Pyro survival is a logistics problem: 23 station markers, 13 real service stops, and no patrol network connecting them.
Protection is almost nonexistent — two armistice zones in the whole system, one of them monitored.
Fuel, pad size and regeneration should all be decided before the first jump, not discovered on arrival.
Where you are going
Stanton Gateway (Pyro)
The only station in Pyro that is both an armistice zone and monitored, under UEE jurisdiction.
Pyro V cluster
Three serviced stations around one planet — fuel, repair, clinic, shops and habitation at each.
Pyro VI cluster
The other dense service region, and the only outer-system XL pad at Ruin Station.
Bloom and Monox
Mid-system refuelling and the two other XL-capable stations.
PYAM-FARSTAT and PYAM-SUPVISR sites
Nothing. No fuel, no repair, no clinic, no habitation.
What you need and why
The diversion leg matters more than the outbound leg — your fallback may be several Lagrange points away.
No substitute listedTen of the twenty-three markers sell nothing; knowing the thirteen by name is the difference between a detour and a strand.
No substitute listedExpeditions run hours, and the nearest resupply may be two jumps away.
No substitute listedLets the group recover a casualty without ending the run.
Alternative: Stage a basic kit at your chosen regeneration station.Extends the window in which extraction is still your choice rather than a forced landing.
Alternative: Leave at the first serious damage.There is no recovery service in Pyro; the only rescue plan is the one you brought.
Alternative: Restrict the route to within one leg of Stanton Gateway.What to look for
A PYAM-FARSTAT or PYAM-SUPVISR designation means no services of any kind.
Only Stanton Gateway (Pyro) has both; Nyx Gateway has armistice only; the other 21 have neither.
Starlight Service Station is Large-only; only Checkmate, Orbituary and Ruin Station take XL.
Plan the tank against a diversion to a named serviced station.
When it goes wrong
You are almost certainly at a PYAM-FARSTAT or PYAM-SUPVISR site. Nearest real service depends on the planet — Pyro V and Pyro VI each have three; Pyro I has none.
Divert immediately to a named serviced station rather than continuing. Distances between real stops in Pyro are large enough that a second miscalculation ends the trip.
Expected. Only the two gateways are armistice zones, and weapons stay live everywhere else. Do not wait for a response that is not coming.
Check pad size. Starlight Service Station is Large-pad only, and most Pyro stations top out at Large — only Checkmate, Orbituary and Ruin Station take XL.
Fall back on the regeneration station you agreed before departure. Every serviced Pyro station has a clinic and habitation, so the anchor should already be inside the system.
Verify against current data before spending scarce fuel — station services in Pyro have changed across patches.
Rewards and progression
↳ Reliable Pyro expedition capability, and safe access to the contested-zone and mining routes that only exist in this system
Departure checklist
□Set and confirm regeneration at a serviced Pyro station.
□Write down which of the 13 stations you will use for fuel.
□Check pad size against your hull for every planned stop.
□Check both fuel types against a diversion, not just the destination.
□Split valuables, spare suits and supplies across crew and ships.
□Brief roles, comms and the recovery plan before jumping.
□Scan every approach and arrive off-pattern.
□Leave at the first major change in risk, not the last.
- 01
Learn which markers are actually stations
Pyro records 23 stations, and ten of them are not places you can use. The eight PYAM-FARSTAT sites (1-2, 1-3 and 1-5 at Pyro I; 2-3 at Monox; 3-5 at Bloom; 5-1 and 5-3 at Pyro V; 6-2 at Pyro VI) and the two PYAM-SUPVISR sites (3-4 and 3-5 at Bloom) have no refuel, no repair, no clinic, no shops and no habitation at all. They take a landing and give you nothing. The other 13 — Checkmate Station, Orbituary, Starlight Service Station, Patch City, Gaslight, Rod’s Fuel ’N Supplies, Rat’s Nest, Endgame, Dudley & Daughters, Megumi Refueling, Ruin Station and the two gateways — all carry refuel, repair, a clinic, shops and habitation.
⚠ A quantum marker in Pyro is not a promise of fuel. Ten of the twenty-three are empty structures. - 02
Map the fuel geography before you plot a route
The serviced stations cluster around the outer planets. Pyro V has three (Gaslight at L2, Rod’s Fuel ’N Supplies at L4, Rat’s Nest at L5) and Pyro VI has three more (Endgame at L3, Dudley & Daughters at L4, Megumi Refueling at L5), which makes the outer system comfortably survivable. Bloom has Starlight Service Station at L1 and Patch City at L3, plus Orbituary in orbit. Monox has Checkmate Station at L4, and Terminus has Ruin Station. Pyro I is the trap: all three of its stations are PYAM-FARSTAT sites, so the innermost planet has no fuel anywhere near it. Plan any inner-system leg as a there-and-back from Monox or Bloom.
- 03
Accept that almost nowhere is protected
Of the 23 stations, exactly two are armistice zones: Stanton Gateway (Pyro) and Nyx Gateway (Pyro). Only Stanton Gateway is also monitored, and it is the sole UEE-jurisdiction location in the system. Every other station — including all of the Rough & Ready holdings, which is most of them: Checkmate, Orbituary, Starlight, Gaslight, Rod’s Fuel ’N Supplies, Rat’s Nest, Endgame, Dudley & Daughters and Ruin Station — is neither armistice nor monitored. Weapons stay live on the pad and nothing responds if you are attacked. Patch City and Megumi Refueling have no recorded jurisdiction at all. Behave the same way at every station and you will not be caught out by the two exceptions.
- 04
Check pad size against your hull before you commit the jump
Pad availability is uneven and finding out on arrival costs you the fuel you spent getting there. Only three stations take extra-large hulls: Checkmate Station, Orbituary and Ruin Station, all rated S/M/L/XL. Starlight Service Station at Bloom L1 is the odd one out — it is Large-pad only, with no small or medium provision, so a light fighter is as awkward there as an oversized freighter is elsewhere. Most of the rest run S/M/L. Nyx Gateway (Pyro) has no recorded pad types and should be treated as a docking-only stop.
- 05
Set regeneration and split the group’s exposure
Every serviced Pyro station has a clinic and habitation, so you can set a recovery point deep in the system rather than anchoring back in Stanton — but choose it for reachability from where you will actually be working, and tell the crew which one it is. Then split the load: valuables, spare suits and repair supplies across more than one person and more than one ship. A single death in Pyro without a shared plan separates the group, and a separated group in a system with 10 dead markers and no patrol network turns a setback into an abandoned ship.
- 06
Travel off-pattern and leave early
Approach popular stations, wrecks and jump exits off the obvious vector when conditions allow, scan before committing, and keep one crew member watching contacts while another handles navigation and landing. Then extract while fuel, hull, shields and attention are all still adequate rather than when one of them is critical. The margin you are protecting is not the trip home — it is the trip home after something goes wrong, and in a system where your nearest station might be one of the ten that sells nothing, that margin is the whole plan.
Field notes
↳ 13 of Pyro’s 23 stations have fuel; the ten PYAM-FARSTAT and PYAM-SUPVISR sites have nothing at all.
↳ Pyro I has no serviced station anywhere near it — all three of its markers are FARSTAT shells.
↳ Only Stanton Gateway (Pyro) is both armistice and monitored. Nyx Gateway is armistice but unmonitored. Everything else is neither.
↳ Most serviced stations are Rough & Ready territory; that is a faction, not a security service.
↳ Starlight Service Station takes Large pads only — check your hull before jumping there.
↳ Checkmate, Orbituary and Ruin Station are the only XL-capable stations in the system.
↳ Every serviced station has a clinic, so you can set regeneration inside Pyro rather than commuting from Stanton.
↳ Split valuables and spare kit across people and ships; there is no recovery network here.
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.
Wiki — Pyro system ↗UEX Corp — Pyro space stations and services ↗UEX Corp API — station service records ↗RSI — Patch notes ↗



