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    CONTENTS

    CONTENTS ........................................................................................................................... 2

    Foreword ............................................................................................................................... 5

    References: .............................................................................................................. 5

    Technical Stuff: ........................................................................................................ 5

    Odin System .......................................................................................................................... 6

    Description: .............................................................................................................. 6

    Odin II ...................................................................................................................... 6

    Odin IV ..................................................................................................................... 6

    Tyrol system .......................................................................................................................... 7

    Description: .............................................................................................................. 7

    Tyrol V ...................................................................................................................... 7

    Kellog System ........................................................................................................................ 8

    Overview .................................................................................................................. 8

    Today ....................................................................................................................... 9

    Kellog II .................................................................................................................... 9

    Kellog VI ................................................................................................................. 10

    Final Tips ............................................................................................................... 10

    Goss System ....................................................................................................................... 11

    Description: ............................................................................................................ 11

    Cassel (Goss II.) .................................................................................................... 11

    Goss I..................................................................................................................... 11

    Ellis System ......................................................................................................................... 12

    Description: ............................................................................................................ 12

    Ellis ........................................................................................................................ 12

    Ellis IV (Seahorse).................................................................................................. 12

    Ellis IX (Walleye) .................................................................................................... 12

    Asteroid Bases ..................................................................................................................... 13

    Cathcart System .................................................................................................................. 14

    Overview ................................................................................................................ 14

    Origin ..................................................................................................................... 14

    Transformation ....................................................................................................... 15

    Protocol .................................................................................................................. 15

    Commerce ............................................................................................................. 16

    Tal System ........................................................................................................................... 18

    Geddon System ................................................................................................................... 19Chronos System .................................................................................................................. 20

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    Description: ............................................................................................................ 20

    Kallis System ....................................................................................................................... 21

    Kalis IV ................................................................................................................... 21

    Kallis VII ................................................................................................................. 21

    Hades System ..................................................................................................................... 22

    Trise System ........................................................................................................................ 23

    Eealus System ..................................................................................................................... 24

    Stanton System ................................................................................................................... 25

    Overview ................................................................................................................ 25

    Settlement .............................................................................................................. 25

    Stanton I: (MicroTech) ............................................................................................ 26

    Stanton II: (Hurston) ............................................................................................... 27

    Stanton III: (ArcCorp) ............................................................................................. 27

    Stanton IV: (Crusader) ........................................................................................... 27

    Nul System .......................................................................................................................... 29

    Kilian System ....................................................................................................................... 30

    Overview ................................................................................................................ 30

    The Three Sisters ................................................................................................... 31

    Magma (Kilian IV) ................................................................................................... 31

    MacArthur .............................................................................................................. 31

    Osha ...................................................................................................................... 31

    Keene..................................................................................................................... 32

    Kilian VIII ................................................................................................................ 32

    Corin ...................................................................................................................... 32

    Outer Planets ......................................................................................................... 32

    Hadrian System ................................................................................................................... 33

    Oso System ......................................................................................................................... 34

    Orion System ....................................................................................................................... 35

    History .................................................................................................................... 35

    Today ..................................................................................................................... 36

    Tiber System ........................................................................................................................ 38

    Pyro System ........................................................................................................................ 39

    Rhetor System ..................................................................................................................... 40

    Persei (Rhetor II) .................................................................................................... 40

    Reisse (Rhetor III), ................................................................................................. 40

    Rhetor V ................................................................................................................. 40

    Oberon System .................................................................................................................... 41Gonn (Oberon IV) ................................................................................................... 41

    Uriel (Oberon V) ..................................................................................................... 41

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    Nemo System ...................................................................................................................... 42

    Ergo ....................................................................................................................... 42

    Nemo II .................................................................................................................. 42

    Leir System .......................................................................................................................... 43

    Mya (Leir II) ............................................................................................................ 43

    Osiris System ....................................................................................................................... 44

    Etos (Osiris I) ......................................................................................................... 44

    Fora System ........................................................................................................................ 45

    Hyperion ................................................................................................................. 45

    Rihlah System ...................................................................................................................... 46

    Hadur System ...................................................................................................................... 47

    Terra System ....................................................................................................................... 48

    Description ............................................................................................................. 48

    History .................................................................................................................... 48

    Aero (Terra I) .......................................................................................................... 49

    Pike (Terra II) ......................................................................................................... 49

    Terra (Terra III) ....................................................................................................... 49

    Gen (Terra IV) ........................................................................................................ 50

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    Foreword

    This is a list (currently in order of release) of Star Citizen Galactic Systems, with additional detail(where available). The information contained within is fluid in nature and subject to change (astime permits it will be updated).

    I hope you find it useful.

    A_Peace_Nik

    Created from Star Citizen Data, complied on 31 July 2013 Version 1.0

    References:

    Roberts Space Industries Comm-Link Transmissions

    Technical Stuff:

    SED = Standard Earth DayUEE= United Empire of Earth

    Strategic Value Scale:

    https://robertsspaceindustries.com/comm-link/transmissionhttps://robertsspaceindustries.com/comm-link/transmissionhttps://robertsspaceindustries.com/comm-link/transmissionhttps://robertsspaceindustries.com/comm-link/transmissionhttps://robertsspaceindustries.com/comm-link/transmissionhttps://robertsspaceindustries.com/comm-link/transmissionhttps://robertsspaceindustries.com/comm-link/transmission
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    Odin System

    Ownership: United Earth EmpirePlanets: 4Planetary Rotation: Osiris II 487 SED (Standard Earth Day)Imports: Food, Medical Supplies

    Exports: NoneBlack Market: Weapons, GemstonesUEE Strategic Value Rank: Grey

    Description:

    Odin is one of the oldest star systems visited by man. Fifty thousand years ago, it was a vibrantsolar system remarkably similar to Earth or Terra. Since that time, Odins star has degeneratedinto a white dwarf, rendering its planets icy nightmare worlds.

    Odin II

    Odin II is within the systems minuscule green band and is home to a variety of temporary UEEdeep freeze expeditions, with the lack of surviving vegetation making it an ideal site for aweapons laboratory. Smugglers occasionally choose to call the system home, but their stays areinfrequent Odin is too cold even forpirates and trained killers.

    Odin IIs moon, Vili, is frequently used as a corporate weapons testing range. As a result,something of a black market for weapons technology has grown up in the region: much of it is junk,but pilots have reported finding occasional deals on discarded top-of-the-line military-gradesurplus.

    There is a thick asteroid belt close in, likely the remnants of a planet which did not survive the

    stars failure. The UEE formally bans mining in the system, although little effort is paid to enforcingthis edict. The field is largely uninteresting, but intrepid miners have been known to hit onsubstantive caches of gemstones, making their trips worthwhile.

    Odin IV

    Odin IV is a gas giant and home to a UEE-sponsored hydrogen rendering station and fuel depot.Fuel is remarkably cheap here for this part of the galaxy, although accommodations are notoriouslyspartan.

    Known jumps to Baker, Helios and Osiris.

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    Tyrol system

    Ownership: NonePlanets: 7Planetary Rotation: Tyrol V 393 SED (Standard Earth Day)Import: NoneExport: Mineral, Elements

    Black Market: Sentient Trafficking, Narcotics, Mercenaries, You name it.UEE Strategic Value: Grey

    Description:

    Located near the Banu Protectorate, Tyrol is a powder keg. The star has entered the red giantphase of its evolution and scientists are predicting that it will go supernova soon.

    Therefore, the UEE has designated the system as a scientific/research zone, allowing the scientificcommunity to set up to record the effects of a supernova up close.

    This also means that there is no real law presence in the system. If you can avoid the scientific

    research stations, you can find all sorts of disposable settlements on the planets. Most of them areused for smuggling operations while some are simply squatter camps, looking for free real estatebefore the system explodes.

    Tyrol V

    Tyrol V currently hosts the most organized settlement, known as Haven. The planet surface isburned out from the stars initial evolution to the red giant phase and most humanoids requiresome kind of thermal shielding in their clothes in order to avoid blindness and sunburn.

    Haven is built into the rock of a vast canyon in an effort to keep the temperature down. What

    started as a small network of tunnels expanded as more fugitives, criminals, expatriates, andoutlaws decided to roll the dice and hide in a dying system.

    Jump-point connections to Charon System (UEE) and XiAn Territory.

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    Kellog System

    Ownership: Developing SystemPlanets: 6Planetary Rotation: Kellog II 390 SED, KellogVI 78,538 SEDImport: Criminals,

    Export: AntimatterCrime Status: Very LowBlack Market: Narcotics, Biological GoodsFoodStrategic Value: Blue The jungle planet Xis Kellog system

    Overview

    Located near Vaduul territory, the Kellog system is home to a stark dichotomy.

    Kellog II (Xis) has been designated by the UEE Subcommittee for Development & Expansion(D&E) as a Developing World to a primitive species. A lush jungle paradise world, Xis would be

    otherwise ideal for human colonization. There is a small market for medicines and other organicgoods collected with some risk on the planets surface. Flo-pets, the focus of a brief exotic animalfad among Earths upper class, were initially illegally trapped here.

    Meanwhile, the outer planet in the system is the infamous Quarter Deck Prison World, a maximumsecurity penal facility home to hundreds of thousands of hardened criminals. The UEE allowsprisoners at Quarter Deck to work their sentences in a full-process antimatter refinery; the fuel isthus available cheaply and raw materials involved in its creation are sometimes at a premium.

    Bounty Hunters should note that QuarterDecks booking officers are known to pay a reasonablerate for captured criminals.

    D&E dictums specify that the system is not to be tampered with and so the other planets have alsobeen declared off-limits for mining and exploration purposes. The small army of police and guardsthat monitor Quarter Deck ensure that no one interferes with the planets or the species on KellogII. Should they catch someone, they certainly dont have to take them too far.

    TRAVEL WARNING The Kellog System is located near what is generallyconsidered Vanduul territory.Although the organization of Vanduul tribes isstill not well understood, it seems that none have claimed Kellog as their own yet. Although no enemy raiders have yet been spotted in-system,travellers are advised to take extreme precaution in the region.

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    Today

    The Kellog System consists of six planets orbiting a G2V yellow dwarf extremely similar to Earthsown Sun. Two of these worlds are inhabited and offer attractive trading opportunities to theinterested trader:

    Kellog II, known as Xis, is slightly closer to the star than Earth, creating a lush tropical paradiseworld.

    Kellog VI is at the outer edge of the systems green band, a barely inhabitable rock which the UEEhas converted into a prison world.

    A visit to Kellog is not for the faint of heart. The system is ranked SIX on the galactic insurancechart, meaning that should loss-of-vehicle occur there, there is no repayment of cargo fees andupgrade replacement would be available only at a slight loss. There is nothing necessarilydangerous in the system itself, particularly for law-abiding pilots, and the rating instead reflects asimple truth: there are limited reasons an honest person should be there in the first place.

    Kellog II

    Xis is the reason for the Kellog systems unusually high insurance rating (for a system with adistinct UEE presence).

    The planet is dotted with deep, multi-canopied jungles with a bio-diversity that rivals anywhere inthe galaxy. From a warm sea that is home to ten-foot crab monsters to rainforests that play host tomillions of insects, primates and, most famously, Flo-Pets.\

    Few can forget the Flo-Pet craze of the previous decade: the unusual animal best described as across between a housecat and a jellyfish was all the rage on Earth, with the rich and powerfuldesperate to collect and breed them to show off their bejewelled internals. Kellog II was their pointof origin, where the first of their kind was captured by an intrepid privateer who initially believed

    they might be as delicious as they look. (Further study has definitively established that Flo-Petsare not edible.) Interest in the creatures has fallen off, and the offspring of those initial creaturescan now be found inhabiting the sewers of every significantly developed world.

    Visiting Xis is also strictly forbidden: the UEE Sub-committee for Development & Expansion (SDE)has identified the planet as a Developing World, citing the existence of the Orms, a primitivehominid-like species centered near the planets north polar regions. Orms have, in the past threehundred years, begun to develop more complex social interaction schema and extremely primitivestone age tool use. Although their culture is of interest to scientists (who sometimes buyequipment and preserved food depending on the season aim for winter) the Orms themselvesare not worthy of note for traders: they produce nothing valuable and they, themselves, are notcivilized enough for use as labor.

    The black market, however, is rampant. Although the planet is protected by a web ofreconnaissance satellites, the UEE generally lacks the ability or the interest in properly policing theorbit. Incursions made without the proper amount of stealth are recorded and can harm a pilotscitizen rating in the long run but there is little danger of running afoul of orbital batteries orencountering a stray destroyer squadron.

    Market Deals Kellog IIBUY: COPPER (UNREFINED) +1BUY: LUXURY GOODS +2BUY: BIOLOGICAL GOODS (ILLEGAL) +7SELL: PRESERVED FOOD +1

    SELL: LUXURY GOODS +1

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    Kellog VI

    Kellog VI is home to the UEEs massive Quarter Deck Prison World, a maximum security penalfacility that incarcerates hundreds of thousands of hardened criminals. Quarter Deck is a full-process antimatter refinery, which means that the extremely valuable fuel is available morecheaply here than it is anywhere else in the galaxy. Antimatter processing is an incrediblydangerous affair and it kills dozens of prisoners a day but reduced sentences are given to thosewilling to perform the work, helping to ensure that the UEE navy and the merchant marine are fully

    fuelled.

    However, interested merchants should note that transporting antimatter is extremely dangerous. Afully upgraded cargo hold is necessary, and anyone attempting the run needs to broadcast in theclear their manifest: no pirate wants to tangle with an antimatter transport because the simplestengagement will quickly lead to an explosion killing all parties involved.

    The UEE has also developed a system by which wanted criminals can be delivered directly toQuarter Deck by properly bonded bounty hunters. A Class VI Justice Star satellite sits at theplanets closest Lagrange Point, allowing processing, trial and sentencing to take place swiftly andefficiently. Booking officers on Quarter Deck frequently pay a premium for wanted men, reflectingthe reduced cost to the UEE that comes with having prisoners delivered directly to the system.

    As on any prison world, there is also an active black market. Merchants who can deliver luxuryentertainments to the planet without attracting the attention of UEE wardens are handsomelyrewarded. Of special value on Quarter Deck are narcotics, which much of the population prizes asthe sole escape from the danger and dreariness of forced antimatter mining.

    Market Deals Kellog VIBUY: WEAPONS (MilSpec) +2BUY: IRON ORE +2BUY: ANTIMATTER +5SELL: LUXURY GOODS +4

    SELL: NARCOTICS (ILLEGAL) +6

    Final Tips

    Kellog is a system with an immense opportunity for profit but it is one that inexperiencedmerchants should avoid at all costs. Hundreds of interested newbies have noted the profit marginsand after-burnered straight to the system only to find themselves the target of the UEE forcesguarding Quarter Deck or a tasty dinner for a Xisian seacrab. Dont make their mistakes: equipyour ship properly, focus on stealth when dealing with any black market shipping and treadlightly, wherever possible.

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    Goss System

    Ownership: UEEPlanets: 3Planetary Rotation: Goss I 50 SED, Cassel (Goss II) 244 SED, Goss III 309 SEDImport: Food, Energy suppliesExport: Elements.

    Crime Status: Low-Med.Black Market: Kidnapping, Theft.UEE Strategic Value: Blue

    Description:

    Generally regarded as one of the most visually stunning systems in the Empire, the Goss Systemis a binary star system situated in the forefront of a massive emission nebula. Permanent bands ofturqouise, gold and deep orange paint the sky from any location in the system.

    All three of Goss planets are inhabitable. The bulk of the systems economy comes from tourism,but Gossians pride themselves on being self sufficient. Long-haul traders will find few bargains

    here, as the system produces little worthy of export and gathers its raw materials internally, miningand harvesting resources from the inner planets as needed.

    Cassel (Goss II.)

    The main destination is the lush, thriving resort world of Cassel (Goss II.) The surface is largelytropical rain forests dotted with stately pleasure domes constructed to support tourists and dozensof launch arcologies that house the descendants of the original Goss settlers.

    Goss I

    Goss I is a low-atmosphere world with abundant heavy metals. Scattered pockets of well-paidminers are a reasonable market for luxury goods and black market items, although the systemsstrict export policies prevent shipping raw materials out-system.

    The Olympus Pool has dark side, too: the same nebula that delights tourists also acts as aneffective curtain for several deep space pirate clans. Pirates are generally careful not to interfere inthe tourism on Cassel but the brilliantly colored sky is believed to hide multiple clan operationsfacilities and supply chain master points.

    WARNING: gravity effects of the binary star have rendered portions of thesystem untenable to starships not carrying Level 7 shields or above. Consultcurrent gravity maps before attempting transit!

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    Ellis System

    Ownership: UEE (corporate)Planets: 13Planetary Rotation: Ellis IV (200 SED), Ellis IX (8,922 SED)Import: Mechanical Goods, LuxuryExport: Fuel

    Crime Status: Medium (Gambling)Black Market: NoneUEE Strategic Value: Purple

    Description:

    Ellis

    Ellis is most famously home of the Murray Cup, the jewel in in-system star racings Triple Crown.The Ellis route runs through the densely packed inner worlds, through the twin asteroid belts andstops at one of Ellis VIIIs Lagrange points. A series of thousands of orbital monitoring buoys hasbeen deployed throughout the system to monitor and broadcast race progress. During the off-

    season, aspiring racers and engine customization fans are allowed to run the track themselves fora small fee.

    Ellis IV (Seahorse)

    Ellis IV (Seahorse) is an entirely ordinary green-band planet save for an unusually high gravity fora settled world: over twice Earth standard. As such, Ellisians tend to be stocky and muscular andthe planets fauna takes on a variety of interesting shapes (the best example being the aptlynamed flatcats.) Seahorse boasts a shining A+3 colonization rating from UEE ColonizationCommand.

    Ellis IX (Walleye)

    Ellis IX (Walleye) is a gas giant which has been patterned for use as a refueling world. Largefreighters and warships form visually impressive queues to take on much needed fuel, and aservice industry has formed for long-haul transport crews making layovers in the system during thelengthy Earth-Pinecone run. Nearby refineries dot the planets skyline and cheaply convert the rawfuel for mass export.

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    Asteroid Bases

    The asteroid bases will take on two forms: the first is active smugglers bases with trading and theseediest bars in the galaxy offering some of the most dangerousand lucrativemissions outsidethe law.

    The second is secret supply depots that you can discover, raid and contest yourself.

    Their locations wont be on any map, the stuff of legend and hearsay. Youll learn about them atseedy mining bars or through tireless exploratory scanning of asteroid bases or even by outfittingyour ship to stealthily follow successful smugglers.

    There you may find anything from a thriving smuggler community, an intergalactic bazar tradingblack market goods at great prices or an abandoned cache of weapons and upgrades thoughthidden in deep space by their previous owners.

    And once discovered, the abandoned worldlets could make for an excellent hidden squadronbase as long as no one reveals their location or follows you home!

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    Cathcart System

    Ownership: Lawless (Pirate)Planets: 0Planetary Rotation: n/aImport: RefuseExport: Salvage

    Crime Status: HighBlack Market: WeaponsUEE Strategic Value: Purple

    Overview

    Cathcart is widely recognized as a pirate system, and its reputation in the UEE expends littletreasure trying to downplay. At heart, Cathcart is a galactic junkyard with no natural planets andno particular redeeming qualities. Its been humanitys prime dumping ground for radioactivedebris, failed starship hulls and out-of-date space technology for generations. The only enforcedrule: leave the route between jump-points clear at all time.

    The inhabitants of Cathcart have constructed makeshift environments by lashing together wreckedships, orbital platforms and anything else that can be re-pressurized. Its an interestingenvironment that has spawned a truly unique subculture but the huge population of pirates,smugglers, mercenaries and outright killers means that anthropologists wont be documenting itany time soon.

    Cathcarts largest world is called Spider, a sprawling mass of abandoned UEE warships spirallingin ever-increasing mated tendrils around an ancient colony ships massive hull. Visitors areencouraged to keep their suits on during their stay, as the shoddy construction of the inhabitedareas often gives out. Still, its a great place to pick up a bargain if you arent picky about whatcentury your ship upgrades came from.

    Origin

    Astronomically speaking, Cathcart is basically void: a star with no true planets and only a looselydefined chain of asteroids and worldlets orbiting far from the theoretical green band. In theory,there is no reason anyone should ever have lived here. What is now known as the galaxysjunkyard came from humble beginnings. The system was first charted roughly five centuries agoand almost immediately abandoned. It was initially listed as a Class C military restricted system,with plans to construct a listening post complex but rapid advancements in scanning technologymeant that large-scale orbital listening posts no longer needed to be built so far from the coreworlds. The Navy abandoned the partially constructed habitat platform structure to the void littlerealizing where it would lead.

    Then, the system spent almost two hundred years as a government dumping ground. Seeking tocreate a series of spatial boneyards, the UEE selected Cathcart as an ideal (if distant) location forstoring decommissioned spacecraft.

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    The reasoning was simple: without planets or other major bodies, spacecraft would be easilystored in the void of Cathcarts deep space. Craft stored there, far from most environmentalinfluences, could be easily reactivated in times of crisis. A pair of pre-fab processing factorieswere towed in-system and for decades the system began collecting all varieties of obsolete militaryspacecraft: fighters parked in space, end to end for hundreds of kilometers; abandoneddestroyers, cruisers, frigates and carriers; all stripped of various needed or classified systems,berthed together as far as the eye could see.

    But Cathcart was out of sight and out of mind from the UEE command structure. Spacecraftdecommissioned from the nearby frontier could easily be left there but without access to thehomeworlds supply chain, they were too expensive to effectively scrap and too difficul t to re-crewor maintain for crisis .As galactic expansion moved beyond the Cathcart region, the UEE effectivelyabandoned the area. Eventually, the spacecraft salvage rights were sold off to the highest bidderand the entire system was reclassified as private industry

    Transformation

    Thats where Cathcarts history becomes fuzzy. The system quickly became a trash pile forprivate industries wishing to dump crippled hulls, toxic materials and all other varieties of odds andends. Who the first pirate was who realized the universes largest man-made mess could be areasonable home is lost to history, but by 2750 Cathcart had a well ensconced pirate population.Individual pirates and smaller clans made the surplus military and civilian hulls their homes,retrofitting them with makeshift atmospheric containment systems and eking out an unlikely living,preying on each other as much as they did on convoys passing through nearby systems.

    Enter Spider, a sprawling world-sized mass of crippled starships,abandoned colonizers and ancientplatforms, all held together withpleximetal and prayer. Spidersorigin story is more the realm of

    myth than recorded history. Clanlegends claim its creation wasoverseen by a unified pirate alliancewhich constructed the planetoidtogether. Tens of thousands ofpirates and smugglers workedalongside one another, lashingtogether old habitat modules, destroyers, carriers and colony ships to form a living, breathing city of sorts.

    Modern anthropologists consider this story unlikely, pointing out that pirate organizations havenever been able to work together for very long. In all likelihood, a single pirate clan spent the lives

    of countless imprisoned slaves to construct Spider, and then lost control over the facility during aninterclan conflict. Whatever the background, Spider is now one of the most fascinating domains inspace: by far the largest place in the galaxy where pirates openly congregate, and unique in that ithas garnered enough respect for even the larger groups to treat it as an effective free port.

    Spider remains the only commonly known pirate facility. The UEE is as aware as any citizen is,but is unwilling or unable to expend the treasure to destroy the facility. Many speculate that Spiderplays an important role in keeping piracy organized and that it is not in the governments bestinterest to scatter the various clans to the winds.

    Protocol

    The first thing to remember is that Spider is always changing. The abandoned Indefatigable-classbattleship you docked with to purchase narcotics a month ago may be an agro-habitat today orit may have been blown out into space after a pricing dispute with a no-nonsense buyer. Spider is

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    also constantly expanding: junk located in Cathcart and crippled prize ships are added to the mazeon a daily basis. Understandably, taking a wrong turn can be extremely hazardous to your health.

    When you enter Spiders airspace, you take your life into your own hands. No insurance companywill begin to insure a spacecraft visiting Cathcart. The only thing going for you is the fact that it isthe rare domain where pirates will almost never turn on their own. If you are accepted as part of apack, the wolves will not strike.

    Establishing your credentials can be tricky. Without the right codes available for the right price

    in surrounding systems you wont survive a minute from arrival in-system. While there is noorganized government patrolling Cathcart, plenty of low-caliber pirates hang around the jump pointwaiting to prey on hapless travellers. Begin signaling your ID codes before you enter the system;take no unnecessary chances here.

    TRAVEL WARNING Travellers to Spider can access different docking portswith different passwords. Note that these expire quickly and that using anincorrect password can flag you as hostile! Use at your own risk:

    Charms Weapons eggbrain

    Lances Lair(organs) 42equinox

    Dace Clan Headquarters dorrit

    Spinward Toxin Farm highnoon

    Spider itself, the largest gravity source in the system, cant be missed, but if you need to fly onautopilot it is at 145 mark 200 mark 30 (Nav 7 if you are using an ACorp standard projection unit).

    A docking approach is, again, tricky. In short, the process changes constantly: the most recentdocking protocol (which we warn you may be obsolete by the time this article is published!) is thatyou need to signal a tower four times for an approach vector. Any other number of signals willimmediately designate you a target.

    Once youre in, though, youre in! Culture aboard Spider is deceptively pleasant: everyone knows

    themselves to be in the company of thieves and any business done is no more or less honest thanyou would find in a public square on Terra. Dont anger the locals, of course, but thats goodadvice on any world. One important note: every segment of Spider has a different decompressionalarm so watch for flashing lights, beeping sirens or anything that might be trying to get yourattention. The energy fields that contain the atmosphere are in no better repair than any of theother systems on Spider so dont be separated from your helmet and pressure suit.

    At the center of Spiders winding ramps and disparate starship hulls is a makeshift pirate court forsettling on-world disputes, part of a fascinating and so far unexplored pirate subculture now takingshape. Appropriately, this is located on the unfinished platform hull that the Navy initiallydesignated to be a listening post. Beware disputes are most often settled the old fashionedway: with a duel to the death. Visitors are encouraged to bet on the outcome!

    Market Deals SpiderBUY: NARCOTICS (ILLEGAL) +7BUY: SLAVES (ILLEGAL) +5BUY: BIOLOGICAL GOODS (ILLEGAL) +5BUY: WEAPONS (OBSOLETE) +8SELL: LUXURY GOODS +4SELL: CLASS 4 FOOD +3

    Commerce

    What can you sell on Spider? Basically, anything with a clear preference for luxury goods.

    Those trying to build a life on the artificial world crave anything from the home worlds highquality foods, games, books, electronics and the like and will always pay a premium for them.

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    Illegal resources are not in demand because they are usually in surplus: go to Spider if you need tobuy drugs, bootlegged products, slaves, cybots, human organs or stolen goods of any sort. Youwill probably find what youre looking for; if not today, then within a week. Owing to its origin as ajunkyard, Cathcart is also a great place to pick up ship upgrades if you dont have a problemwith technology that may be a century or two out of date!

    Market Deals Hidden GemsSpider isnt the only landing platform in the Cathcart System so keep an

    eye out for stray signals that might lead you to one of the smaller bases.Theyre kept off the map with good reason but if you can locate one, youllget an amazing deal on its specialty illegal cargo!

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    Tal System

    Ownership: XiAn EmpirePlanets: 7Planetary Rotation: 240 SED (Tal II), 359 SED (Tal III), 566 SED (Tal IV), 673 SED (Tal V)Import: Raw MaterialsExport: Textiles, Processed Goods, Weapons

    Crime Status: LowBlack Market: NarcoticsUEE Strategic Value: Green

    Tal is a system on the edge of the XiAn Empire and one which has been generally receptive toextended human presence. The entire planetary series is what the XiAn call a Production System:every planet has been carefully planned and patterned as a specific work zone. Each inhabitedworld (Tal II through V) is filled with factories, refineries, food production domes and other facilitiesand each planet has a specific purpose in a larger production chain.

    One visually surprising element of Tal is that the XiAn love of large scale organization means thatthey have actually colour coded their Production System worlds: EVERY structure on Tal II is a

    bright yellow, Tal III purple, Tal IV dark green and Tal V a burnt orange. Humans regularly expresstheir disbelief that such a system is even possible, although it goes a long way to explaining whyXiAn frequently have trouble adapting to the chaos of human cities.

    Although the actual system is far more complex than a simple summary can provide, merchantsshould know that Tal II produces large scale space fabrication, Tal III food and textiles, Tal IVprocesses hydrogen and antimatter and Tal V is responsible for end-stage processing of weapons.The XiAn are happy to purchase raw materials for use on their factory planets and they sellsurplus production runs at fair prices. Its not the best place in the galaxy to score a deal, butdealing with the XiAn is as close to being able to guarantee a small profit as you can find.

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    Geddon System

    Ownership: Banu ProtectoratePlanets: 1Planetary Rotation: 299 SEDImport: FoodExport: Black Glass, Gray Oil

    Crime Status: LowBlack Market: ChemicalsUEE Strategic Value: Green

    Geddon is a system of a Banu Protectorate, located two jumps behind the Perry line. It is home toa single planet, TatKo. TatKo is a barren, windswept mass of volcanic rock. Its no place for ahuman beingcertainly not one without a light pressure suitbut its the ideal environment for theBanu.

    The planets churning, underground volcanoes help produce the systems main exports: blackglass for producing circuitry and a gray oil, the so-called planetblood which is used as a high-endspace engine lubricant. Both products are exceptionally pure; the TatKo Seal graphic which

    confirms their place of origin is the mark of highly respected products.

    The weather patterns on TatKo are turbulent at best, lethal on the average day. Therefore, thecities are massive enclosed arcologies driven deep into the planet surface. Nicknamed Spires byUEE travellers due to their resemblance to massive spikes driven into the planet. Docking at aspire can be exceptionally difficult, starship accidents during landing here are common.

    The polar regions of Tatko are a source of bad-ice, a highly illegal frozen combination of water andrefinable poisons.

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    Chronos System

    Ownership: UEEPlanets: 2.5Planetary Rotation: Archangel Project 360 SEDImport: GeoEngineering Products,Export: None

    Crime Status: LowBlack Market: NoneUEE Strategic Value: Red

    Description:

    Site of the infamous Synthworld Project.

    Chosen because its a sparse, vast, empty system. The planets Chronos I & II are dead worlds onan orbit very close to their sun. An ELE destroyed the planets on the outer half of the system,offering the perfect opportunity to design the Synthworlds distance and orbit from the sun foroptimal planetary conditions.

    When the project began, there was a lot of traffic in and out of the system, but now, money andenthusiasm has waned. Deemed by some as an embarrassment, a financial vampire by others, theSynthworld stands as a half-constructed monstrosity that most doubt will ever be completed. Thegovernment is still struggling to make the project a success.

    Though its star has fallen, the SynthWorld Project is still an excellent place for traders to offloadraw materials. With the proper bribes, contractors can bring in heavy metals, constructionequipment and shipped labor to be sold at inflated government prices. Those who live outside thelaw should be wary: there may be no place in the galaxy worse for conducting illegal business.The UEEs elite 18th Battle Fleet is on permanent station at Chronos and have spent years withlittle to do aside from practice their aim.

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    Kallis System

    Ownership: UEE Scientific OutlayPlanets: 9Planetary Rotation: Kalis IV 322 SEDImport: Research Equipment, Luxury GoodsExport: Rare Metals

    Crime Status: LowBlack Market: NoneUEE Strategic Value: Grey

    Kallis is a system still in its infancy. All the planetary masses are still forming and cooling. Its notideal for colonists and with the exception of some rare metals in unusual concentrations its notgreat for merchants but all eyes are on the system in the scientific community. As such, thesystem has no native population or representation in the UEE senate; it is officially governed by apanel of Imperial researchers.

    Kalis IV

    Kalis IV, survey number DXP-55.7c, has attracted particular attention because of its believedsimilarity to Earth at this stage of a star systems formation. Survey teams are observing the planetfrom orbital stations and spy-eye recon drones twenty-three hours a day and the work is less thanthrilling. The potential for studying how an Earth-like planet is formed is exciting, but all partiesinvolved know that it will take tens of thousands of years to gather the necessary data. Blackmarket traders might be advised that the crews manning these posts will be looking for other formsof entertainment to fill their days.

    Kallis VII

    Kallis 7th planet, a gas giant, has been identified as a potential refueling station, although only a

    small Lagrange platform currently exists there. The belief is that Kallis may become a jump hub asexpansion into this region of the galaxy continues; canny real estate investors would be advised topurchase land deeds immediately.

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    Hades System

    Ownership: UnalignedPlanets: 3.5Planetary Rotation: 377 SED Hades IIIImport: NoneExport: None

    Crime Status: MediumBlack Market: NoneUEE Strategic Value: Green

    The Hades System was named by someone with a sense of humor: it is the apparent graveyard ofan ancient civilization everything is dead.

    Exo-historians theorize that the race destroyed itself in a system-wide civil war. Of the fourplanets, three have been utterly devastated by bombs and weapons unlike any which have beendeveloped by mankind. The fourth planet was literally cracked in half but still sits in orbit, a lastingmemorial to this ancient and ultimately suicidal war. Less-than-noble archaeologists frequent thesystem, hoping to find some evidence of the advanced war making technologies used by

    theHadesians to destroy themselves. There has been little progress on this front, however, andthe system is not at all a hotbed for weapons sales: it seems the inhabitants of these worlds wipedeach other out quite thoroughly.

    Most traders avoid traveling through Hades, as the whispers around the shipping hubs are that thesystem is haunted. Shippers claim to have encountered the ghostly visage of the blue man whiletraveling near the star.

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    Trise System

    Ownership: BanuPlanets: 1Planetary Rotation: 209 SEDImport: Foodstuffs, copperExport: Medical, Printed MaterialCrime Status: LowBlack Market: Poisons (Religious)UEE Strategic Value: Orange

    A single planet orbiting close to a star, the Trise System is not one of the galaxys most invitingspots. To the Banu, however, it is holy ground: the location of The Council, their religiouscollective. The Council is responsible for the dictums that define Banu society, but their owncalling requires that they be separated from their people in so much as is possible. As a result,Trise is located deep in Banu territory far from any populated systems.

    There are no great Banu pilgrimages, though, so do not expect to move worshippers to and fromthe system. The idea that the collective must be separate from the society is law. In fact, shippers

    take note, The Collective prefers human and XiAn goods specifically because they wish to avoidthe influence of their own people and theyre willing to pay top dollar to maintain their philosophy.

    Banu monk equivalents do produce elaborate copper-based artwork which has a certain kitschvalue; their healers concoct a variety of medicines which have been shown to have a positiveeffect on human disease.

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    Eealus System

    Ownership:XiAn EmpirePlanets: 5Planetary Rotation: 430 SEDImport: FoodstuffsExport: Fertilizer

    Crime Status: LowBlack Market: AnimalsUEE Strategic Value: Purple

    Eealus is the XiAn Empires prime nature preserve. Per XiAn policy, there are in fact fouridentical nature preserve worlds scattered around the empire (two are kept secret, one isdesignated backup and Eealus is prime.) The planet was laid out from the ground up to act asa massive zoo/terrarium and features every single species located in the XiAn sphere of influence.Despite the planned nature of the world (like most XiAn worlds) it is a truly beautiful place.

    Eealus imports food and a great deal of other natural resources in order to maintain the artificialenvironments needed to simulate every XiAn world on a single planet. For the less scrupulous,

    there is an eager black-market for species stolen from Eealus.

    Be warned that the XiAn do NOT take kindly to attempting to import species from other worldswithout their permission. A flo-pet outbreak some years back has lead to a shoot first, dont botherasking question ever policy among XiAn customs patrols.

    For humans not interested in the vast cultural riches of an ancient empire, Eealus is best known asthe setting for pop sensation Xandis debut music video.

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    Stanton System

    Ownership: UEE (Corporate)Planets: 4Planetary Rotation: MicroTech (350 SEG), Hurston Dynamics (588 SEG),ArcCorp (730 SEG), Crusader Industries (1554 SEG)Import: Raw Materials, ManpowerExport: Weapons, Electronics, Computer TechCrime Status: LowBlack Market: NoneUEE Strategic Value: Purple

    Overview

    The Stanton System is a corporate business park writ large: a series of four massive Super Earthplanets terraformed for their resources.

    Though built by the UEE proper, they have since been sold off to the highest bidders supportconstruction of the Synthworld. Some of the largest corporations in the galaxy purchased rights tothe worlds, at a cost of trillions of galactic credits.

    Despite the ridiculous corporate names, the transfer of the SuperEarths was initially largelyceremonial; the population of MicroTech did not suddenly belong to the corporation and each worldad its own dynamic economy. Since that time, however, the corporations have begun consolidatingpower and generally moving to bleed the planets dry.

    The planets do act as corporate headquarters for the companies in question and they are home towholesale production facilities where an eager merchant might find a good deal. MicroTechproduces electronics, including handheld sensors and computer software upgrades for starships.Hurston Dynamics is a serious weapons provider for the civilian market, ArcCorp builds fusionengines and Crusader Industries constructs and operates slow boat colonies

    Settlement

    Even without the inevitable Human intrusion, Stanton would have been an anomaly. Boasting awide green zone with four inhabitable super earths, the system is, from a cosmologicalperspective, unusual. Strictly speaking, star systems as purely inhabitable as Stanton simply dont

    exist.

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    The combination of the proper star type with the evolution of four especially large Human-suitablebiospheres requiring limited terraforming is so unlikely as to strongly suggest design. Meanwhile,the divergent ecologies on Stantons four worlds are of significant interest to scientists of all stripes.

    No one is sure exactly who first settled the Stanton system.

    All indications are that it was discovered by a free agent trader and that word of the location and itspotential riches spread slowly on the electronic grapevine. By the time the UEE noticed thesystems existence, all four planets had populations numbering in the tens of thousands.

    That notice spelled their doom.

    A quartet of super earths are an extremely rare find and the Empire quickly declared Stanton to bea case of eminent domain, citing a need to protect and extend nearby jump lanes. Without formalcolonization papers on file, the existing inhabitants had little choice: prospectors, survivalists andother squatters have little means to protect themselves from the might of a Bengal-class carrier.

    The Empire was then stymied. As is often the case, wanting was a great deal more interestingthan having. With a down economy in the midst of a hundred-year colonization drought, the UEEhad few options for actually exploiting Stanton. UEE naval engineers conducted the small amountof required terraforming, a series of underfunded military outposts were established, and then

    Stanton sat unwatched for another generation. The decision was ultimately made to sell thesystem piecemeal to the highest bidders. Mega corporations were quietly contacted and asked tobid for their own planets. The winners are believed to have flushed trillions into the UEE economy:MicroTech, Hurston Dynamics, ArcCorp and Crusader Industries.

    In a remarkable lack of originality, the four worlds are now named MicroTech, Hurston, ArcCorpand Crusader.

    The mega corporations moved in slowly but surely, initially refusing to displace the existinginhabitants of the system (technically, they bought the land and not the people or anything alreadyconstructed there). Over the years, however, the system has become fully corporatized and theinitial settlers have been (often literally) driven underground.

    The super earths are now dotted with factories, corporate headquarters, testing ranges, miningfacilities and other company facilities. Only those working for the corporations (or anyone leasingtheir space) come to live in the Stanton system, inhabiting orderly company towns. Today, Stantonis a great place to travel if youre interestedin the materials produced by several of the galaxysmost successful corporations or if you think you can make a profit shipping these companies thegoods they need to keep working.

    TRAVEL WARNING Visitors should note that while the standard UnitedEmpire of Earth penal code technically applies in the Stanton System, theUEE does not police the region. Private squadrons and hired mercenaries

    belonging to the inhabiting super corporations enforce their own lawshere.

    Stanton I: (MicroTech)

    Stanton I, home to the MicroTech corporation, is a large and generally cold planet. Thetemperature is the result of an error during the UEE terraforming process, which lead to unusuallydense cloud production.

    MicroTech produces MobiGlas here, a now-standard piece of digital assistive technology used bynearly anyone traveling off-world. Although MobiGlas has become ubiquitous, MicroTechspecializes in all forms of electronics, including those found in ship systems. This world is a good

    place to start looking for advanced sensor technologies which could provide an edge whiledogfighting. Space on the world is leased to smaller companies, including some of MicroTechscompetitors... probably because it allows the corporation to keep a close eye on them.

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    Buyouts among successful Stanton I-based startups are common. Visitors are advised to seekwork and cargo news at Wallys Bar; just dont ask for Wally.

    Market Deals MicroTechBUY: ELECTRONICS +3SELL: HYDROGEN +1

    Stanton II: (Hurston)

    Stanton II is home to Hurston Dynamics, an aristocratic family-run weapons manufacturing concernwhich has bled the world dry. Stanton IIs ecosphere has been largely destroyed, with almost allindigenous life killed by the mining and manufacturing processes here. Hurston builds severallines of reliable weapons, and pilots looking for specialized guns might do well to visit here.

    The planet also produces a variety of munitions which are sold to other companies, and transportassistance is always well compensated. Workers are imported for year-long factory or miningcontracts; few choose to re-up. Stanton is always in need of cheap labour and is a good source fortraders looking to move antimatter precursors.

    Market Deals HurstonBUY: ANTIMATTER +2BUY: EXPLOSIVES +2SELL: LABOR +4

    Stanton III: (ArcCorp)

    ArcCorp, Stanton III, is the most visually impressive of the worlds today. While the other planets,even polluted Hurston Dynamics, retain some indication of their natural origins, ArcCorp is now anentirely constructed world. All of the terrain has been sculpted, zoned and built upon, leavingnothing for nature.

    ArcCorp builds fusion engines in bulk, using the underground resources on Stanton III to provideengines for hundreds of thousands of civilian spacecraft every year. Traders porting at ArcCorpare advised that in addition to deals on weapons, they can find just about anything else here.ArcCorp is absolutely indiscriminate about who they lease property to, and hundreds of othersmaller companies have made their home near the worlds north polar region.

    Anthropologists familiar with the XiAn have posited that ArcCorp is the closest human equivalentto a XiAn factory world, and many have drawn the conclusion that our civilization will somedayevolve along the same lines.

    Market Deals ArcCorpBUY: FUSION ENGINES +3

    BUY: MINING EQUIPMENT +1SELL: REFINED BASE METALS +2

    (E.G., COPPER, IRON, TUNGSTEN)

    Stanton IV: (Crusader)

    Stanton IV is Crusader, called Cl by the natives; it is an unusual world. Formed midway betweena telluric world and a gas giant, Crusaders small rocky core is enshrouded in an especially deeplow-density atmosphere.

    Initial UEE terraforming efforts failed to allow unfettered habitation of the planet itself, but renderedthe atmosphere breathable at high altitudes. The planet then became home to a military-

    constructed latticework of inhabitable floating platforms, since expanded exponentially to suit theneeds of Crusader Industries.

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    The situation is unusual, but ideal for Crusader, which makes large-scale commercial transportships which would otherwise need to be built beyond the atmosphere. Being built in open airallows the cost of these ships to be reduced by almost 40% on the back end, which is often passedalong to consumers.The company also provides quality housing for their employees both in planet side domes andin habitats woven into the latticework and the portion of the world available to visitors is usuallyconsidered the nicest port in the system. The shipyards themselves are eerily beautiful, with hugetransport ships suspended in mid-atmosphere surrounded by a lighted webbing of Crusaderfacilities.

    Market Deals CrusaderBUY: WEAPONS (LEGAL) +2SELL: STARSHIP SUBSYSTEMS +2

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    Nul System

    Ownership: NonePlanets: 5Planetary Rotation: no inhabitable worldsImport: noneExport: noneCrime Status: LowBlack Market: SlavesUEE Strategic Value: Grey

    Nul is a Classical Cepheid star, a yellow supergiant that pulsates (swelling 10-15% in size andluminosity) approximately every few months. Due to the variable nature of the star, attempts toterraform have not been successful, so the system was simply abandoned. To the public (andmost law enforcement) there is nothing of interest in the system. To a sliver of the criminalelement, its the site of a slave market, set up for randomly determined times and locations to keepit under the radar.

    This guide cannot, in good conscious, advise pilots to engage in human trafficking. Even with a

    less human set of morals, it would be ill-advised: modern slavers are just as likely to take a haplesscargo pilot right alongside his victims. The only advice is: avoid at all costs.

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    Kilian System

    Ownership: UEEPlanets: 14Planetary Rotation: MacArthur (488 SED), Gimbal (690 SED)Import: Weapons, heavy metals, luxury items, spare partsExport: Weapons (surplus)

    Crime Status: LowBlack Market: Narcotics, gamblingUEE Strategic Value: White

    Overview

    The construction yard for the mighty UEE Navy and the birthplace of the Bengal-class carrier.Scores of shipyards work 24/7 building and resting destroyers, orbital stations, planetary defensesand other space assets.

    As with any navy base, merchants can make a killing offering less-than-legal entertainmentoptions but anyone thinking to ship anything especially harmful under the eyes of the bulk of

    UEE Navy will not last long as a smuggler. On the legal side, Kilian is always in need of rawmaterials for starship hulls, spare parts for operating the fleet and there are even shippingcontracts available to civilians willing to bring munitions constructed elsewhere.

    Several spacecraft companies maintain formal showrooms in the Kilian System, including RobertsSpace Industries and Anvil Aerospace.

    Located near the eastern systems, Kilian is also where recruits from Terra go for basic training,and is the source of the traditional space shanty Off to Kilians Fields.

    Kilian is where young soldiers go to learn the art of warfare and where old soldiers return to fadeaway. For them and most other Humans, it is the shining symbol of UEE military might.

    Located at the heart of the Empire, a single jump line away from Terra, and home to hundreds ofmilitary barracks, training facilities, shipyards and support facilities. Kilians economy is basedentirely on the massive military presence, with weapons manufacturers and ship designers flockingto the system to offer their wares. Between the shipyards at Naval Station MacArthur to the Marineheadquarters on Corin, Kilian may be the safest place in the galaxy . . . if youre on the right side ofthe law.

    Kilian itself is a white A-type main sequence star orbited by fourteen planets. The discovery ofKilian occurred early in mans expansion into the galaxy. Terraforming of green-band planetsbegan very early, as did the garrisoning of military forces here. While there was no specific plan to

    build out the system specifically as a military base, it naturally evolved from a forward base in theearly days of exploration to the most important headquarters in the galaxy, as power shiftedtowards the region of space surrounding Terra.

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    Only the UEE Army continues to maintain their formal headquarters on Earth; the Navy and Marinetop commanders now direct troop and ship movements from armoured city-bases on planets in theKilian System. As a collateral development, Kilian has generated a large civilian population and isfully represented in the UEE Senate.

    The Three Sisters

    The first three planets in Kilian are dwarf worlds known informally as the Three Sisters. The sisters

    travel close to the star and are essentially uninhabitable rocks. Limited metallurgical resources aremined on the smallest of the sisters, Kilian III. For the most part, the worldlets are an outlet for UEEweapons testing exercises: their surfaces bear the scars of hundreds of years of antimatter blastsand railgun impacts.

    Magma (Kilian IV)

    Kilian IV is the systems primary mining outpost. As the name chosen by a particularlyuninventive explorer indicates, Kilian is covered in superheated metals and features heavyvolcanic activity. No land area on Magma is stable, so miners operate flying carryalls capable ofjetting entire massive refinery complexes from place to place.

    MacArthur

    Home of UEE Navy headquarters and birthplace of the Bengal-class strike carrier! MacArthur(named after a famed army general of the previous millennium, in what naval personnel choose tofind amusing irony) is home to the largest Human naval base in the galaxy. Its where tens ofthousands of naval aviators train every year and where all major naval exercises are planned andcoordinated. The planet is orbited by countless rings of spatial moorings and drydock facilities.

    The largest ships in the known universe, including the Bengal, are constructed in the space aroundMacArthur.

    As a result, MacArthur is a place where merchants can make a killing. On the legal side,merchants can bring in processed ores, weapons components, shield generators and a myriad ofother elements needed for constructing large warships. Those affiliated with the black market canalso get rich on MacArthur, as the planets population of lonely ship crews has a variety ofappetites. The latter category should be warned, though, that there are more standing militarypatrols in the Kilian system than there are anywhere this side of the Vanduul line.

    Market Deals MacArthurBUY: WEAPONS +2BUY: SHIELDS +2BUY: THRUSTERS +1SELL: ENTERTAINMENT (BLACK MARKET) +4

    SELL: IRON +2

    Osha

    Osha is a small terraformed world, home to many of the families and support personnel for thesystems military population. Its a temperate world that has been highly constructed: arcologiesnow dot the surface, providing homes for hundreds of thousands of husbands, wives and childrenof military personnel who are either assigned elsewhere in the system or deployed to distant stars.

    There is some profit to be made shipping to Osha, whose population generallyseeks luxuries from the rest of Human-settled space.

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    Keene

    Slightly larger than Osha, Keene is another civilian world. Unlike Osha, Keene is the domain ofmilitary-aligned corporations and businesses. If a manufacturer has a military contract, you canbet it has a home office located somewhere on Keene.

    Manufacturers compete for factory slots on the world because an in-system factory allows one tobe a much more efficient supplier. This means that regardless of resources, everything from toiletpaper to starship bulkheads is manufactured here. Roberts Space Industries and Anvil Aerospace

    both maintain formal showrooms on Keene which may be visited by civilians.

    Kilian VIII

    Kilian VIII is an ocean world with an open secret: it is highly toxic to the point of total in-hospitability. What appears from orbit to be a tropical paradise is in fact an orb of high-density fluidconsisting of water, ammonia and more volatile liquids. No current space suit technology iscapable of protecting a Human on VIIIs surface and even most starship hulls will dissolve withminimal contact.

    Corin

    Home of the UEE Marines, Corin is a deadly ice world that is used for Marine command, housingand training. Dotted with icy tundras and craggy rock caves, Corin is technically outside thesystems green band. The Marines maintain a massive underground base, but also require that alltrainees survive a six-month boot camp on the planets surface.

    Marine units not in the field are engaged in constant wargames here. Corin is one of the best-protected worlds in the galaxy, with a Marine carrier preventing unauthorized access at all times.The best advice: do not approach.

    TRAVEL WARNINGAll pilots are warned not to attempt any approachvector to Corin. The UEE Marines garrisoned there have a standing

    shoot-to-kill order for all spacecraft entering their airspace. Insurancedoes not cover hull replacement for craft destroyed attempting to breakpast the cordon around Corin.

    Outer Planets

    Kilian X through Kilian XIV are uninhabitable.

    X has a thin atmosphere and a dense mineral-rich surface. Metal rights to the planet are currentlylocked in an ongoing court battle, so only claim hoppers need apply . . . and the massive military inthe region makes that an unappealing prospect for all but the boldest miners.

    Kilian XI is a gas giant which is used primarily for in-system fuel supply. Automated harvesterplatforms surround the planet, gathering resources for UEE shipyards.

    Kilian XII, XIII and XIV are small, essentially dead worlds of little interest.

    Kilian XIII, sometimes called a haunted planet, does feature an impressive smoky-quartz surfacethat looks like nothing else in the galaxy.

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    Hadrian System

    Ownership:UEE/XiAn Joint OccupationPlanets: 3Planetary Rotation: Hadrian II (300 SED)Import: noneExport: human cultural goodsCrime Status: LowBlack Market: Narcotics, gamblingUEE Strategic Value: White

    No one loves Hadrian; famously known as the No Mans Land where the bulk of the warships ofthe UEE and XiAn fleet maintained their stalemate, Hadrian is now one of the most famouscheckpoint systems for pilots traveling between UEE territory to XiAn proper.

    Anyone traveling through Hadrian can expect to be scanned at least three times: by an initialhuman patrol, by a combined customs patrol near the inner system and then by a XiAn forceholding station at the other sides jump point. Smugglers interested in bringing anything illegal intoXiAn controlled space would be advised to avoid Hadrianor at least invest in some heavy duty

    electronic countermeasures.

    Pilots are advised not to wander off the buoy-marked space lanes; unexploded anti-ship spacemines are commonly discovered in the system.

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    Oso System

    Ownership: UEE ProtectoratePlanets: 6Planetary Rotation: Oso II (290 SED)Import: noneExport: noneCrime Status: MediumBlack Market: Oso MeatUEE Strategic Value: Grey

    Oso has been designated by the UEE as a developing system off-limits to interaction and trade.

    A small military garrison maintains this edict, although they are generally willing to look the otherway for the right price. As such, Oso is regularly visited by traders of all stripes looking to shipbetween here and the XiAn Empire.

    Osoians are the most developed of all the primitive species discovered by the UEE. A furry, multi-limbed race that communicates through flashes of color generated by chameleon cels that are

    patterned across their forehead-equivalents.

    Human scientists find the natives to be endlessly fascinating, and Earths universities are full ofgraduate students suggesting new ways to study and attempt to communicate with the Osoians.

    The XiAn, however, have a more tragic take on the species: they find them to be delicious.

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    Orion System

    Ownership: AbandonedPlanets: 8Planetary Orbital Periods: 466 SED (Orion III - Armitage)Import: n/aExport: Gold, Platinum (if you dare)

    Crime Status: n/aBlack Market: n/aUEE Strategic Value: Red

    History

    The Orion System was first charted by along-range UEE destroyer squadron in2650. Low on fuel, the squadron made thetransit to Orion in the hopes of collectingspace borne hydrogen off the shoals ofthe systems gas giant, Orion VII. The

    unit ended up spending three weeks insystem and producing in-depth star mapsof the region.

    The system was found to contain a single habitable planet (Orion III, named Armitage by theexplorers), few exploitable natural resources, and no additional strategic jump points. Locatingnothing out of the ordinary, the UEE gave little thought to the system for the next two decades.

    Following the upheavals of the 2660s, a strong colonial movement surged through the humanhome worlds as politicians began to extol the virtues of once again reaching out for the galaxy.

    Despite lacking a strong selling point, Orion was chosen for one of the dozen-odd colony programsestablished during that period. Ostensibly a corporate project, the UEE-backed Project FarStaraimed to build the most distant human colony ever established; a record for the history booksrather than any sort of practical settlement. Within five years, Armitage was a bustling, ifunnecessary colony. However, colonists discovered a profitable lode of precious metals (chieflygold and platinum) in the systems asteroid belt and began to exploit that with some success.Modular farm construction began in earnest with the goal of someday providing food for nearbysystems as Far Star expanded core ward.

    This all ended on August 9, 2681, when mankinds greatest menace made their entrance: a heavilyarmed Vanduul raiding party struck the main post on Armitage and slaughtered the colonists thereto the last man (one citizen, a farmer, remains unaccounted for).

    The UEE was truly taken by surprise: there had been absolutely no indication of an aggressorspecies in the region, and intelligence from spy networks among the Banu and the Xian had failedto mention the Vanduul raids those races had recently suffered.

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    Violence on Armitage was on a scale unprecedented in recent history and it immediately capturedthe attention of humanitys home worlds.

    The UEE deployed research assets to the region to study the threat, ultimately determining that theVanduul considered Armitage to be a feeding world. Vanduul warrior hordes seem to travelnomadically, occasionally revisiting past areas that they have identified as reservoirs of naturalresources. As such, though they considered Armitage their world, they had only set foot on itonce in the previous century. They were either nonplused at finding a working human settlementon territory they used for supply or they were overjoyed at finding a new species of prey.

    Vanduul attacks continued with somefrequency: in six months, outposts throughoutthe Orion system had been raided fifteentimes and casualties among the colonistswere unsustainable. Although in public,politicians were out for blood and promisedan eradication of the Vanduul threat, the truthwas that deploying sufficient naval units toOrion would have been a logistical nightmare.

    The system was too far away to extend the existing supply chain and the reward was symbolic in

    nature. In two years, as the public furor subsided, Armitage was officially abandoned as a humancolony world. The image of UEE fighters escorting a lengthy chain of transport ships away fromthe system remains ingrained in many memories.

    TRAVEL WARNING The following message is broadcast from star beaconsat every nav point in the Orion System: The United Empire of Earth hasformally abandoned this Star System. The UEE cannot guarantee the safetyof craft traveling through this region. Standard galactic insurance coveragewill not apply within the confines of this sector. Approach at your own risk.

    Today

    Orion III consists of bleak, windswept plains pockmarked with the after-affects of Vanduulantimatter bombardment weaponry: blast craters and radioactive zones. Ironically, the ferocity oftheir attacks completely eliminated the new-gnu herds they once hunted on the planet which, inturn, reduced the frequency of subsequent Vanduul visits to the system. A few abandoned farmmodules still stand and the skeletons of several human cities still exist in the form of wreckageovertaken by natural vegetation. Occasional Vanduul settlement sites can also be found, althoughthere is little of interest beyond the curiosity implicit in standing where one of mankinds deadliestenemies once cooked dinner.

    Why visit Orion? The simplest answer is that there is absolutely no practical reason to visit theOrion system or land on Armitage itself. The planet is home to a small settlement of humans.

    Living underground, they are the descendants of colonists who refused to leave when the UEEvacated. A hardy people, they are extremely insular and self-sufficient; they have little regard forthe Empire and almost no interest in trading. It is possible to sell basic substance items, butwithout a great deal of markup. Luxury goods are worthless here and nothing is available for sale.

    Deposits of gold and platinum can still be located in the asteroid belt, but prospecting them is timeconsuming and transporting goods so far from the core worlds is a daunting logistical task.

    Vanduul hordes do make transit on occasion to pick up food from Armitage and ore from theasteroids, and a pilot foolhardy enough to want to test his mettle against them could reasonably doso here. As the ecosphere on Armitage dies, Vanduul forays are becoming increasingly

    uncommon. The best tip for those seeking to engage the Vanduul here is that you should attackwhen they arrive in the system rather than as they are leaving; Vanduul only visit feeder worldswhen they are low on supplies and are of reduced combat efficiency.

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    But even a starving Vanduul is the greatest challenge a fighter pilot can face, and remember thatthe UEE will not pay bounties for kills scored in a red restricted system such as Orion.

    Often forgotten is the fact that Orion is also the abandoned doorstep to the galaxy beyond knownspace. Astrophysicists predict that there are at least two unexplored jump points in the system andthey believe that these in turn snake core-ward to regions now abandoned as human expansionhas waned. As it is impossible to qualify the unknown, there is no way to promise that lucrativejump points or interesting galactic features lie beyond Orion but if theyre anywhere, it iscertainly one of the best places to start. With the proviso, that is, that a jump point on the far side

    of the Orion System is just as likely to lead you to more Vanduul forces as it is to unearth untoldtreasures.

    Market Deals Orion IIIWe cannot recommend any lucrative trading paths in the OrionSystem.

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    Tiber System

    Ownership: VanduulPlanets: 2Planetary Orbital Periods: n/aImport: MedicalExport: NoneCrime Status: NoneBlack Market: MedicalUEE Strategic Value: Purple

    To the Vanduul, this system was called Korathen. Tohumanity, Tiber. To the soldiers and pilots of the UEEexpeditionary forces, it had another name: the Grinder.Historically, Tiber has been a staging area for Vanduulraiding groups preparing to raid UEE territory. The UEEhas made countless attempts to shut down the system,from antimatter bombing the two charred planets tolaunching full scale military campaigns against theVanduul warships garrisoned here. None were ever

    succesful, and the efforts cost the lives of countlessspacers.

    Tiber II is known as the Tomb, a larger world which hasattracted the destroyed wreckage of thousands ofstarships and other weapons. Occasional bombingsflatten the junk, but new layers pile up with somefrequency. Fearless salvage crews might find Tiber II agood source of old technology, although the salvagecrew capable of facing off the frequently active Vanduulforces in the system hasnt been found yet

    The Vanduul have recently begun harvesting Tiber I for their war machine. Massive Vanduulreclimators are literally sloughing the planet into molten ore to construct new ships to replace thoselost in the Grinder.

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    Pyro System

    Ownership: LawlessPlanets: 6Planetary Orbital Periods: 710 SED(Pyro VI)Import: Oxygen, FoodExport: NoneCrime Status: HighBlack Market: Narcotics, AtomicsUEE Strategic Value: Purple

    Pyro is a lawless frontier system with a bright central star undergoing a prolonged nova phase.Pyros sun went nova long before mankind reached for the stars and little is known of the originalmakeup of the system. Six burned-out planets remain, none of which are capable of supportingllfe. Every planet in the system is at some level of decay: from Pyro Is slow infusion into the starto Pyro IV being knocked out of orbit in a meteor strike and slowly being subsumed by Pyro Vsgas giant.

    There is little inherently interesting in the Pyro system. The planets were quickly mined out of anyremaining precious metals shortly after the systems discovery and the gas giant Pyro V is amediocre refueling point at best (the atmosphere contains a poor hydrogen mix.)

    Persons unknown have established a mysterious space station in orbit around Pyro. The leastdamaged system in the world, Pyro VI is still an uninhabitable world so why a pristine orbitalstation was built there is unknown. The current inhabitants, primarily pirates and other criminalsseeing to lay low, are happy to have it.

    TRAVEL WARNING:Any improperly shielded spacecraft will sustain residual damage from Pyros

    star while making transit through the system.

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    Rhetor System

    Ownership: UEEPlanets: 5Planetary Orbital Periods: 385 SED (Persei), 315SED (Reisse), 510 SED (Mentor)Import: Food, ElectronicsExport: Labor, ResearchCrime Status: LowBlack Market: Stims, ArtworkUEE Strategic Value: Grey

    Rhetor is home to the centerpiece of the UnitedEmpire of Earths private university system. Withthree separate inhabitable planets each boastinggalaxy-class institutions, Rhetor is the destination ofchoice for future starship engineers and Xianromantic lit interpreters alike. An advanced degreefrom a school in the Rhetor system, even asecondary university, almost assures a job on Earth

    or Terra.

    Persei (Rhetor II)

    Persei, Rhetor II, is a haven for think-tanks andtheoretical research. It is home to the elitegovernment-sponsored UPARQ campus, home tothe brain trust that has overseen much of the UEEstechnological advancement in recent years. As aresult, access to Persie is extremely limited:undergraduates without security clearances neednot apply. An elite naval guard garrison is stationed

    here on constant assignment.

    Reisse (Rhetor III),

    Rhetor III, Reisse, is a stark contrast: it is the heart of the UEEs youth movement. For sixgenerations, Reisse has found itself on the opposing side of whatever political group happened tohold sway over the Empire. The fourth planet, Mentor, claims a similar number of students asReisse, though the significantly colder climate seems to keep them focused on more practicalstudies.

    Rhetor V

    Rhetor V is a beautful multicolored gas giant: you can often find local students and pilots dosing upon Color and staring at the planet. Rhetor has been preserved by the Earth Sights Trust as anational park; refuelling here is strictly forbidden.

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    Oberon System

    Ownership: LawlessPlanets: 7Planetary Orbital Periods: 286 SED (Gonn), 355 (Uriel)Import: Oxygen, ReactorsExport: Heavy MetalsCrime Status: MediumBlack Market: WeaponsUEE Strategic Value: Purple

    Gonn (Oberon IV)

    Oberon IV, Gonn, is home to a robust mining communitylike those found in the most distant places on Earth: agroup of humans seemingly unconcerned with their ownwelfare in an impossibly harsh environment.

    The world is not terraformed, and inhabitants must braveextreme heat and cold in order to survive but the process

    is worthwhile, with massive exports of titanium, durasteeland tungsten. Countless robotic refineries allow the minersto offer processed alloys rather than simply raw ores.

    Uriel (Oberon V)

    The historical centerpiece of the system is Oberon V, Uriel.

    One of the saddest stories in modern terraforming, Urielrepresents an attempt to raise the core temperature tomake up for the lack of heat from Oberons neutron star.

    The attempt was considered a sure thing and its failure left three slo-ships of colonists bound forthe world trapped and forced to either eke out a life underground or die of exposure. Acompetitive, family-based society has formed on the world, with seven major clans vying for controlof scant few resources.

    Several above-ground settlements have sprung up in recent years, although they have a distinctexpiration date. In five years, a swarm of 70-year cyclical insects will devour all organic matterabove sea level. Attempts at extermination in advance of the deadline have thus far beenunsuccessful. As the saying goes, the most valuable thing someone can ship in the Gonn systemis Urielians away from it.

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    Nemo System

    Ownership: UEEPlanets: 3Planetary Orbital Periods: 344 SED (Ergo)Import: ElectronicsExport: Water, Food, Crude OilCrime Status: MediumBlack Market: Narcotics, SlavesUEE Strategic Value: Blue

    Nemo is a mid-range human-settled system centered around a tropical water world, Ergo.

    Ergo

    Ergo produces vast quantities of undersea oil and has been settled with a series of orbital-droppedplatform cities. Although there is no denying the fact that the planet exists largely to supply othermore populous systems, the Ergonians have developed their own unique culture. Unlike mostwater worlds, absolutely no indigenous life has formed on the planet, so visitors hoping to find anunusual fish will be disappointed.

    The highlight of the Nemo system is the so-called Space Whale. A naturally forming asteroidlocated in safe orbit around Nemo III, the planetoid resembles nothing so much as an Earth whalesuspended in space. The locals have taken the whale as their own, constructing a nearby touristtrap for visitors to the system. Here you will find readily available t-shirts and shot-glasses withphrases ranging from the obvious I Saw the Space Whale! to the utterly inexplicable Ergo, I GotBlubbered.

    Nemo II

    Nemo II is a resource and refining world, producing a variety of mid-class alloys.

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    Leir System

    Ownership: LawlessPlanets: 3Planetary Orbital Periods: 275 SED(Mya)Import: NoneExport: Graphite, Crystals, Heavy MetalCrime Status: NoneBlack Market: Luxury GoodsUEE Strategic Value: Purple

    Mya (Leir II)

    Leir II, Mya, is home to the Outsiders, a fringe society that rejects civilization. Leir was a corporateterraformed world which was abandoned after cultists staged an armed takover. Rather thanretake the world it was decided to simply let sleeping dogs lie, cutting the group off and waiting forthem to turn upon themselves. Surprisingly, this has not happened. The group stabilized into athriving society very quickly and managed to fit in quite nicely on the world.

    The Outsiders, who claim to oppose mankinds arrogance and refuse to export anything from theirsanctuary, now have quasi-normal relations with visiting traders. High quality made-goods can bepurchased for a significant outlay, although the Outsiders st