner of this Manta has gone to great lengths to make sure they could bring all six gun ports to bear in a hurry, and chase down smaller warships. Style was not lost on that captain, and a forked tail yielded a little more space for shield projectors in an area that would have been destabilized by engine exhaust. If its dry tonnage were any higher, it would be classified as a heavy warship.

### Marauder Manta (Weapons)

This Manta has undergone extensive modification, featuring extra hull plating, shield emitters, weapon space, and even a turret mount. Whoever modified it seems to have forgotten to include dedicated space for the power systems, as they're crammed in and around everything else like an afterthought. If its dry tonnage were any higher, it would be classified as a heavy warship.

## Location

The Marauder Manta cannot be purchased, but can be captured from marauder bounty missions.

## Outfits

These are the standard outfits equipped on the Marauder Manta.

### Marauder Manta

 Security Station (3)Laser Rifle (8)

### Marauder Manta (Engines)

 Laser Rifle (11)

### Marauder Manta (Weapons)

 Laser Rifle (11)

## Information

* The only way to obtain this is by capturing it.
* Marauder ships have self destruct chances when they are boarded. The Marauder Manta has a 25% chance to board and another 25% chance to be able to capture, so you have a 56.25% chance of being able to capture the ship (not counting the actual boarding combat).
Melenci

Melenci is a planet in the Jentu Centi system. It is controlled by the Bunrodea.

## Background

### Outfitter

Yes

While the southern world of Jentu Le is where genetic research is mainly done, the small moon of Melenci here in the north is where much of that research is put to practice. The moon has only one settlement where Bunrodeans come to receive modifications to their genome. However, the Bunrodeans ensure that any modifications that are done will affect only the individual they are being done to, and will not be passed down to any offspring.

## Spaceport

The spaceport of Melenci has a variety of what you would assume to be advertisements for genetic operations. One displays a graphic of two animated Bunrodeans in a mine. One is injected with a needle and then becomes much bulkier. The mine then collapses in on the two, and the Bunrodean who was genetically modified is shown coming out of the rubble unscathed, while the other is pulled out with bent limbs and placed on a stretcher.
Millennium Cell

## Description

This quite compact radiothermal generator uses isotopes so radioactive, and so tightly packed together, that it could almost be classified as a nuclear reactor.

Although not very impressive in terms of how much energy they produce, Remnant generators have been designed to better handle the energy draining effects of ionization.

## Location

The Millennium Cell can be purchased at the following ports.

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

## Information

* Purchasing this requires a Remnant License.
* Remnant generators are generally not as powerful as those of other species.
* Though the Millennium Cell doesn't produce as much energy as any other Human radioisotope generators, it is vastly more efficient with space and heat. This outfit renders the NT-200 Nucleovoltaic obsolete, as two Millennium Cells combined produce the same amount of energy for 20% less heat while being lighter by 7 tons.
Izar

Izar is a binary 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

Izar has the following landing locations:

* Poseidos
* Wyvern Station

## Links

Izar links to the following systems:

* Acrux
* Hadar

## Amenities

Poseidos possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Izar:

* Gold
* Lead

## Fleets

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

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

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

* Small Free Worlds
* Large Free Worlds
* Small Southern Merchants
* Large Southern Merchants
Marauders

Marauders are more advanced pirates who use special ships and outfits not available for purchase to the player (in most circumstances). Each ship has three variants: regular, enhanced engines, or enhanced weapons. The enhanced engines and enhanced weapons models are further enhancements over the regular model, which is already generally more combat-capable (at the cost of non-combat utility) than the original ship they're built from.

## Location

Marauder ships can be encountered in Marauder bounty missions.

## Technology

### Outfits

Marauders often use advanced weapons, and use weapons such as the Electron Beam before they become available. This is used to represent how they use more advanced versions of regular weapons.

### Ships

Interceptor

* Marauder Arrow
* Marauder Bounder

Light Warship

* Marauder Quicksilver
* Marauder Raven

Medium Warship

* Marauder Firebird
* Marauder Manta
* Marauder Splinter

Heavy Warship

* Marauder Falcon
* Marauder Leviathan
Hai Outfits

The Hai outfits are, as a whole, efficient and well-balanced. They are not as powerful as some other species' equipment, or high end human equipment, except they do tend to be reliable. Their strongest point is probably a cheap Quantum Keystone allowing access to the Ember Waste without a Jump Drive.
Mei Yohn

## Commodity Prices

### Luxury Goods

1125

Mei Yohn is a system that is located in Hai space. It is controlled by the Hai.

## Landing Locations

Mei Yohn has the following landing locations:

* Darkmetal

## Links

Mei Yohn links to the following systems:

* Io Lowe
* Ula Mon
* Zuba Zub

## Amenities

Mei Yohn does not possess an outfitter or a shipyard.

## Fleets

The following fleets spawn in Mei Yohn:

* Hai Surveillance
* Small Hai
* Large Hai
* Small Hai Merchant
* Large Hai Merchant
* Small Hai Merchant (Human)
* Large Hai Merchant (Human)
* Small Hai Merchant (Sympathizers)
* Large Hai Merchant (Sympathizers)
* Small Human Merchants (Hai)
* Large Human Merchants (Hai)
New Kansas

New Kansas is a planet in the Muhlifain system. It is controlled by the Republic.

## Background

### Outfitter

No

Wool clothing is considered a luxury in most of human space, because enough oil is mined on most planets to make synthetic clothing much cheaper than raising and shearing sheep. However, here on New Kansas, wool is the primary industry.

The land is mostly rolling green hills and shallow streams, ideal for grazing. However, unwary travelers hiking through the idyllic countryside have been known to be attacked by savage packs of feral sheep, so this world is not without unique dangers of its own.

## Spaceport

The spaceport includes several stores selling wool garments, each worth easily ten times as much as the clothes you are wearing. A few of the visitors milling around seem genuinely interested in the clothing, but most of them, like you, are just ship captains who see wool clothing as nothing more than a pricey luxury good that can be sold elsewhere for a good profit.

The port authority employs several people on horseback whose sole job is to keep the landing pads clear of wild sheep.

## Information

* New Kansas has a tribute value of 300 and is defended by small Militia fleets.
* Landing here has no required reputation.
Last Word

## Commodity Prices

### Luxury Goods

1001

Last Word is a system in Saryd space. It is controlled by the Coalition.

## Landing Locations

Last Word has the following landing locations:

* Gentle Rain

## Links

Last Word links to the following systems:

* Fell Omen
* Quaru
* Silver Bell

## Amenities

Last Word does not possess an outfitter or a shipyard.

## Mining

No mineable asteroids spawn in Last Word.

## Fleets

The following fleets spawn in Last Word:

* Heliarch
* Small Arach
* Large Arach
* Small Kimek
* Large Kimek
* Small Saryd
* Large Saryd
Marauder Bactrian

Ship Class
 Picture
 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

## Location

Only one of these exists in the game, as the person ship Rais Iris XVIII.

## Outfits

These are the standard outfits equipped on the Marauder Bactrian.

## Information

* Purchasing this would require a City-Ship License.
* This ship is unobtainable.
* This ship only exists as a person ship.
Markab

Merkab is a system that is located in the Core. It is home to Hephaestus, which houses the headquarters of the Syndicate and is the home planet of Syndicated Shipyards, which manufactures parts that are used in shipyards throughout Human space.

## Landing Locations

Merkab has the following landing locations:

* Hephaestus
* Placatious

## Links

Merkab links to the following systems:

* Ankaa
* Delta Capricorni
* Fomalhaut
* Scheat

## Amenities

Hephaestus possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Merkab:

* Copper
* Iron

## Fleets

The following fleets spawn in Merkab:

* Human Miners
* Republic Logistics
* Small Core Merchants
* Large Core Merchants
* Small Syndicate
* Large Syndicate
Nihal

Nihal is a binary frontier system that is located in the Far North. It is controlled by the Republic.

## Landing Locations

Nihal has the following landing locations:

* Maelstrom

## Links

Nihal links to the following systems:

* Elnath
* Sospi
* Volax

## Amenities

Maelstrom possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Nihal:

* Silicon
* Titanium

## Fleets

The following fleets spawn in Nihal:

* Human Miners
* Paradise Merchants
* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Small Republic
* Large Republic
Lucina

## Commodity Prices

### Luxury Goods

1206

Lucina is an uninhabited system in the Ember Waste.

## Landing Locations

Lucina has one landing location, Far Monad.

## Links

These are the systems that Lucina links to.

* Parca
* Coluber

It also has a wormhole to Rouseu.

## Mining

These are the mineable asteroids that spawn in Lucina.

* Aluminum
* Lead

## Fleets

These are the fleets that naturally spawn in Lucina.

* Korath Ember Waste Raid
* Korath Rescue
Model 32

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

## Description

The Kor Mereti built their drones to mimic life: capable of growth and development throughout their life cycles. Their automated factories can convert the drones from one configuration to another by adding or removing modules.

## Location

The Model 32 cannot be purchased, but it can be captured from Kor Mereti space.

## Outfits

These are the standard outfits equipped on the Model 32.

## Information

* Kor Mereti and Kor Sestor ships are automated and require no crew.
* Automata ships use a different boarding system than usual. Instead of having crew, they have a self destruct chance. With the Model 32, you have a 30% chance of being able to board and loot the ship, and another 30% chance to be able to capture it. In total, you have a 9% chance of being able to capture the model 32.
LP072a Battery Pack

## Description

This battery pack has more than twice the energy capacity of the most basic model, allowing your ship to engage in combat for longer periods of time before running out of energy. Some pilots have even been known to install these in lieu of any generator at all, trusting that they can reach their destination planet and recharge before running out of battery power, but that is a risky proposition.

## Location

The LP072a Battery Pack can be found at almost all outfitters in Human space.

## Information

* This outfit is rendered obsolete by the Large Battery Module, which stores more than twice as much energy for less space.
Mintaka

## Mintaka

### Outfitter

No

Mintaka is an uninhabited binary system that is controlled by the Republic.

## Landing Locations

Mintaka does not have any landing locations.

## Links

Mintaka links to the following systems:

* Almaaz
* Alnitak
* Gorvi
* Tortor

## Mining

The following mineable asteroids spawn in Mintaka:

* Aluminum
* Titanium
* Uranium

## Fleets

The following fleets spawn in Mintaka:

* Human Miners
* Small Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Large Republic
New Washington

New Washington is a planet in the Peacock system. It is controlled by the Republic.

## Background

### Outfitter

No

New Washington is a planet huddled close to a dim, red sun in an otherwise frozen system. It orbits so close to the sun that the two are locked together, with one side of New Washington continuously facing the sun and the other in perpetual darkness.

The only villages are in the twilight region in between, and there the settlers make a living by mining for metal and for oil, a relic of a warmer period when more life flourished here and the planet spun more quickly on its axis.

## Spaceport

In this narrow ring between the baking sun of New Washington's day side, and the endless night beyond, a few native plants and animals still flourish: weirdly colored trees and grasses, and a few insect-like creatures flying among them.

Rats, accidentally introduced by the settlers, also flourish here. A small, nearly deserted cafeteria is selling stew and mashed potatoes. You are almost certain the stew is made with rat meat.

## Information

* New Washington has a tribute value of 200 and is defended by large Militia fleets.
NGVF-EE Fuel Cell

## Description

This is the largest fuel cell available, larger than some nuclear reactors but much, much more affordable. Many captains on a tight budget are willing to put up with one of these until they can raise the money for something more efficient.

## Location

The nGVF-EE Fuel Cell can be purchased at the following ports:

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

## Information

* This outfit is rendered obsolete by the Large Biochemical Cell, as it is 17 mass units lighter and generates roughly 5.1% more energy for around 37.2% less heat.
Gagarin

Thule is a planet in the Belenos system. It is controlled by Pirates. The station of Mordente-Bridi orbits it.

## Background

### Outfitter

Yes

Gagarin is the most populous planet in what used to be the Confederated Councils of the Outer Rim, and it was one of the first colonies established in this region. All of the settlements on Gagarin are connected to a planetary transport and infrastructure grid... although the grid hasn't been able to keep pace with Gagarin's growing population. Despite having been designed for expansion commensurate with increasing demand, such a resource-intensive infrastructure project became harder and harder to maintain due to continuous supply shortages. The collapse of the CCOR has only exacerbated the grid's deficiencies.

## Spaceport

The heart of the planetary infrastructure network, Gagarin's spaceport is perpetually crowded. Materials are constantly coming and going with ships landing, taking off, or being moved to underground hangars if they can't be unloaded on time. At least the spaceport appears to be able to meet demand, if just barely.
On the walls of the spaceport you see faded emblems for the CCOR, some of which have been plastered over by the local authorities, and others which have been plastered over again by the CCOR guerrillas.

## Outfitter

* Ammo South
* Common Outfits
* Basic Outfits
* Pirate Outfits

## Information

* Gagarin has a tribute value of 800 and is defended by large CCOR fleets.
Marauder Splinter

## Description

The Splinter is the largest warship produced by Megaparsec. Apparently someone wanted a bit more out of it, and has covered large sections of the hull with extra shield emitters and hull plating. Much of the stock cargo space has been converted to outfit, weapons, and engines space; coupled with a streamlining of existing internal systems, it makes this warship an agile and flexible war machine.

### Marauder Splinter (Engines)

You're not likely to find a sub-kiloton warship faster or more deadly than this one. Large sections of the hull have been covered with extra hull plating and shield emitters. Much of the cargo space has been converted to outfit space, a great deal of which is at the rear of the ship, which features a new engine port.

### Marauder Splinter (Weapons)

This Splinter has had extensive modification to its weapons space, with two new forward hard points on either side of the bridge. Large sections of the hull are covered with extra shield emitters and hull plating. Much of the stock cargo space has been converted to space for outfits, weapons, and engines; coupled with a streamlining of existing internal systems, it makes the prospect of meeting this flexible war machine in an uninhabited system seem pretty unappealing.

## Location

The Marauder Splinter cannot be purchased but can be captured from marauder bounty missions.

## Outfits

These are the standard outfits installed on the Marauder Splinter.

### Marauder Splinter

 Laser Rifle (22)

### Marauder Splinter (Engines)

 Security StationLaser Rifle (21)

### Marauder Splinter (Weapons)

 Security Station (2)Laser Rifle (20)

## Information

* The only way to obtain this is by capturing it.
* Marauder ships have self destruct chances when they are boarded. The Marauder Splinter has a 25% chance to board and another 25% chance to be able to capture, so you have a 56.25% chance of being able to capture the ship (not counting the actual boarding combat).
Mereti Station

Mereti Station is a station in the Similisti system. It is controlled by the Kor Mereti.

## Background

### Outfitter

No

This large station serves as the "mission control" for the robotic ships of the Kor Mereti faction. Warships of every shape and design are clustered in its docking bays or flying patrol outside.

## Spaceport

The central core of this station is entirely sealed off, running on its own power generators serviced by self-maintaining repair robots. Inside the core are the advanced computers that direct the Kor Mereti war effort.

## Information

* Korath planets and stations cannot be dominated.
* Landing on Mereti Station requires a reputation of 1; this cannot be bypassed through bribery.