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Expedition planning · Alpha 4.9.x

Surviving Pyro

Pyro has 23 recorded stations and only 13 of them sell fuel. Learn which Lagrange points are real service stops, which are empty shells, and why only one station in the entire system is both an armistice zone and monitored.

Origin 400i exploration ship
Origin 400i exploration ship© Cloud Imperium Games via FleetYards community database
RiskHigh riskStrong opposition, environmental danger or valuable cargo.
Time1–4 hoursAllow more time on a busy shard
Crew2+ recommendedPyro
Route6 stagesExploration
MISSION BRIEFING

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.

01
ROUTE INTELLIGENCE

Where you are going

01
Stanton–Pyro jump point

Stanton Gateway (Pyro)

The only station in Pyro that is both an armistice zone and monitored, under UEE jurisdiction.

Approach: The safest staging point in the system and the sensible place to stage a return leg.
02
Gaslight (L2), Rod’s Fuel ’N Supplies (L4), Rat’s Nest (L5)

Pyro V cluster

Three serviced stations around one planet — fuel, repair, clinic, shops and habitation at each.

Approach: Rough & Ready territory, unmonitored and outside armistice. Services yes, safety no.
03
Endgame (L3), Dudley & Daughters (L4), Megumi Refueling (L5), plus Ruin Station at Terminus

Pyro VI cluster

The other dense service region, and the only outer-system XL pad at Ruin Station.

Approach: Ruin Station also hosts the Ghost Arena contested zone — arrive expecting company.
04
Starlight Service Station (Bloom L1), Patch City (Bloom L3), Orbituary (Bloom orbit), Checkmate Station (Monox L4)

Bloom and Monox

Mid-system refuelling and the two other XL-capable stations.

Approach: Starlight is Large-pad only; Orbituary and Checkmate take S/M/L/XL.
05
Ten markers across Pyro I, Monox, Bloom, Pyro V and Pyro VI

PYAM-FARSTAT and PYAM-SUPVISR sites

Nothing. No fuel, no repair, no clinic, no habitation.

Approach: Never route a fuel plan through one; treat the marker as scenery.
02
LOADOUT LOGIC

What you need and why

requiredQuantum and hydrogen margin

The diversion leg matters more than the outbound leg — your fallback may be several Lagrange points away.

No substitute listed
requiredA named service-stop shortlist

Ten of the twenty-three markers sell nothing; knowing the thirteen by name is the difference between a detour and a strand.

No substitute listed
requiredFood, water and medpens

Expeditions run hours, and the nearest resupply may be two jumps away.

No substitute listed
recommendedSpare armour and undersuit

Lets the group recover a casualty without ending the run.

Alternative: Stage a basic kit at your chosen regeneration station.
recommendedRepair supplies

Extends the window in which extraction is still your choice rather than a forced landing.

Alternative: Leave at the first serious damage.
recommendedA second ship or crew

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.
03
VISUAL CHECKS

What to look for

Station name, not station marker

A PYAM-FARSTAT or PYAM-SUPVISR designation means no services of any kind.

Armistice and monitored status

Only Stanton Gateway (Pyro) has both; Nyx Gateway has armistice only; the other 21 have neither.

Pad types

Starlight Service Station is Large-only; only Checkmate, Orbituary and Ruin Station take XL.

Fuel margin after the detour, not before it

Plan the tank against a diversion to a named serviced station.

04
RECOVERY PLAYBOOK

When it goes wrong

Landed somewhere with no fuel pump.

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.

Fuel is lower than planned.

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.

Attacked on a station pad.

Expected. Only the two gateways are armistice zones, and weapons stay live everywhere else. Do not wait for a response that is not coming.

Cannot land at the station you routed to.

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.

A crew member dies far from the group.

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.

Navigation or service information looks stale.

Verify against current data before spending scarce fuel — station services in Pyro have changed across patches.

EXPECTED OUTCOMES

Rewards and progression

Reliable Pyro expedition capability, and safe access to the contested-zone and mining routes that only exist in this system

FINAL GO / NO-GO

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.

Step-by-step route6 stages
  1. 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.
  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

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.

Wiki — Pyro systemUEX Corp — Pyro space stations and servicesUEX Corp API — station service recordsRSI — Patch notes
Surviving Pyro · Hitchhiker's Guide to the Verse