A Pyro depot on the surface under a hostile sky
THEATER // PYRO SYSTEM
SUPPLY OR DIE — ACTIVE
SRC // PTU 4.0.2 · 2025-02-17
Intel // Field Reference EVENT · SUPPLY OR DIE 6 DEPOTS

Pyro
Depots

Detatrine pays. XenoThreat bites. Fly smart, bank the UEC.

Six new supply depots seeded across the Pyro system for the Supply or Die event — each stocked with the explosive commodity Detatrine and guarded by hostiles. Here's where they are, what's on offer, and what'll try to kill you getting there.

6SUPPLY DEPOTS
FREIGHT ELEVATORS EACH
16SCU MAX / PURCHASE
7200aUEC / SCU (PTU)
Mission Briefing

The Jumptown of Pyro

These depots are new locations dropping with the Supply or Die event in 4.0.2. Each one carries three small freight elevators (4×5×4 SCU grid) and trade terminals selling Detatrine — the new explosive commodity at the heart of the event — in lots of 1 to 16 SCU.

With payouts high on the Detatrine delivery missions and hostile XenoThreat NPCs holding the ground at every site, expect these to earn the "Jumptown of Pyro" reputation CIG have hung on them. Big money, bigger risk — run them in a crew, keep comms tight, and watch your six on the pad.

Data below is captured from PTU 4.0.2 (2025-02-17) and reflects the test build — stock, pricing, and hazards may shift on live.

⚠ Threat Advisory

XenoThreat holds every depot. Hostiles spawn in the open on the ground — no ship drop, no cover call. Approach hot, expect resistance, and don't set down solo. Several sites also sit inside turret range of nearby XenoThreat outposts.

// Freight Elevator Notes
Grid
4×5×4 SCU per small elevator
Throughput
120 SCU per cycle (6×16 + 12×2 SCU)
Terminal cap
sells no larger than 16 SCU boxes
Stock (PTU)
10,000 SCU @ 7,200 aUEC/SCU
Read the Tags

Features & Hazards

Every depot card is tagged with what it offers and what's trying to end your run. Here's the key.

📦 Features

🎁Loot 📦Cargo Terminal 🏗️Cargo Elevator 🚗Mule Spawn 🚴Landing Pad

⚠️ Hazards

🏴Hostile NPCs 🔥Hot ❄️Cold 🧍No Breathable Atmo 🌫️Low Visibility 💨High Wind
The Sites // 6 Depots

Depot Dossiers

Tap the thumbnails on each card to swap between the close-up, the wide approach, and the top-down. In-game blurbs are quoted; the field notes are the part that keeps you alive.

Pyro 1
Gray Gardens Depot close-up
DEPOT 01 // GRAY GARDENS
Gray Gardens Depot
Pyro 1

“Fully stocked and ready to rock.”

14 km from Stag's Rut, sat on top of a mesa studded with rock formations that limits big-ship access somewhat — though not as badly as most of the depots. Pyro 1 runs ~300°C in the sun, so surface ops are tricky; ideally suit up in a Pembroke Exploration Suit, and even then your time on the ground is limited. You'll last longer during the ~200°C night.

🎁Loot🏗️Cargo Elevator📦Cargo Terminal🚗Mule 🏴Hostile NPCs🔥Hot🧍No Atmo🌫️Low Vis💨High Wind
Pyro 2 · Monox
Slowburn Depot close-up
DEPOT 02 // SLOWBURN
Slowburn Depot
Pyro 2 · Monox

“You can't rush a good trade.”

Near the north pole, 13 km from Last Ditch — a XenoThreat outpost complete with turrets, so be careful you don't drift too close or they'll open up on you. The depot sits on top of a hill/mesa structure with a sharp drop into a canyon on one side and a gradual hillside on the other.

🎁Loot🏗️Cargo Elevator📦Cargo Terminal🚗Mule 🏴Hostile NPCs🔥Hot🌫️Low Vis💨High Wind
Pyro 3 · Bloom
Prospect Depot close-up
DEPOT 03 // PROSPECT
Prospect Depot
Pyro 3 · Bloom

“Things only get better from here. Traders Welcome.”

A “saddle”-shaped location wedged between two mountains, which makes for awkward access — there's basically no flat, level terrain to be found. Pick your approach angle before you commit the hull.

🎁Loot🏗️Cargo Elevator📦Cargo Terminal🚗Mule 🏴Hostile NPCs🌫️Low Vis💨High Wind
Pyro 5e · Fairo
FEO Canyon Depot close-up
DEPOT 04 // FEO CANYON
FEO Canyon Depot
Pyro 5e · Fairo

“The most attractive trades this side of Pyro.”

Sat in a large shallow crater, which makes for easy access even with big ships — the friendliest approach of the six. Has one medium landing pad (no services attached), and it's right next to the ocean.

🎁Loot🏗️Cargo Elevator📦Cargo Terminal🚗Mule🚴Landing Pad 🏴Hostile NPCs🌫️Low Vis💨High Wind
Pyro 5g · Pyro 4
Dinger's Depot close-up
DEPOT 05 // DINGER'S
Dinger's Depot
Pyro 5g · Pyro 4

“Taken a few dents, but still open for business.”

On a small shelf set into a slope amid a lot of big rocks — not ideal for large-ship access. Shares a crater on Pyro 4 with Gonor's Deal and Fallow Field, tucked below a fairly big peak that cuts the sunlight hard, leaving it in shadow most of the day.

🎁Loot🏗️Cargo Elevator📦Cargo Terminal🚗Mule 🏴Hostile NPCs
Pyro 6 · Terminus
Watcher's Depot close-up
DEPOT 06 // WATCHER'S
Watcher's Depot
Pyro 6 · Terminus

“Plenty of trade items worth a look.”

On a small shelf set into a slope — again, not ideal for large-ship access, though nowhere near as awkward as Dinger's Depot. Terminus is the cold rock of the system, so dress for it.

🎁Loot🏗️Cargo Elevator📦Cargo Terminal🚗Mule 🏴Hostile NPCs❄️Cold🌫️Low Vis💨High Wind
Salt in the Wound

Loot & Logistics

🎁 Loot on Site

  • Large Red Container ~147k — guns, attachments, armor.
  • Wide Dirty Ammo Crate ~92k — guns, several with attachments pre-installed.
  • Clear the hostiles first — loot doesn't help if you're bleeding out on the pad.

📦 Hauling Detatrine

  • Each depot has 3 small freight elevators on a 4×5×4 SCU grid.
  • Best fill per cycle is 120 SCU — 6×16 SCU + 12×2 SCU (the odd grid won't pack cleanly with 4+ SCU boxes alone).
  • Terminals sell no bigger than 16 SCU; PTU stock ran 10,000 SCU at 7,200 aUEC each.
  • XenoThreat spawn in the open on foot — bring a gunner and a lookout.
// Source & Credit

Intel by ☄️ ChrisGBG ☄️

Depot locations, screenshots, field notes and VerseGuide markers are compiled from ChrisGBG's Star Citizen reference sheets (Pyro Sheet — Depots, PTU 4.0.2). Reproduced here for the crew with thanks. Got a correction or fresh intel? Reach him on Spectrum @ChrisK3.