THEATER // PYRO ASTEROID BELTS
HIDDEN · HOSTILE
REF // PTU 4.0.1 · LIVE 4.1
Intel // File 04 32 KNOWN RABS LOOT-RICH

Remote
Asteroid Bases

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.

32KNOWN RABS
4STAGING REGIONS
4DIFFICULTY TIERS
0UEE LAW
Read Before You Jump

Working a RAB

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.

The Four Flavors

Easy  1 Base · 2 Outlaw LRT ships/base · 2 Outlaws per spawn point Medium  2 Bases · 2 Outlaw MRT ships/base · 2–3 Outlaws per spawn point Hard  3 Bases · 2 XenoThreat HRT ships/base + Extra · 4 XenoThreat per spawn point Special  Supvisr / Exhang · 1 Base · 2 MRT ships/base · 2–4 Fire Rats per spawn point

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.

Region A/B — 6 Bases

Orbituary / Starlight Adjacent

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.

RAB-Whiskey
Quad B · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE 159.42° ☀ DIST 19.58 Gm RANGE 2.34 Gm DIR

Single base at QT marker. Seen ships: Cutter, Razor.

RegionB_1base_ab_pyro_final_set_encounter-001 · PTU 4.0.1 · 2025-01-12

RAB-Charlie
Quad B · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE 177.45° ☀ DIST 16.22 Gm RANGE 6.87 Gm DIR

Single base at QT marker. Seen ships: 100i.

RegionB_1base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-12

RAB-Gulf
Quad B · Medium · 2 Bases
DIFFICULTY Medium FACTION Generic Outlaws GUARDS 2 MRT / base NPCS 2 / spawn LOOT Better
☀ ANGLE 156.09° ☀ DIST 27.44 Gm RANGE 9.66 Gm DIR

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

RAB-York
Quad B · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -171.33° ☀ DIST 13.89 Gm RANGE 9.90 Gm DIR

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

PYAM-Supvisr-3-4
Special · Dungeon · 1 Base
DIFFICULTY Special FACTION Fire Rats inside · Outlaws outside GUARDS 2 MRT / base LOOT 🟠🔑 Red Keycard
☀ ANGLE -145.20° ☀ DIST 17.78 Gm RANGE 17.80 Gm DIR

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

RAB-Bravo
Quad AB · Hard · 3 Bases
DIFFICULTY Hard FACTION XenoThreat GUARDS 2 HRT / base + Extra NPCS 4 / spawn LOOT Best
☀ ANGLE 88.12° ☀ DIST 16.78 Gm RANGE 19.02 Gm DIR

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

Region A — 7 Bases

Checkmate Adjacent

The Checkmate cluster — easy singles, a hard XenoThreat triple, plus both a Fire Rats supervisor dungeon and the ship-reward Exhang endpoint.

RAB-Alpha
Quad A · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE 23.02° ☀ DIST 7.65 Gm RANGE 5.28 Gm DIR

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

RAB-Tung
Quad A · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE 24.84° ☀ DIST 9.23 Gm RANGE 5.30 Gm DIR

Single base at QT marker. Seen ships: Gamma.

RegionA_1base_ab_pyro_final_set_encounter-002 · PTU 4.0.1 · 2025-01-13

RAB-Kilo
Quad A · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -32.82° ☀ DIST 17.74 Gm RANGE 9.69 Gm DIR

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

PYAM-Exhang-0-1
Special · Dungeon · 3 Bases
DIFFICULTY Special FACTION None inside · Outlaws outside GUARDS 2 MRT / base LOOT 🚀 Ships
☀ ANGLE -150.63° ☀ DIST 2.56 Gm RANGE 12.70 Gm DIR

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

PYAM-Supvisr-3-5
Special · Dungeon · 1 Base
DIFFICULTY Special FACTION Fire Rats inside · Outlaws outside GUARDS 2 MRT / base LOOT 🟠🔑 Red Keycard
☀ ANGLE 44.83° ☀ DIST 17.78 Gm RANGE 13.65 Gm DIR

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

RAB-Ignition
Quad A · Hard · 3 Bases
DIFFICULTY Hard FACTION XenoThreat GUARDS 2 HRT / base + Extra NPCS 4 / spawn LOOT Best
☀ ANGLE 47.89° ☀ DIST 17.80 Gm RANGE 14.24 Gm DIR

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

RAB-November
Quad A · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -122.01° ☀ DIST 10.33 Gm RANGE 17.82 Gm DIR

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

Region A/C — 14 Bases

Gaslight Adjacent

The largest cluster — a ring of easy Pyro-4-adjacent bases, several medium pairs, and hard XenoThreat triples pushed out toward the belt edges.

RAB-Sierra
Quad C · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -96.06° ☀ DIST 47.23 Gm RANGE 0.70 Gm DIR

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

RAB-Victory
Quad C · Medium · 2 Bases
DIFFICULTY Medium FACTION Generic Outlaws GUARDS 2 MRT / base NPCS 3 / spawn LOOT Better
☀ ANGLE -91.10° ☀ DIST 46.44 Gm RANGE 3.44 Gm DIR

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

RAB-Zeta
Quad C · Medium · 2 Bases
DIFFICULTY Medium FACTION Generic Outlaws GUARDS 2 MRT / base NPCS 3 / spawn LOOT Better
☀ ANGLE -99.48° ☀ DIST 46.63 Gm RANGE 3.53 Gm DIR

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

RAB-Echo
Quad C · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -94.98° ☀ DIST 43.26 Gm RANGE 3.94 Gm DIR

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

RAB-Over
Quad C · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -94.82° ☀ DIST 43.20 Gm RANGE 4.01 Gm DIR

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

RAB-Lamda
Quad C · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -94.91° ☀ DIST 43.17 Gm RANGE 4.04 Gm DIR

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

RAB-Delta
Quad C · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -95.35° ☀ DIST 42.78 Gm RANGE 4.43 Gm DIR

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

RAB-Helio
Quad C · Medium · 2 Bases
DIFFICULTY Medium FACTION Generic Outlaws GUARDS 2 MRT / base NPCS 3 / spawn LOOT Better
☀ ANGLE -89.03° ☀ DIST 42.29 Gm RANGE 6.88 Gm DIR

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

RAB-Point
Quad C · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE -95.85° ☀ DIST 38.88 Gm RANGE 8.34 Gm DIR

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

RAB-Quagmire
Quad C · Hard · 3 Bases
DIFFICULTY Hard FACTION XenoThreat GUARDS 2 HRT / base + Extra NPCS 4 / spawn LOOT Best
☀ ANGLE -100.15° ☀ DIST 55.96 Gm RANGE 9.81 Gm DIR

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

RAB-Jak
Quad C · Hard · 3 Bases
DIFFICULTY Hard FACTION XenoThreat GUARDS 2 HRT / base + Extra NPCS 4 / spawn LOOT Best
☀ ANGLE -84.86° ☀ DIST 51.67 Gm RANGE 9.97 Gm DIR

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

RAB-Foxtrot
Quad AC · Medium · 2 Bases
DIFFICULTY Medium FACTION Generic Outlaws GUARDS 2 MRT / base NPCS 3 / spawn LOOT Better
☀ ANGLE -83.48° ☀ DIST 28.58 Gm RANGE 19.99 Gm DIR

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

RAB-Roth
Quad AC · Medium · 2 Bases
DIFFICULTY Medium FACTION Generic Outlaws GUARDS 2 MRT / base NPCS 3 / spawn LOOT Better
☀ ANGLE -111.72° ☀ DIST 27.82 Gm RANGE 22.00 Gm DIR

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

RAB-Xeno
Quad C · Hard · 3 Bases
DIFFICULTY Hard FACTION XenoThreat GUARDS 2 HRT / base + Extra NPCS 4 / spawn LOOT Best
☀ ANGLE -125.77° ☀ DIST 36.45 Gm RANGE 24.36 Gm DIR

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

Region B/D — 5 Bases

Ruin Station Adjacent

The Ruin approach — the deepest-out cluster, updated into Live 4.1. Note the 4.1 loot caveats on a couple of these.

RAB-Lynx
Quad D · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE 130.70° ☀ DIST 67.01 Gm RANGE 4.97 Gm DIR

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

RAB-Ion
Quad D · Easy · 1 Base
DIFFICULTY Easy FACTION Generic Outlaws GUARDS 2 LRT / base NPCS 2 / spawn LOOT Good
☀ ANGLE 139.50° ☀ DIST 69.38 Gm RANGE 5.78 Gm DIR

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

RAB-Cook
Quad D · Medium · 2 Bases
DIFFICULTY Medium FACTION Generic Outlaws GUARDS 2 MRT / base NPCS 3 / spawn LOOT Better
☀ ANGLE 130.52° ☀ DIST 74.79 Gm RANGE 8.36 Gm DIR

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

RAB-Mat
Quad BD · Hard · 3 Bases
DIFFICULTY Hard FACTION XenoThreat GUARDS 2 HRT / base + Extra NPCS 4 / spawn LOOT Best
☀ ANGLE 123.08° ☀ DIST 44.88 Gm RANGE 26.01 Gm DIR

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

RAB-Ultra
Quad BD · Hard · 3 Bases
DIFFICULTY Hard FACTION XenoThreat GUARDS 2 HRT / base + Extra NPCS 4 / spawn LOOT Best
☀ ANGLE 144.58° ☀ DIST 43.71 Gm RANGE 26.32 Gm DIR

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

What's In The Boxes

Loot & Caches

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).

Standard Loot Boxes
BoxContents
Small Grey Dirty97k — Reclaimed Water, Rust (Bottle).
Small Green Clean97k — Attachments (including scorched ones), Clothes, Knives, Ores, Meds.
Medium Blue Medical Dirty97k — 2x MedPen (Hemozal), 1x Cruz / Water.
Medium Grey Ammo97k — 3x–5x Magazines for 3 guns.
Wide Green92k — Uncommon guns (guns without skins), plus SPC / scorched variants and ~5 magazines matching each gun. Seen gunsPistols: 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 White147k — Grenades, Scrap, Flares, 1x magazine for a random gun, Scopes, Knives.
Special Loot — Security, Under Security, Gun Shop
CacheContents
Orange Weapon Display BoxCustodian 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 Box385k — 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 Box385k — 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 BoxSometimes, 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).

Loot Notes

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.

Field Notes

Running The Layout

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.

Interior & Approach

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.

Getting Out Alive

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.

// Source & Credit

Intel by ☄️ ChrisGBG ☄️

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.