recursal/Fanatic-Fandom huggingface dataset:
Ballistic Cannon

## Description

The Gegno Vi Ballistic Cannon tops its sister cannons as the highest caliber weapon that the Gegno field. Each cannon round can inflict tremendous damage to a target's exposed hull. Due to the size and power of these cannons, their shells have a slow reload time and travel speed. As such, they can often be dodged by faster or smaller craft, but if able to be equipped in numbers, they can create a deadly wall of fire.

## 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.
Ascella

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

## Landing Locations

Ascella has the following landing locations:

* Arabia

## Links

Ascella links to the following systems:

* Naper
* Peacock
* Rasalhague
* Tais
* Zeta Aquilae

## Amenities

Ascella does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Ascella:

* Silicon
* Titanium
* Uranium

## Fleets

The following fleets spawn in Ascella:

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

Canopus is a system that is located in the Far North. It is controlled by the Republic.

## Landing Locations

Canopus has the following landing locations:

* Splashdown

## Links

Canopus links to the following systems:

* Alheka
* Mirzam
* Phact
* Phurad

## Amenities

Canopus does not possess an outfitter or a shipyard.

## Fleets

The following fleets spawn in Canopus:

* Republic Logistics
* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic
Aludra

## Commodity Prices

### Luxury Goods

1046

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

## Landing Locations

Aludra has the following landing locations:

* Midgard

## Links

Aludra links to the following systems:

* Naos

## Amenities

Midgard possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Aludra:

* Copper
* Neodymium
* Silicon

## Fleets

The following fleets spawn in Aludra:

* Human Miners
* Small Deep Merchants
* Large Deep Merchants
* Small Deep Security
* Large Deep Security
* Small Northern Merchants
* Large Northern Merchants
Aldhibain

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

## Landing Locations

Aldhibain has the following landing locations:

* Charon Station
* Glaze

## Links

Aldhibain links to the following systems:

* Alniyat
* Dschubba
* Kornephoros
* Sabik

## Amenities

Glaze possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Aldhibain:

* Iron
* Silicon
* Titanium

## Fleets

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

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

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

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

Cardea is an uninhabited system in the Ember Waste.

## Landing Locations

Cardea has the following landing locations:

* Crataegusa

## Links

Cardea links to the following systems.

* Antevorta
* Nenia

It also has wormholes leading to Terminus and Insitor.

In addition, Cardea is within Jump Drive range of Umbral and Sadalmelik. This allows a player equipped with both a Jump Drive and a Quantum Keystone to utilise the Ember Threshold wormhole as a shortcut across human space.

## Mining

These are the mineable asteroids that spawn in Cardea.

* Silicon
* Titanium
Asikafarnut

## Commodity Prices

### Luxury Goods

1425

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

## Landing Locations

Asikafarnut has the following landing locations:

* Deka Dathnak
* Sestor Ikfar

## Links

Asikafarnut links to the following systems.

* Silikatakfar
* Sobarati
* Makferuti
* Celeborim

## Mining

These are the mineable asteroids that spawn in Asikafarnut.

* Lead

## Fleets

These are the fleets that naturally spawn in Asikafarnut.

* Small Kor Sestor
* Large Kor Sestor
* Large Kor Mereti
Achernar

The Achernar system is located in the Core and controlled by the Syndicate. Achernar is home to Foundry, the home planet of Syndicated Shipyards.

## Landing Locations

Achernar has the following landing locations:

* Foundry

## Links

Achernar links to the following systems:

* Al Dhanab
* Alpheratz
* Polaris
* Schedar

## Amenities

Foundry possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Achernar:

* Copper
* Iron
* Titanium

## Fleets

The following fleets spawn in Achernar:

* Human Miners
* Republic Logistics
* Small Core Merchants
* Large Core Merchants
* Small Syndicate
* Large Syndicate
Banisher Grav-Turret

## Description

The Korath like to keep their enemies close... but not too close.

## Location

Banisher Grav-Turrets can be found equipped on the following Kor Efreti, Kor Sestor and Korath Exiles ships:

* Arch-Carrack
* Charm-Shallop
* Echo-Galleon
* Kar Ik Vot 349 (Defense and Trapper variants)
* Kas'lor Ik 582
* Kasichara A'awoj
* Korsmanath A'awoj
* Lor'kas Ik 577
* Lor'nag Ik 590
* Palavret (Standard, Crippled, Ember, Ember Shunt and Hyperdrive variants)
* Ra'at Ik 621 (Standard and Probes variants)
* Ra'gru Ik 618 (Standard, Ember and Grab variants)
* Rano'erek (Standard, Civilian, Crippled, Ground Assault and Shunt variants)
* Tek Far 109
* Tek Far 71 - Lek (Standard variant only)
* Tek Far 78 - Osk (Standard variant only)
* Tubfalet

After making sufficient progress in the Remnant storyline, Banisher Grav-Turrets can be purchased from the following locations:

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

## Information

* This outfit is normally only obtainable by looting Korath ships; however, this outfit becomes available for purchase late in the Remnant campaign.
* The Banisher Grav-Turret is basically a turret-mounted repulsor beam. Unlike most beam weapons, it has an impact force that pushes the target away from the user. It inflicts a small amount of damage to shields and even less to hull, but its primary use is to push enemy ships around or prevent them from leaving the system (both Jump Drives and standard Hyperdrives require holding a stationary position which is impossible if the ship is being forcibly moved.)
* Multiple Banishers firing on the same target can increase the knockback effect, launching small ships away even faster and preventing larger ships from simply powering through it.

## Strategies

* Korath Exile ships typically pair the Banisher with long-range Grab-Strike Turrets, which allow them to effectively hold a target at optimal distance.
* The Banisher's long range often makes enemy beam weapons ineffective as it prevents the target from getting within their own weapons' range. However, this also makes it difficult to pair with other beam weapons on your own ship. Depending on the placement of your ship's turret ports, you may be able to mitigate this by placing the Banisher at the back of your ship and the other beams at the front to reduce the gap between them. Alternately, you can use long-range projectile weapons like the Particle Cannon or Inhibitor Cannon, instead.
* One strategy using the Banisher is to push a target ship (like a Marauder flagship) away from its escorts so that you are between it and them. The target will attempt to rejoin its allies and fly right back into the Banisher's beam to be pushed back out again. Combined with debilitating weapons like Ion Cannons or EMP Torpedoes, this can let you pick an enemy fleet apart ship-by-ship without having to deal with all of them at once.
Burrower

Burrower Drills are longer, thinner, and more precise than the larger Excavator Drill system, although they are nowhere near as powerful. Burrowers can mine asteroids more carefully, preserving more materials in the process. Rather than constructing the spaceship around the base system, these drills are more compact and are mounted on self-sustaining drill spars, resulting in lower required internal space and machinery.

This mining outfit requires a drill spar port, in addition to a gun port, in order to be mounted.

## Location

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

## Information

* Purchasing this would require a Gegno Civilian License and a Gegno Driller License.
* Installing this also requires a drill spar, which is only found on some Gegno ships.
Antipode

Antipode is a planet in the Matar system. It is controlled by the Syndicate.

## Image

Antipode is a world of creeping glaciers and year-round snow, orbiting far enough from a dim star that even when the sun breaks through the clouds, it brings little warmth. The few settlements that exist here are built near surface deposits of rare earth metals that were discovered recently, and that are mined for use in electronics and equipment throughout this sector.

The inhabitants of Antipode are among the best downhill skiers in the galaxy, and they have made some attempts to draw off-world tourists to the ski resorts here, but the weather is so hostile that they have had very little success.

## Spaceport

The spaceport consists of a single enormous warehouse. The air inside is cold, but you are glad to get out of the howling wind. In one corner is a counter advertising skiing adventures, but no one is staffing it; they must be out to lunch or taking the day off.

As with many of these small spaceports, it seems that the only option for food is a pub, but the smells coming from it are enticing; for once, you may have found a spaceport bar whose chef actually knows how to cook.

## Information

* Antipode has a tribute value of 600 and is defended by small Syndicate fleets.
Ablub

## Commodity Prices

### Luxury Goods

1419

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

## Landing Locations

Ablub has the following landing locations:

* Ablub's Invention

## Links

Ablub links to the following systems:

* Blubipad
* Miblulub

## Amenities

Ablub's Invention possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Ablub:

* Aluminum
* Iron
* Lead

## Fleets

The following fleets spawn in Ablub:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Bullet Boxes

## Description

Bullet Boxes are used to store extra ammunition for Gatling Guns.

## Location

These are the ports where Bullet Boxes can be purchased. They are found in Pirate 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

* These store Gatling Gun Ammo, which is used in Gatling Guns and Gatling Turrets.
Bellatrix

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

## Landing Locations

Bellatrix has the following landing locations:

* Bluestone

## Links

Bellatrix links to the following systems:

* Menkar
* Mirfak

## Amenities

Bellatrix does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Bellatrix:

* Silicon

## Fleets

The following fleets spawn in Bellatrix:

* Small Core Merchants
* Large Core Merchants
* Small Core Pirates
* Small Syndicate
* Large Syndicate
Ablodab

## Ablodab

### Landing Locations

Guardian Array Sapphire, Ogmur's Siphon, Silo of Ablodab

## Commodity Prices

### Luxury Goods

1378

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

## Landing Locations

Ablodab has the following landing locations:

* Guardian Array Sapphire
* Ogmur's Siphon
* Silo of Ablodab

## Links

Ablodab links to the following systems:

* Debrugt
* Gupta
* Mebla
* Pelubta

## Fleets

The following fleets spawn in Ablodab:

* Heliarch
* Small Arach
* Large Arach
* Small Kimek
* Large Kimek
* Small Saryd
* Large Saryd
"Bufaer" Atomic Steering

## Description

Nine out of ten human captains interviewed in Hai space say that they would choose Hai atomic engines over those of Deep Sky any day... that is, if they could afford such expensive engines.

## Location

"Bufaer" Atomic Steering systems are sold at the following locations:

* Hai-home, Ya Hai
* Icelake, Uwa Fahn
* Makerplace, Ula Mon

## Information

* Bufaer Atomic Steering is comparable to human A865 Atomic Steering. These thrusters have less raw power but greater mass, energy, and heat efficiency, making them some of the best balanced steering systems in the game for any ship large enough to support them.
* This is the largest Hai steering system.
Boxwing

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 **Boxwing** is a cargo ship that docks in fighter bays, giving their parent ship greater cargo capacity.

## Description

After introducing the "Type F" cargo pod for the Hauler, it became apparent to merchant captains that the new carriers could offer more flexibility within their fleet, if there were a cargo box they could attach to the fighter arms. Enter the "F6-C: Boxwing," the Fighter that doesn't fight, but carries cargo instead. Cargo preservation equipment gives the Boxwing much more mass and very poor heat dissipation characteristics compared to other fighters. That it cannot carry any weapons is only part of the reason jocks call it "Flying Coffin" amongst themselves; besides the ship resembling one and being very sluggish, the pilot "seat" doubles as a bunk, and is cramped beyond the comfort level of most. The interactive panoramic window H.U.D. is the only thing that keeps claustrophobic episodes from becoming a major problem.

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

## Location

The Boxwing can be purchased at the following ports 180 days after August 29, 3014:

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

## Outfits

These are the standard outfits initially equipped on each Boxwing.

## Performance Information

Boxwings are flying cargo containers. Put them on carriers to use them as trading vessels, but don't launch them into battle.

With a small extra investment, it is possible to push the cargo capacity even higher. By selling the standard fuel cell and replacing it with a KP-6 Photovoltaic Panel + Supercapacitor, you can free up enough space to purchase a Cargo Expansion.

## Notes

* The Boxwing is intended for increasing fleet cargo capacity and has no combat capability. In combat, these can only serve as cannon fodder when captains must choose to either die or sacrifice a few of these and whatever cargo they may be carrying.
* Like all fighters, the Boxwing cannot jump and requires a ship with fighter bays to carry it. Since it has no systems, such as weapons or scanners, deploying these serves little to no purpose.
* Ironically, the noncombat Boxwing, with no guns or missile launchers to add to its cost, is the most expensive fighter in Republic space. However, it can easily pay for itself. It has a better crew-to-cargo ratio than even a Star Barge, without the barge's vulnerability (since the Boxwing can stay safely inside its host ship).
Barb

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

The **Syndicate Barb** is a hard-hitting yet fragile fighter.

## Description

Though the Syndicate doesn't build fighter carriers, it is testing the waters with the Barb, a cheap and flexible carrier-launched craft featuring newly-developed miniaturized ion engines. The design philosophy of the Barb seems to have been "uglier than the Protector," and as you look at the cockpit nestled between the massive gun port and turret mount, you wonder where the power systems are supposed to go. Though an awkward-looking ship, it seems flexible enough to become a dangerous addition to any fleet with carriers.

In order to be capable of fitting a Proton Gun while still maintaining a turret mount, Syndicated Systems had to remove various life support systems, requiring that the pilot wear a pressurized suit rather than having the cabin be fully pressurized. Although it makes piloting a Barb an uncomfortable experience, the result is a level of short-range firepower that is unheard of for a craft its size.

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

## Outfits

These are the standard outfits initially equipped on each Barb.

## Performance Information

Barb by name, and Barb by nature, these fighters can be very easy to deal with or a complete annoyance. Barbs equipped with Energy Blasters have the advantage of a built-in turret, making them good dogfighters. Meanwhile, Barbs equipped with Proton Guns are capable of hammering away at the hulls of much larger ships from a safe distance, effectively replacing ammo-reliant missile weapons with a rechargeable gun. This makes the Barb a good choice for players who don't want to bother with constantly checking their fighter's ammo supplies, and an economical fighter if the player intends to use a carrier for a lengthy period of time. However, the player should note that Barbs have very weak shields and armor, so a player can find that Barbs are actually more expensive to use if they keep getting destroyed and needing to be replaced.

## Notes

* This fighter is not available until after the civil war begins.
* Like all fighter craft, the Barb is unable to jump and requires a ship with fighter bays to carry it.
Auxiliary

* Regular
* Cargo
* Transport

* Regular
* Cargo
* Transport

The **Auxiliary** is a versatile cargo and passenger transport ship built by the Navy Yard.

## Description

The Auxiliary is the Republic Navy's logistical backbone. The size and durability of a capital ship but more cargo and passenger space than any other Navy ship, the Auxiliary is used whenever the Navy needs large amounts of troops or cargo transported with a guarantee that they'll reach the destination.

The Auxiliary was built with modularity in mind, allowing the ship to be fitted for more cargo or bunk space depending on the mission. This modularity makes the ship rather expensive to build, however, and therefore a rare sight to see.

## Location

The Auxiliary can be purchased at the following ports.

* Geminus, Castor (before the bombing)

## Outfits

These are the standard outfits initially equipped on the Auxiliary.

## Notes

* Purchasing this would require a Navy Auxiliary License, which is not legitimately obtainable. As a result, Auxiliaries can only be obtained by capturing them from the Navy.
* These often carry Dropships in their fighter bays.
Arneb

Arneb is a frontier system that is located in the Far North. It is controlled by Pirates.

## Landing Locations

Arneb has the following landing locations:

* Haven

## Links

Arneb links to the following systems:

* Hatysa

## Amenities

Haven possesses both an outfitter and a shipyard.

## Fleets

The following fleets spawn in Arneb:

* Small Northern Pirates
* Large Northern Pirates
* Large Republic
5 Winter Above

## Commodity Prices

### Luxury Goods

1217

5 Winter Above is a system in Kimek space. It is controlled by the Coalition.

## Landing Locations

5 Winter Above has the following landing locations:

* Into White

## Links

5 Winter Above links to the following systems:

* 4 Winter Rising

## Amenities

5 Winter Above does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in 5 Winter Above:

* Neodymium
* Titanium

## Fleets

The following fleets spawn in 5 Winter Above:

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

Bloodsea is a planet in the Antares system. It is controlled by Pirates.

## Image

Bloodsea is nearly uninhabited, except for a few pirate outposts. Its name comes from the planet's oceans, which are blood-red due to rhodophyte algae. Although the climate is temperate and there are many white sand beaches, no one comes here hoping to go swimming.

The pirates have no industry of their own, but instead make a living by reselling stolen cargo from raids on merchant fleets.

## Spaceport

When you landed your ship near one of the larger outposts, no one even came out to greet you or to check your paperwork - not that anyone on a pirate world would care about such things. In the center of town is an open-air marketplace where large men armed with large guns stand guard over piles of crates, while others examine the wares that are for sale and haggle over prices.

The local slang incorporates threats of extreme violence as a seemingly meaningless verbal tic. "Hey, I'm gonna cut off your fingers one by one until you buy a meat patty!" a vendor calls out cheerfully as you pass. "First one's free, and I'll tie a knot in your spine if you don't like it."

## Outfitter

* Ammo North
* Ammo South
* Basic Outfits
* Pirate Outfits

## Information

* Bloodsea has a tribute value of 200 and is defended by small Southern Pirate fleets.
* Landing on Bloodsea requires a reputation of -10.
Big Sky

Big Sky is a planet in the Sarin system. It is controlled by the Republic.

## Image

Big Sky is a warm and fertile world, teeming with indigenous life. It would be an ideal farming world if it were not for the fact that the native plants are so abundant and so well adapted to this environment that they can take over an untended field in a matter of months. Farmers typically start the growing season by slashing and burning the plants that have taken root in their fields over the winter, and even so they must be constantly vigilant for weeds throughout the summer.

The Big Sky government recently financed a major project to genetically engineer a goat species so ravenous that it can control the growth of local vegetation. These "ubergoats" pose so great a threat to the typical biosphere that they are export-controlled as biological weapons.

## Spaceport

The landing pads here are being gradually consumed by the local plant life. In most places grass and ivy has crept out to cover at least a meter of the pad on all sides, and every small crack or crevice has been colonized by moss and by the roots of larger plants.

In places the forest has been cleared to make roads leading to the nearby farming villages, but in most directions all you see is green. It is a beautiful sight, and oddly peaceful, but you know what a nuisance these plants are to the locals.

## Information

* Big Sky has a tribute value of 600 and is defended by small Militia fleets.
Beginning

## Commodity Prices

### Luxury Goods

1076

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

## Landing Locations

Beginning has the following landing locations:

* Glittering Ice

## Links

Beginning links to the following systems:

* Belonging
* Dark Hills
* Fallen Leaf
* Good Omen
* Remembrance

## Amenities

Beginning does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Beginning:

* Lead

## Fleets

The following fleets spawn in Beginning:

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

## Commodity Prices

### Luxury Goods

1176

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

## Landing Locations

Ankaa has the following landing locations:

* Lodestone

## Links

Ankaa links to the following systems:

* Diphda
* Markab
* Ruchbah

## Amenities

Ankaa does not possess an outfitter or a shipyard.

## Mining

The following mineable asteroids spawn in Ankaa:

* Aluminum
* Silicon

## Fleets

The following fleets spawn in Ankaa:

* Small Core Merchants
* Large Core Merchants
* Large Core Pirates
* Small Syndicate
Capella

Capella is a system in the Paradise Planets region that is controlled by the Republic.

## Landing Locations

Capella has the following landing locations:

* Hermes

## Links

Capella links to the following systems:

* Aldebaran
* Menkalinan
* Procyon

## Amenities

Hermes possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Capella:

* Iron
* Lead
* Silver

## Fleets

The following fleets spawn in Capella:

* Human Miners
* Paradise Merchants
* Small Northern Merchants
* Large Northern Merchants
* Small Republic
* Large Republic
3 Pole

## Commodity Prices

### Luxury Goods

1036

3 Pole is a system in Kimek space. It is controlled by the Coalition.

## Landing Locations

3 Pole has the following landing locations:

* Brass Second

## Links

3 Pole links to the following systems:

* 4 Summer Rising
* 5 Summer Above
* 14 Summer Above
* 16 Autumn Rising
* Sol Kimek

## Amenities

3 Pole possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in 3 Pole:

* Lead
* Silicon

## Fleets

The following fleets spawn in 3 Pole:

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Admiral Danforth

Admiral William Danforth is a high-ranking Republic Navy officer who became a folk hero in the Republic for his fair and honorable actions. He commands the N.S. Peacemaker, a Navy Cruiser.

Danforth was responsible in leading and co-ordinating the the evacuation of Hope when it was made uninhabitable.

During the Free Worlds campaign, he becomes the leader of the Oathkeepers once they are formed and is stationed on Farpoint. He assists the player when liberating Poisonwood and in the Reconciliation branch, when initially going after the Syndicate and during the closing action.
Arach Freighter

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

Arach cargo ship hulls are legendary for their durability. It is not uncommon for a large Arach family to convert a freighter that is no longer space-worthy into a planet-side dwelling, and even in the harshest of conditions these converted houses can last for hundreds of years with little or no exterior maintenance.

## Location

The Arach Freighter is found in Coalition space.

These are the ports where the Arach Freighter can be purchased.

* Ahr, Sol Arach
* Bank of Blugtad, Blugtad
* Chosen Nexus, Silver Bell
* Far Home, Homeward
* Hammer of Debrugt, Debrugt
* Market of Gupta, Gupta

## Outfits

These are the standard outfits initially equipped on each Arach Freighter.

 Large Thrust ModuleSmall Thrust Module (2)Large Steering ModuleSmall Steering Module (2)Large Reverse ModuleSmall Reverse Module (2)

## Information

* Purchasing the Arach Freighter requires a Coalition License.
"Biroo" Atomic Steering

## Description

Having such powerful engines is a double edged sword for the Hai, as the Unfettered Hai too own these powerful wonders. These engines allow most Hai ships to turn at amazing speeds, making them extremely deadly in combat.

## Location

"Biroo" Atomic Steering systems are sold at the following locations:

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

## Information

* Hai Atomic Engines are more efficient than their Human counterparts.
Alnasl

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

## Landing Locations

Alnasl does not have any landing locations.

## Links

Alnasl links to the following systems:

* Eber
* Kaus Borealis
* Seginus
* Wei

## Mining

The following mineable asteroids spawn in Alnasl:

* Aluminum
* Iron

## Fleets

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

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

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

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

Bourne is a planet in the Gamma Corvi system. It starts under Republic leadership but becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

Yes

This is the description before July 4, 3014.

Bourne is a well-developed industrial world that was first settled four centuries ago. Its cities are home to some of the richest individuals in this section of the galaxy, but also home to tens of thousands of homeless people, and many others whose factory jobs are barely providing enough to make ends meet.

Outside the cities, the climate is somewhat dry, but the deep valleys and some coastal regions are suitable for farming. Very little of the planet remains that is untouched by human hands.

This is the description after July 4, 3014.

Bourne is a well-developed industrial world that was first settled four centuries ago. Its cities are home to some of the richest individuals in this section of the galaxy, but also home to tens of thousands of homeless people, and many others whose factory jobs are barely providing enough to make ends meet.

Outside the cities, the climate is somewhat dry, but the deep valleys and some coastal regions are suitable for farming. Very little of the planet remains that is untouched by human hands.

Bourne is also the seat of government for the newly formed Free Worlds.

## Spaceport

The spaceport on Bourne is a collection of granite and steel towers with platforms for ships to land. The tops of the towers are blackened by factory soot and etched by acid rain, but the granite gives them a timeless, classic look very unlike many of the ports you have visited.

The port authorities warned you when you landed to be careful of pickpockets, so you are guarding your wallet very closely.

## Outfitter

* Ammo South
* Common Outfits
* Delta V Basics
* Kraz Advanced
* Syndicate Assistance (early Free Worlds campaign)

## Information

* Bourne becomes the capital of the Free Worlds after they declare their independence. It is where the player goes to accept the invitation to the Free Worlds.
* The tribute value of Bourne is 2,200 and it is defended first by Militia and later by the Free Worlds.
* Landing on Bourne has 0 required reputation.
Auhru

## Commodity Prices

### Luxury Goods

1060

Auhru is a system in Gegno space that is controlled by the Gegno Scin.

## Landing Locations

Auhru has the following landing locations:

* Oup Je

## Links

Auhru links to the following systems:

* Erba Yle
* Mohuwo

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in Auhru:

* Gegno Basic
* Scin Cargo
* Scin Transport
* Small Scin
* Large Scin
"Basrem" Atomic Steering

## Description

Hai atomic engines are too expensive to buy for most humans. All but the smallest of the engines are worth more than many of the most common ships flown in human space.

## Location

"Basrem" Atomic Steering systems are sold at the following locations:

* Allhome, Heia Due
* Cloudfire, Wah Ki
* Darkcloak, Wah Yoot
* Giverstone, Zuba Zub
* Greenwater, Fah Soom
* Greymoon, Io Lowe
* Hai-home, Ya Hai
* Heartvalley, Io Lowe
* Icelake, Uwa Fahn
* Makerplace, Ula Mon
* Newhome, Da Ent
* Snowfeather, Bore Fah
* Stonebreak, Imo Dep

## Information

* Hai Atomic Engines are more efficient than their Human counterparts.
* This is the smallest Hai steering system.
Ahr

Ahr is a planet in the Sol Arach system and the home world of the Arachi. It is controlled by the Coalition.

## Background

### Outfitter

Yes

The homeworld of the Arach people, Ahr is a metropolitan world with nearly nine billion inhabitants, enough that they cannot all be fed by what this world produces. The government maintains a storehouse with a month's supply of food in each major metropolitan center, as well as a collection of bioreactors, built according to Kimek designs, that can produce a tasteless but nutritious paste as emergency rations in the unlikely event that shipments of food from off-world are somehow disrupted for a prolonged period of time.

## Spaceport

A constant line of cargo barges and trucks streams through this spaceport city, collecting goods to be distributed to the outlying suburbs and neighboring cities. Inside the main terminal, members of all three Coalition species mix freely, but the Heliarch agents and interpreters here are all Arach.

Carts carrying passengers and cargo whiz past at frightening speeds, expertly navigating to dodge the pedestrians.

## Shipyard

* Arach (shipyard)
* Coalition Basics (shipyard)

## Outfitter

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

## Information

* Coalition planets and stations cannot be dominated.
Bulk Freighter

* Overhead
* Thumbnail

The **Bulk Freighter** is a massive cargo ship manufactured by Syndicated Shipyards.

## Description

The Bulk Freighter is the ultimate cargo ship, able to carry as much cargo as four ordinary Syndicate Freighters. Its on-board gearing allows it to service even the most primitive colonies, though dock workers in busier spaceports often joke that it would be simpler to carry smaller freighters within its gigantic holds.

It is also an incredibly slow and difficult to maneuver ship, especially when loaded down with cargo. Some freight caravans use ordinary freighters instead of Bulk Freighters just to avoid the hassle of constantly having to wait for the Bulk Freighter to properly align itself for hyperspace travel.

## Location

Bulk Freighters can be purchased at the following ports:

* Foundry, Achernar
* Hephaestus, Markab

## Outfits

The following outfits are equipped by default on Bulk Freighters:

## Performance Information

This ship lives up to its name. The Bulk Freighter carries a massive amount of cargo and requires a very small crew, but it is slow and has little room to improve its engines. This makes them better as escorts than as primary capital ships, because the player find will self-defense difficult in one of these.

Of special note is that these vessels turns very slowly, as noted in the shipyard description, and that makes jumping a very tedious affair.
"Basrem" Atomic Thruster

## Description

Unbeknownst to the scientists of the Deep, the Hai have been using atomic engine technology for many millennia. Hai atomic engines are still much more energy hungry than other engines, but exhibit greater efficiency than their human counterparts.

## Location

"Basrem" Atomic Thrusters are sold at the following locations:

* Allhome, Heia Due
* Cloudfire, Wah Ki
* Darkcloak, Wah Yoot
* Giverstone, Zuba Zub
* Greenwater, Fah Soom
* Greymoon, Io Lowe
* Hai-home, Ya Hai
* Heartvalley, Io Lowe
* Icelake, Uwa Fahn
* Makerplace, Ula Mon
* Newhome, Da Ent
* Snowfeather, Bore Fah
* Stonebreak, Imo Dep

## Information

* Hai Atomic Engines are more efficient than their Human counterparts.
Caldera Afterburner

## Description

The Caldera Afterburner is designed for heavy warships, allowing otherwise slow ships to gain a burst of speed to catch up to a faster target or flee from the heat of battle.

## Location

Caldera Afterburners are sold at the following ports:

* Albatross, Nunki
* Bloodsea, Antares
* Bourne, Gamma Corvi
* Buccaneer Bay, Algenib
* Covert, Gienah
* Deadman's Cove, Almach
* Glaze, Aldhibain
* Greenrock, Shaula
* Haven, Arneb
* Longjump, Sabik
* New Britain, Dabih
* New China, Merak
* New Holland, Alphecca
* New Tortuga, Misam
* Rust, Kraz
* Smuggler's Den, Men
* Solace, Pherkad
* Stormhold, Alcyone
* Thule, Men
* Trinket, Sargas
* Wayfarer, Tarazed
* Zug, Zubeneschamali

## Information

This is one of three human afterburners, the others being the Volcano Afterburner and Ionic Afterburner.
Bote Asu

Bote Asu is a binary system that is located in Hai space. It is controlled by the Hai.

## Landing Locations

Bote Asu has the following landing locations:

* Everhope

## Links

Bote Asu links to the following systems:

* Bore Fah
* Ula Mon
* Wah Ki
* Ya Hai

## Mining

The following mineable asteroids spawn in Bote Asu:

* Iron
* Titanium

## Fleets

The following fleets spawn in Bote Asu:

* 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)
Albatross

## Description

Once they left human space, it became apparent to the Remnant that they would need to build their own shipyards in order to defend themselves if they were discovered by the Alphas or any other unfriendly faction. Using new composite materials that they discovered, they built ships very different from anything seen in human space.

## Location

The Albatross can be bought at the following ports:

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

## Outfits

These are the standard outfits initially equipped on each Albatross.

## Performance Information

The Albatross is the Falcon of Remnant ships: reasonably fast, heavily armed, and with a decent starting armament and room for alternate outfits. The Albatross has a built-in ramscoop, outfit scan, tactical scan, shield generator, and hull repair system. This allows the player to get a lot of value out of the ship from the get-go. However, this means that any further customizations for those systems will be additions instead of switching out one outfit for another.

This ship ranks among the best in the game, and the Albatross can be customized to player taste. Some players may wish to buy an outfit expansion or two in order to increase the space usable for weapons and shield outfits, but that also raises the ship's heat output by making its cooling less effective.

Jump Drive equipped Albatross warships can be used as effective escorts in the later game. An Albatross has lower crew requirements than other purchasable heavy warships bar the Leviathan, and that makes an Albatross slightly more economical than its competitors in the long run. Furthermore, the mixture of fixed guns and anti-missile capability can enable a group of Albatross warships to serve as an offensive force and a defensive screen for the player's flagship.

An Albatross can be outperformed by an automated Kor Sestor or Kor Mereti vessel in terms of cost efficiency, as those ships have no crews and therefore no crew salaries to pay for, but those ships are very difficult to capture.

## Information

* Purchasing the Albatross requires a Remnant Capital License.
* The Albatross has built in shield and hull repair.
* The Albatross has built in outfit and tactical scanning.
* The Albatross has a built in ramscoop.
Aya'k'k

## Commodity Prices

### Luxury Goods

924

Aya'k'k is a system in Wanderer space. It is controlled by the Wanderers.

## Landing Locations

Aya'k'k has the following landing locations:

* Varu K'prai

## Links

Aya'k'k links to the following systems:

* Pik'ro'iyak

## Amenities

Varu K'prai possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Aya'k'k:

* Iron

## Fleets

The following fleets spawn in Aya'k'k:

* Wanderer Defense
* Wanderer Drones
* Wanderer Freight
Bastion

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 **Southbound Bastion** is a lumbering medium warship with a reasonable amount of cargo space.

## Description

The Southbound Shipyards Bastion is designed as a heavy defense platform to accompany freighter convoys, in addition to having enough cargo capacity to serve as a freighter in its own right. Because of its heavy armament, it is classified as a warship rather than a freighter.

## Location

The Bastion can be purchased at the following ports:

* Rust, Kraz
* Zug, Zubeneschamali

## Outfits

These are the standard outfits initially equipped on each Bastion.

 Laser Rifle (7)

## Performance Information

A Bastion is exactly as fast as it looks and it is as sturdy as its name. The slow speed and fairly high crew requirement may be off-putting at first, but the Bastion is an extremely durable ship for its size. In fact, a player with another medium warship can attack a Bastion directly and witness the player's ship slowly losing while the Bastion simply outlasts its opponent. With better engines installed, the Bastion can be a very deadly ship, with its crew size serving well for boarding actions and its large cargo space allowing players to haul cargo and seize enemy outfits.
Brass Second

Brass Second is a planet in the 3 Pole system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

This is a farming world. In the century prior to their discovery of space flight, billions of Kimek starved in a series of increasingly severe global famines. Fourteen thousand years later, their culture is still haunted by fear of not having enough food, and in response they have developed enough farms in their region of space to feed a population three times their size. Much of the food that they produce each year is either put into storage or simply recycled back into fertilizer for next year's crop.

## Spaceport

The farms on Brass Second operate on a colossal scale. The spaceport is not the sort of rustic farmers' market typical of other farming worlds; it is a major commercial enterprise, complete with cargo-loading robots, climate-controlled warehouses, and a supply chain management system that ensures that fresh produce works its way to the head of the shipping queue in time for it to reach its destination unspoiled.

## Information

* Coalition planets and stations cannot be dominated.
Aksaray

Aksaray is an uninhabited moon that orbits Xerolophos in the Arculus system.

## Image

At first glance, Aksaray appears to be a fairly generic moon formed from eons of dust and debris compressed into a tight ball by constant gravitational pressure. What is not commonplace is the presence of almost perfectly pyramidal piles of regolith scattered across the world. Querying an orbiting Remnant satellite suggests that these are believed to have been remote mining sites for mineral processing.

A brief consultation of your navigational computer's economic database, however, indicates that all the minerals present in this variant of regolith are very common across the galaxy and have an extremely low value.
Ae Ce Q-761

## Ae Ce Q-761

### Outfitter

No

Ae Ce Q-761 is an uninhabited system in the Acheron region.

## Landing Locations

Ae Ce Q-761 does not have any landing locations.

## Links

Ae Ce Q-761 does not link to any other systems.

## Mining

The following mineable asteroids spawn in this system:

* Aluminum
* Copper
* Tungsten

## Fleets

The following fleets spawn in this system:

* Vyrmeid (Boomerang)
Hexblade

Combining the dynamic powers of martial prowess and arcane might augmented by their special power to curse their enemies, hexblades present a deadly challenge to opponents unused to such foes. They adventure for personal gain, whether that is power, prestige, wealth, or all the above. A hexblade casts arcane spells without any advance preparation, much like a sorcerer, and can cast in limited armor. A hexblade can also curse his enemies to weaken them in combat. A hexblade can eventually call a familiar, a magical creature, small or large, that serves her.

**Note:** You can find more information on the roleplay aspects of this class on our forums by clicking here.

**WARNING:** To cast a spell, a hexblade must have a Charisma score of 10 + the spell's level. For example, to cast a 4th-level spell, a hexblade must have a Charisma of 14.

- **Alignment Restrictions:** Any non-good.
- **Base Attack Bonus:** +1 / Level.
- **Hit Die:** d10.
- **Primary Saving Throw:** Fortitude.
- **Proficiencies:** All simple and martial weapons, light and medium armor. Hexblades are proficient with shields.
- **Skill Points (\*4 at 1st level):** 2 + Int Modifier.
- **Spellcasting:** Hexblade Spells. Arcane (Charisma-based, no spell preparation, spell failure from heavy armor, and large and tower shields is a factor).
- **Ex-Hexblades:** A hexblade that becomes good-aligned loses all hexblade spells and abilities and cannot gain levels in this class until their alignment is neutral or evil again.

**Class Skills:** Antagonize, Concentration, Discipline, Heal, Influence, Lore, Parry, Spellcraft.
**Unavailable Skills:** Animal Empathy, Use Magic Device.

**Level**
1: Hexblade's Curse (1x/day + Cha) - Target takes a -2 penalty on attacks, saves, armor class, skills, and damage rolls.
2: Arcane Resistance - Add Charisma modifier to saving throws versus spells and spell-like effects.
3: Mettle - No partial effects when successfully saving against Fortitude and Will saving throws.
4: Summon Familiar - Summon a magical creature as an ally.
5: Hexblade's Curse (2x/day + Cha)
7: Greater Hexblade's Curse - Penalty from hexblade's curse increases to -4.
9: Hexblade's Curse (3x/day + Cha)
12: Aura of Unluck (1x/day) - 50% miss chance to melee or ranged attack against the hexblade.
13: Hexblade's Curse (4x/day + Cha)
16: Aura of Unluck (2x/day)
17: Hexblade's Curse (5x/day + Cha)
19: Dire Hexblade's Curse - Penalty from hexblade's curse increases to -6.
20: Aura of Unluck (3x/day)

**Spell Progression:**

*Being able to cast 0 spells of a certain level per day means the hexblade cannot cast spells of that level unless bonus spell slots of the appropriate level are granted by a high charisma.*
Blubipad's Workshop

Blubipad's Workshop is a planet in the Blubipad system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

Dozens of small cities dot the valleys and hilltops of this warm and pleasant forest world. Due to a high tech manufacturing industry, there is plenty of work here for all the inhabitants, who hail from planets throughout Coalition space. With broad streets, ample parks, and gleaming skyscrapers, the cities bear witness to the very best of what Coalition society can accomplish when the three species work together.

## Spaceport

The spaceport here has become a popular destination for tourists interested in exotic foods. The blend of smells drifting from the many restaurants, cafes, and open-air markets is almost overwhelming, and not always pleasant to your human senses; the Kimek, in particular, appear to consider food that has already been partly broken down by decomposition to be a delicacy.

## Information

* Coalition planets and stations cannot be dominated.