Single base at QT marker. Seen ships: Cutter, Razor.
RegionB_1base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-12
Pyro's answer to Stanton's bunkers — stealth bases built from station tiles inside the asteroids, showing at range as red dots in the gas clouds. Each holds a hangar objective, scattered loot boxes and special caches of scorched weapons, armor and Custodian SPCs. Two hostile ships guard every base and NPCs pack the halls. Find one, punch through, and haul out what makes the trip worth it.
Each location holds 1–3 bases (visible at range as red dots). A base is a common mission site with a hangar objective. Two hostile ships — LRT to HRT level — guard each base, with more ships between bases at harder locations. Turrets protect the airlock side; the opposite side has an internally accessible hangar. Most secondary airlocks are dead ends — the exceptions are the Supvisr and Exhang dungeons, which run one-way elevators.
Loot boxes are scattered throughout. Special loot — scorched weapons and armor, the Custodian SPC — sits in the security, under-security and gun-shop areas (absent from the Supvisr / Exhang dungeons, which hold keycards and ships instead). Card fields below: Quad = quadrant, the ☠ angle / dist pair is the base's bearing and range from the system's sun, Range is quantum range from the adjacent landmark, and Dir is the heading arrow off the QT marker.
RABs staged off the Orbituary and Starlight approach — a spread of easy single bases, one medium pair, a hard triple and a Fire Rats supervisor dungeon.
Single base at QT marker. Seen ships: Cutter, Razor.
RegionB_1base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-12
Single base at QT marker. Seen ships: 100i.
RegionB_1base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-12
2 bases pretty far apart — first at the QT marker in the orange cloud, second in the white cloud near flashing yellow lights. Seen ships: Hornet, Gladius.
RegionB_2base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-12
Single base at QT marker. Seen ships: Sabre Raven, C8X, Vulture.
RegionB_1base_ab_pyro_final_set_encounter-003 · PTU 4.0.1 · 2025-01-12
Fire Rats faction inside, Generic Outlaw ships outside — a different interior from other RABs, more like a mini contested zone. Asteroid with a bore hole through it, next to the asteroid holding the base. Red keycard printer at the end with a 30-min timer between uses; an elevator by the end drops to the secondary airlock. In-game description: "ATTENTION: This Pyrotechnic Amalgamated Supervisor Control station is no longer in service." Seen ships: Nomad, Herald, Avenger Stalker, Mantis.
ab_pyro_final_set_dungeon-001 · PTU 4.0.1 · 2025-01-18
2 bases near the QT marker; the third is about 62 km away toward the white part of the cloud. Seen ships: Cutlass Black, Valkyrie, Warden.
RegionAB_3base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-12
The Checkmate cluster — easy singles, a hard XenoThreat triple, plus both a Fire Rats supervisor dungeon and the ship-reward Exhang endpoint.
Single base at QT marker. Seen ships: Sabre Raven, Hull A, Cutter.
RegionA_1base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-13
Single base at QT marker. Seen ships: Gamma.
RegionA_1base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-13
Single base at QT marker. Right next to Patch City — but it'd be silly to make a category with one item, so it's lumped into Checkmate. Seen ships: Aurora.
RegionA_1base_ab_pyro_final_set_encounter-003 · PTU 4.0.1 · 2025-01-13
Single base at QT marker; 2 more elsewhere. Contested-Zone reward endpoint. Different from other RABs — a green-yellow gas asteroid with a bore hole through it, next to the asteroid holding the base. Seen ships: Herald.
ab_pyro_final_set_dungeon_executive-001 · PTU 4.0.1 · 2025-01-18
Fire Rats faction inside, Generic Outlaw ships outside — a different interior, more like a mini contested zone. Asteroid with a bore hole through it, next to the base asteroid. Red keycard printer at the end with a 30-min timer between uses; elevator by the end drops to the secondary airlock. In-game description: "ATTENTION: This Pyrotechnic Amalgamated Supervisor Control station is no longer in service." Seen ships: Hawk, Sabre.
ab_pyro_final_set_dungeon-001 · PTU 4.0.1 · 2025-01-18
2 bases near the QT marker; the third is about 62 km away toward the white part of the cloud. Seen ships: Valkyrie, Warden, Cutlass Black.
RegionA_3base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-13
Single base at QT marker — no laser tripmines. Seen ships: C8X, Mustang Delta.
RegionA_1base_ab_pyro_final_set_encounter-004 · PTU 4.0.1 · 2025-01-18
The largest cluster — a ring of easy Pyro-4-adjacent bases, several medium pairs, and hard XenoThreat triples pushed out toward the belt edges.
Single base at QT marker. Very close to Gaslight. Seen ships: C8X, 100 series, Cutter.
RegionC_1base_ab_pyro_final_set_encounter-006 · PTU 4.0.1 · 2025-01-17
2 bases pretty far apart — first at the QT marker in the orange cloud, second in the white cloud near flashing yellow lights. Seen ships: Buccaneer, Prowler, Glaive, Reliant Kore.
RegionC_2base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-15
Base A near the QT marker in the orange part of the cloud; Base B in the white part near multiple blinking yellow lights, sunward of A and visible from one another. Laser trip mines in B. Seen ships: Blade, Buccaneer, Sentinel, 325a.
RegionC_2base_ab_pyro_final_set_encounter-003 · PTU 4.0.1 · 2025-01-17
Single base at QT marker. Very short distance "south west" of Pyro 4. Seen ships: Prospector gamma, Hull A, 135c series.
RegionC_1base_ab_pyro_final_set_encounter-004 · PTU 4.0.1 · 2025-01-17
Single base at QT marker. Very short distance "east" of Pyro 4. Seen ships: Cutter Scout, Hull A, 85x, 100i.
RegionC_1base_ab_pyro_final_set_encounter-003 · PTU 4.0.1 · 2025-01-18
Single base at QT marker. Very short distance "north" of Pyro 4. Seen ships: Cutter scout, 100 series.
RegionC_1base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-17
Single base at QT marker. Near Vuur, and within its orbit around Pyro 5. Seen ships: Raft, Aurora ES.
RegionC_1base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-17
Base A near the marker; Base B further out in the white gas cloud near flashing yellow lights. No laser mines in B, 2–3 NPCs per spot and nothing in the end room; laser mines in A. Seen ships: Gladius, Arrow, Hornet, Arrow, Talon.
RegionC_2base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-15
Single base at QT marker. Laser trip mines. Seen ships: C8X, Alpha, Gamma, 100i.
RegionC_1base_ab_pyro_final_set_encounter-005 · PTU 4.0.1 · 2025-01-15
2 bases near the QT marker; the third is about 62 km away toward the white part of the cloud. Seen ships: Warden, Valkyrie.
RegionC_3base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-17
2 bases near the QT marker; the third is about 62 km away toward the white part of the cloud. Seen ships: Valkyrie, Warden, Cutlass Black.
RegionC_3base_ab_pyro_final_set_encounter-003 · PTU 4.0.1 · 2025-01-17
Almost halfway to Patch City, in the orange cloud — 1 base at the marker with laser tripmines inside, and one more base near the blinking-yellow part of the cloud not far off. Seen ships: Gladius, 325a, Buccaneer.
RegionAC_2base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-15
Almost halfway to Bloom / Orbituary / Starlight — 1 base near the marker in the orange/red cloud, another near a blinking yellow light in the white cloud, toward the sun from where you arrive off Gaslight. Seen ships: Buccaneer, 325a, Reliant Kore.
RegionAC_2base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-15
2 bases near the QT marker; the third is about 62 km away toward the white part of the cloud. Seen ships: Valkyrie.
RegionC_3base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-15
The Ruin approach — the deepest-out cluster, updated into Live 4.1. Note the 4.1 loot caveats on a couple of these.
Single base at QT marker. Seen ships: Cutter, Hull A.
RegionD_1base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-19
Single base at QT marker. No loot in 4.1? Seen ships: Cutter, Vulture, Hawk, 325a.
RegionD_1base_ab_pyro_final_set_encounter-001 · Live 4.1 · 2025-04-13
Base A near the QT marker in the orange part of the cloud; Base B in the white part near multiple blinking yellow lights. No loot in the second base in 4.1? Seen ships: Reliant Tana, Buccaneer, Gladius, Prowler, 325a, Glaive, Blade.
RegionD_2base_ab_pyro_final_set_encounter-001 · Live 4.1 · 2025-04-13
2 bases very close together next to the QT marker (about 10 km apart); the third sits outside the gas clouds, roughly sunward. Picture the cloud as an American-football shape — the red end holds the QT marker and 2 bases; keep going past the pointy white end and the third base is maybe 20 km beyond it. Seen ships: Warden, Valkyrie, Cutlass Black.
RegionBD_3base_ab_pyro_final_set_encounter-001 · Live 4.1 · 2025-04-14
2 bases near the QT marker; the third is about 62 km away toward the white part of the cloud. Seen ships: Warden, Valkyrie.
RegionBD_3base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-19
Standard loot boxes are scattered through every RAB. The high-value caches — scorched weapons, scorched armor and the Custodian SPC — live in the security, under-security and gun-shop areas (not in the Supvisr / Exhang dungeons).
| Box | Contents |
|---|---|
| Small Grey Dirty | 97k — Reclaimed Water, Rust (Bottle). |
| Small Green Clean | 97k — Attachments (including scorched ones), Clothes, Knives, Ores, Meds. |
| Medium Blue Medical Dirty | 97k — 2x MedPen (Hemozal), 1x Cruz / Water. |
| Medium Grey Ammo | 97k — 3x–5x Magazines for 3 guns. |
| Wide Green | 92k — Uncommon guns (guns without skins), plus SPC / scorched variants and ~5 magazines matching each gun. Seen guns — Pistols: Arclight, Coda SPC, Salvo, Yubarev, WowBlast. SMGs: C54, C54 SPC, Custodian, Custodian "Scorched", Custodian SPC, Lumin, P8-SC. Rifles: Gallant, S71. Shotguns: Deadrig "Green", BR-2, Devastator, Devastator "Rager", R97, Twin Ravager. |
| Large White | 147k — Grenades, Scrap, Flares, 1x magazine for a random gun, Scopes, Knives. |
| Cache | Contents |
|---|---|
| Orange Weapon Display Box | Custodian SPC with attachments — Gamma 1x LL (1x Holographic) ⭐, Veil Flash Hider3 ⁉, Tracer Laser Pointer Green ⭐ + 3x Custodian SMG magazine (60 cap). If it's empty, someone looted it recently enough that the contents haven't respawned. |
| Orange Armor Box | 385k — 2 armor items, mostly scorched. Scorched armor seen: ORC-mkV Core, Morozov Helmet, Inquisitor Core (incorrectly named olive), Inquisitor Legs, Defiance Core, Argus Helmet, DustUp Core, DustUp Arms, TruDef-Pro Legs, Morozov-SH Helmet Scorched-X, Morozov-SH Legs (incorrectly named snowdrift). Non-scorched armor seen: ForceFlex Undersuit Black/Red (wrong name), ForceFlex Undersuit Ember Camo, Inquisitor Core Rager, Inquisitor Arms Rager, Inquisitor Legs Rager. |
| Purple Weapon Box | 385k — 6–10 scorched compensators, scorched guns, 2–6x magazines matching each gun. Scorched guns seen: A03, Custodian, LH86, R97, S-38, C54, F55. Non-scorched guns seen: S71 "Bullseye", Deadrig "Green". |
| Empty Orange Box | Sometimes, instead of the 3 other boxes that can appear in security, under security and in the weapon shop, you get an empty box. How often you get it instead of loot is likely difficulty-based — more frequent at easy RABs (notes support this). |
There are also openable lockers — only rust, reclaimed water and scrap seen in those — and gun racks with BR-2 shotguns and S-38 pistols. Fuses have been seen in Security's open lockers.
The standard interior applies to every RAB except the "Special" dungeons. What follows is straight from the field — how the rooms flow, and how to get in and out clean.
There are 2–4 hostile NPCs per marked point (Easy RABs omit the NPCs to the right of security). XenoThreat RABs can add 2 more NPCs left of security at the very end of the hall, against the big doors — idle until shot. The entrance is tricky: curtains of smoke/fog hide the enemies, but they can see right through it. You need to push a movable box into the smoke right of security to jump up into security — usually there's a 2 SCU box next to it; if not, there are 1 SCU boxes in the left part of security. The hangar has a console (where our ASOP screen would be) to control the lighting and open the hangar doors; the doors close again after some time. You can't EVA out of the hangar — the boxes near the "lip" of the doors are non-corporeal for the most part. The exit elevator, same side as the entrance elevator and door controls, goes back to security.
When leaving, go to security from the hangar elevator and turn left twice to reach the airlock — odds are enemies have respawned by the time you exit, but if you run to the airlock you usually take no hits. Rotating asteroids have a "kill zone" around them — don't park near them; ships have been destroyed while visually not close to the surface. There can be more NPCs than there should be, probably when someone visits a RAB and doesn't clear all spawned enemies before leaving or dying. NPCs can also be out of position if they just spawned and are still running from their spawn elevator to their idle spot. Lockers and fans don't reset once opened — a good tell that players have already been through. Not sure if laser mines reset; they've been seen in some bases and not others, with no clear pattern.
The Pyro data across these files — locations, stats, screenshots and notes — is compiled from ChrisGBG's Star Citizen reference sheets (the Pyro Sheet), reproduced here for the crew with thanks. Descriptions draw on the in-game Galactapedia. Got a correction or fresh intel? Reach him on Spectrum @ChrisK3.