Spider General information Starmap Starmap RSI Ownership Unlcaimed Unlcaimed Location Cathcart system Location type Space station Risk level Unknown risk level Habitable Yes Service(s) Commercial

Unbeknownst to anyone, Cathcart had a well ensconced population. Individual outlaws and smaller packs had made the surplus military and civilian hulls their homes, retrofitting them with makeshift atmospheric containment systems and cutting out an unlikely living. But the station that came to be known as Spider was something on a scale not seen before. A sprawling world-sized mass of crippled starships, abandoned colonizers and ancient platforms, all held together with tape, metal and prayer. Spider’s origin story is more the realm of myth than recorded history. Clan legends claim its creation was overseen by tens of thousands of pirates and smugglers working alongside one another, lashing together old habitat modules, destroyers, carriers and colony ships to form a living, breathing city over time. Modern anthropologists consider this story unlikely, but whatever the background, Spider is now one of the most fascinating domains in space: by far the largest place in the galaxy where pirates openly congregate.

Nearing the middle of the 30th century, the outlaw population in Cathcart and the existence of Spider had survived the Messers to become a somewhat normalized element in the universe. With their proximity to Nexus system and several other Unclaimed systems, there were rumors that talks had begun to organize an independent Human government, of which Spider would be the prospective capital.

In 2931, that would all change. Dean Kellar’s infamous Run began as a bar fight on Spider and spilled into five systems and embroiled over three dozen participants. It was this raging battle of lawlessness that made the UEE realize that they needed to exert some control in that area.

Shortly after, they officially reclaimed Nexus system and swept out the inhabitants who had been living there. While many of them relocated to Cathcart and Taranis, a large force stayed, resolute to not give up their home so easily. They struck back at the occupying UEE populace in a terrifying way: the Walzer Massacre of 2935.

The UEE’s retaliation was swift. Convinced that supporters of the attack were congregating in Spider, the Navy launched an intensive bombing campaign to try and destroy the insurgents. The massive trash fields prevented the Navy from effectively targeting Spider, but casualties were still significant.

Travel Information [ edit | edit source ]

Travel Warning: Travelers to Spider can access different docking ports with different passwords. Note that these expire quickly and that using an incorrect password can flag you as hostile!

The first thing to remember is that Spider is always changing. The abandoned Indefatigable-class battleship you docked with to purchase narcotics a month ago may be an agro-habitat today... or it may have been blown out into space after a pricing dispute with a no-nonsense buyer. Spider is also constantly expanding: junk located in Cathcart and crippled prize ships are added to the maze on a daily basis. Understandably, taking a wrong turn can be extremely hazardous to your health. When you enter Spider’s airspace, you take your life into your own hands. No insurance company will begin to insure a spacecraft visiting Cathcart. The only thing going for you is the fact that it is the rare domain where pirates will almost never turn on their own. If you are accepted as part of a pack, the wolves will not strike.

Establishing your credentials can be tricky. Without the right codes — available for the right price in surrounding systems — you won’t survive a minute from arrival in-system. While there is no organized government patrolling Cathcart, plenty of low-caliber pirates hang around the jump point waiting to prey on hapless travellers. Begin signaling your ID codes before you enter the system; take no unnecessary chances here.

Spider itself, the largest gravity source in the system, can’t be missed, but if you need to fly on autopilot it is at 145 mark 200 mark 30 (Nav 7 if you are using an ACorp standard projection unit). A docking approach is, again, tricky. In short, the process changes constantly: the most recent docking protocol (which we warn you may be obsolete by the time this article is published!) is that you need to signal a tower four times for an approach vector. Any other number of signals will immediately designate you a target.

Once you’re in, though, you’re in! Culture aboard Spider is deceptively pleasant: everyone knows themselves to be in the company of thieves and any business done is no more or less honest than you would find in a public square on Terra. Don’t anger the locals, of course, but that’s good advice on any world. One important note: every segment of Spider has a different decompression alarm... so watch for flashing lights, beeping sirens or anything that might be trying to get your attention. The energy fields that contain the atmosphere are in no better repair than any of the other systems on Spider … so don’t be separated from your helmet and pressure suit.

At the center of Spider’s winding ramps and disparate starship hulls is a makeshift pirate court for settling on-world disputes, part of a fascinating and so far unexplored pirate subculture now taking shape. Appropriately, this is located on the unfinished platform hull that the Navy initially designated to be a listening post. Beware — disputes are most often settled the old fashioned way: with a duel to the death. Visitors are encouraged to bet on the outcome!

Buy: Narcotics (Illegal) +7 Buy: Slaves (Illegal) +5 Buy: Biological Goods (Illegal) +5 Buy: Weapons (Obsolete) +8 Sell: Luxury Goods +4 Sell: Class 4 Food +3

What can you sell on Spider? Basically, anything... with a clear preference for luxury goods. Those trying to build a life on the artificial world crave anything from the homeworlds — high quality foods, games, books, electronics and the like — and will always pay a premium for them. Illegal resources are not in demand because they are usually in surplus: go to Spider if you need to buy drugs, bootlegged products, slaves, cybots, human organs or stolen goods of any sort. You will probably find what you’re looking for; if not today, then within a week. Owing to its origin as a junkyard, Cathcart is also a great place to pick up ship upgrades... if you don’t have a problem with technology that may be a century or two out of date!





Market Deals: Hidden Gems: Spider isn’t the only landing platform in the Cathcart System... so keep an eye out for stray signals that might lead you to one of the smaller bases. They’re kept off the map with good reason... but if you can locate one, you’ll get an amazing deal on its specialty illegal cargo!





See Also [ edit | edit source ]