A field guide to the kinds of places you'll find across Pyro. From the outlaw-run stations that pass for civilization to acid caves, derelict outposts and the Supply or Die depots — know what a marker means before you drop on it.
Twenty-five location types catalogued across the system — each with its category and what to expect on the ground. Categories flag how a site is used: mission zones, mining fields, trade waystations, PvP hotspots, and the celestial and navigation markers that hold the map together.
Pyrotechnic Amalgamated remote asteroid base no longer in active operation. Caution is advised.
No description recorded in the source sheet.
Mostly depleted asteroid clusters around Pyro with prominent scars from Orions. Similar vibes and function as weapon testing sites.
New acidic caves with pools of green acid, stalagmites, stalactites, waterfalls. None big enough to fly/drive into, only walk into.
Cave with man made additions on exterior and basement-like rooms inside. Used in FPS missions, usually near Outposts.
Rocky caves with bioluminescent mushrooms illuminating interior. None big enough to fly/drive into, only walk into.
Sandy caves, assumed to have similar missions to caves in Stanton.
Small communities on surfaces of Pyro's planets/moons, run by different factions with different facilities and focus. Some invite strangers, some shoot them.
Labeled "Maintenance/Contested Zone/Ghost Arena" in 3 major stations. Contains hostile NPCs, puzzles, traps, loot.
New locations part of "Supply or Die" event dubbed "Jumptown of Pyro." Sell Detatrine commodity for event turnin.
Old ruined colonial settlements, deserted or overrun by outlaws. Common location for mercenary missions.
Facilities run by Associated Science & Development guarded by guards with pistols and SMGs until alarm sounds.
A Stanton style station, some might say the last bastion of civilization in the Pyro system.
Gravitational anomalies allowing near instantaneous travel between star systems, surrounded by large cloud of gas.
Large clouds of gas surrounding and caused by gravitational anomalies inside.
Gravitational balance points in same orbit as planets (L3, L4, L5) or balance point between planet and star (L1 or L2).
Smaller bodies of water or other liquid present on Pyro 2 "Monox", Pyro 3 "Bloom", and Pyro 5E "Fuego".
WARNING ☢ RADIATION HAZARD. Third step in Storm Breaker activity. Facilities run by Associated Science & Development, guarded by guards in anti-radiation suits, crawling with irradiated fauna.
Second step in Storm Breaker activity. Guarded by guards ranging from clothes to heavy armor. Modified Crusader shuttle makes 30km trip to paired complex.
Celestial object orbiting planet, surrounded by orbital markers with various locations on surface, usually not habitable.
Large bodies of water or other liquid present on Pyro 5D "Fairo" and Pyro 5G "Pyro 4".
Equidistant navigation markers around planets and moons. OM1 above North Pole, OM2 below South Pole, OM3-6 around equator.
Celestial object orbiting one or more stars/black holes, big enough to be close to sphere from gravitational forces, cleared its orbit.
K-type flare star. Celestial body big enough to fuse material, emitting heat and light, usually orbited by planets, asteroid belts.
Stations built by Pyrotechnic Amalgamated 400+ years ago, overtaken by outlaws. Closest Pyro has to Landing Zones. Big 3 can be set as home.
The category tag under each type tells you how a site is used, and often what it takes to survive it:
Mission Location — expect scripted content, guards and loot; the bread and butter of merc, bounty and Storm Breaker work. The three Storm Breaker steps run Farro Data Center → Lazarus Transport Hub → Lazarus Complex, and the Complex carries a live radiation hazard — suit up.
Mining — "Ship Mining" fields (Asteroid Belts, Clusters) are worked from the cockpit; "Hand Mining" caves are on-foot only, none big enough to fly or drive into.
PvP Hotzone / Arena — Depots and Contested Zones draw a crowd. The Depots are the "Jumptown of Pyro" for the Supply or Die event; go loaded or go home.
Celestial & Navigation — Planets, Moons, Stars, Jump Points, Lagrange Points and Orbital Markers are the fixed geography of the system. They orient you; they don't shoot back.
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.