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Mercenary basics · Alpha 4.9.x

FPS Bunkers & Facilities

Read the contract affiliation, pick an armour class and weapon type that suit an interior fight, clear rooms with positive identification, and extract before the loot tempts you into a second lap.

Drake Cutlass Black dropship
Drake Cutlass Black dropship© Cloud Imperium Games via FleetYards community database
RiskMedium riskCombat or meaningful loss is plausible.
Time25–60 minAllow more time on a busy shard
CrewSolo or squadStanton
Route6 stagesCombat
MISSION BRIEFING

Mercenary facilities punish misidentification far more than they punish low damage output.

Armour class is a three-way trade between damage reduction, temperature tolerance and electromagnetic signature.

Ballistic and laser weapons fail in opposite ways indoors: one runs out of ammunition, the other runs out of heat capacity.

01
ROUTE INTELLIGENCE

Where you are going

01
Outside the facility, within walking distance

Approach zone

Assess turrets, occupants and the surface environment before committing.

Approach: Keep a clear departure lane and confirm the surface temperature is inside your armour’s rating.
02
Facility elevator or surface hatch

Entrance and airlock

The first security point and the one you will retreat through.

Approach: Do not park the ship on it or leave bodies blocking the door.
03
Marked bunker floors

Interior levels

Clear the named hostiles the contract lists.

Approach: Crouch, use the flashlight, and identify every silhouette before firing.
04
A landing spot with a straight lift-off

Extraction ship

Leave with the squad and the loot.

Approach: Keep it accessible on the route you already cleared.
02
LOADOUT LOGIC

What you need and why

requiredArmour, class chosen deliberately

Light 3 kg / 0.8 damage multiplier / EM 2; medium 5 kg / 0.7 / EM 6; heavy 7 kg / 0.6 / EM 30.

No substitute listed
requiredPrimary weapon matched to the interior

Ballistic P4-AR penetrates up to 5,000 mm and reloads; laser Gallant has zero falloff and 1,200 m/s but overheats and barely penetrates.

No substitute listed
requiredSidearm

The S-38 Pistol is 22.5 damage at 450 rpm from a 20-round magazine — enough for a doorway when a rifle runs dry.

No substitute listed
requiredMedPens and a ParaMed if squadded

Stabilisation before extraction; C uses a MedPen, and the medgun treats inside 1.5 m.

No substitute listed
recommendedTractor multi-tool

Moves loot without long exposure in the open.

Alternative: Carry only the contract items and leave the rest.
optionalLoot container

Torso storage caps around 10,500 µSCU even in heavy armour.

Alternative: Make two trips on the cleared route.
03
VISUAL CHECKS

What to look for

Friendly armour silhouette

Learn the shape, not the colour — bunker lighting makes colour callouts unreliable.

Surface temperature

Light armour is rated only −35 °C to +65 °C; heavy reaches roughly −75 °C to +105 °C.

Weapon heat versus magazine count

A laser that stops firing is overheating, not empty — the fix is different.

Contract completion notification

The signal that looting is reasonably safe; the tracker, not the last body, is authoritative.

04
RECOVERY PLAYBOOK

When it goes wrong

Turrets engage on approach.

Re-read the contract affiliation. If the facility is genuinely hostile, use terrain and a different entrance rather than pushing the same lane.

Shot a friendly.

Cease fire immediately and re-identify. Practise reading silhouettes rather than armour colour before the next contract.

The rifle stopped firing but has ammunition.

Laser weapons build heat — the Gallant generates 2.8 to 4 per shot. Let it cool or switch to a ballistic secondary.

Damage feels weak at distance.

Ballistic falloff. The P4-AR drops from 12 to a floor of 10 past 40 m; the S-38 drops from 22.5 to 16 past 20 m. Close the distance or bring a laser, which has no falloff.

Freezing or overheating outside the bunker.

Your armour class is out of its temperature band — step up to medium or heavy for that body.

Cannot carry the loot.

Torso capacity is roughly 8,000 µSCU light, 8,500 medium and 10,500 heavy. Bring a container or plan two trips.

Ship is unreachable after the fight.

Exit on the cleared route, recover medically, and next time land with an unobstructed lift-off rather than as close as possible.

EXPECTED OUTCOMES

Rewards and progression

Contract payout plus whatever weapons, armour and components the facility holds — often worth more than the contract itself if you have the storage to move it

FINAL GO / NO-GO

Departure checklist

Read and state the friendly faction.

Check surface temperature against your armour rating.

Choose armour class for signature as well as protection.

Pack ballistic and laser options plus the matching spares.

Land with a clear exit and an unblocked entrance.

Crouch, light, and identify before every shot.

Wait for the completion notification.

Loot with one player on entry security.

Extract on the route you already cleared.

Step-by-step route6 stages
  1. 01

    Read the affiliation before you launch

    The contract briefing names which security force is friendly for this job. Learn their armour silhouette rather than relying on a colour callout — under bunker lighting, colour is unreliable and the single most common way a mercenary contract fails is shooting a contract-friendly guard. If you are running with a squad, say the friendly faction out loud before anyone leaves the ship, and repeat it at the airlock.

  2. 02

    Pick your armour class on purpose

    The three classes are not cosmetic and the numbers are consistent across manufacturers. Light armour such as the Arden-SL Core weighs 3 kg and multiplies incoming physical and energy damage by 0.8 — a 20 per cent reduction — with a 0.7 stun multiplier and a temperature tolerance of only −35 °C to +65 °C. Medium armour such as the Artimex Core is 5 kg, 0.7 physical and energy, 0.55 stun, and −61 °C to +91 °C. Heavy armour such as the ADP Core or Antium Core is 7 kg, 0.6 physical and energy — 40 per cent off — with a 0.4 stun multiplier, meaning it cuts stun by 60 per cent, and a range of roughly −75 °C to +105 °C, with the Antium reaching −95 °C to +120 °C. Heavy torsos also hold the most: about 10,500 µSCU against 8,500 for medium and 8,000 for light.

  3. 03

    Understand the signature cost of heavy armour

    The trade nobody reads on the shop screen is electromagnetic signature. Light armour emits an EM signature of 2, medium 6, and heavy 30 — fifteen times the light figure. If your plan involves approaching a facility without announcing yourself, or you expect other players rather than only NPCs, that number matters more than the 20 per cent extra damage reduction. Conversely, if the fight is a straight room-clear against occupants who already know you are coming, heavy armour’s 60 per cent stun reduction is the stat that keeps you upright through grenades and melee.

    Check the surface temperature before you land. Light armour tops out around +65 °C and bottoms out at −35 °C, which several Stanton moons exceed.
  4. 04

    Choose ballistic or laser for the space you are fighting in

    Indoors this is a real decision. The Behring P4-AR Rifle is ballistic: a 40-round magazine, 810 rpm, 12 damage a shot for about 162 DPS, 550 m/s muzzle velocity, and damage that starts dropping past 40 m at 0.05 per metre down to a floor of 10 — but it penetrates up to 5,000 mm of material, so it shoots through cover and thin structure. The Klaus & Werner Gallant Rifle is the laser counterpart: a 45-charge magazine, three-round bursts at 900 rpm or five-round at 825, 21 damage a shot for about 315 DPS, 1,200 m/s, and no damage falloff at any range — but only 0.3 mm of penetration and 2.8 to 4 heat per shot, so it overheats where a ballistic would merely reload. The Klaus & Werner Demeco LMG is the sustained-fire laser option at 100 charges and 800 rpm, but it is a size-4, 9.8 kg weapon. For a sidearm, the Behring S-38 Pistol is a 20-round ballistic at 450 rpm and 22.5 damage, with falloff beginning at 20 m.

  5. 05

    Land with the exit clear and clear rooms one angle at a time

    Set down where the ship is not blocking the entrance, an elevator or an obvious firing lane, and leave yourself a straight lift-off. Inside, crouch (Left Ctrl) more than you sprint, use the flashlight (T) rather than guessing at silhouettes, and identify every contact before firing. Draw and holster is R, and R again is reload — a weapon you thought was holstered is a weapon you cannot fire. Call doors and stairwells out loud with a squad. Rushing the last room is where both friendly fire and the unseen hostile happen, and heavy armour will not save you from either.

  6. 06

    Wait for the completion notice, then loot with security posted

    After what you believe is the final named hostile, wait for the contract completion notification and check the tracker before anyone slings their rifle. Only then move cargo with the tractor tool, and keep one player facing the entrance the whole time. Remember your torso storage is finite — roughly 10,500 µSCU in heavy armour — so bring a container or make two trips rather than standing in the open sorting inventory. Extract on the route you already cleared.

Field notes

Light 0.8 / medium 0.7 / heavy 0.6 physical and energy multipliers — heavy is 40 per cent off, not immunity.

Heavy armour cuts stun by 60 per cent (0.4 multiplier), which matters more indoors than the raw damage figure.

EM signature runs 2 / 6 / 30 for light / medium / heavy — heavy armour is fifteen times louder to sensors.

Check surface temperature: light armour is only rated −35 °C to +65 °C.

Ballistics penetrate cover (P4-AR up to 5,000 mm); lasers effectively do not (0.3 mm) but never lose damage over range.

Lasers overheat, ballistics run dry — bring the right kind of spare.

The P4-AR loses damage past 40 m; the S-38 past 20 m. Indoors that rarely bites, in an approach lane it does.

Wait for the completion notification before looting, and keep one player on the entrance.

COMMUNITY WALKTHROUGHS

Watch the route

Video mechanics can age between patches. Use the written route above as the current checklist.

Research sources

Route text is independently summarized and cross-checked against these references.

RSI — In-game assistanceStar Citizen Wiki API — FPS armour statsStar Citizen Wiki API — P4-AR RifleStar Citizen Wiki API — Gallant RifleWiki — Personal armorRSI — Patch notes
FPS Bunkers & Facilities · Hitchhiker's Guide to the Verse