Space stations
What does a space station sell? An inhabited station has 4 technology merchants, one each for starship, multitool, exosuit, and exocraft modules. What each of them sells belongs to that station: the same items every visit, whatever the time. A pirate station sells suspicious modules instead, and an abandoned station sells no technology, though you can still upgrade a multitool there.
Three kinds of station
| Station | Technology merchants sell | Multitool cabinets |
|---|---|---|
| Inhabited | Starship, multitool, exosuit, and exocraft modules | Two |
| Pirate | Suspicious modules, and a black market | One |
| Abandoned | None | None |
Most systems hold an inhabited station. How often each kind turns up is under star systems, and an Uncharted system has no station at all.
The multitool cabinets beside the shops pay the same mix of tools as a shop on a planet, as multitool types explains.
The merchants
| Merchant | Items for sale | Always for sale |
|---|---|---|
| Starship | 16 to 24 | The four reactors, C to S, and Launch Thrusters, Pulse Engine, Hyperdrive, and Starship Shield at class C |
| Multitool | 12 to 18 | Mining Beam, Scanner, and Boltcaster at class C |
| Exosuit | 12 to 18 | Life Support, Movement, and Shield at class C |
| Exocraft | 12 | Nothing |
| Pirate technology | 12 | Nothing |
| Black market | 10 to 14 | Starshield Battery, Suspicious Packet (Arms), Suspicious Packet (Tech), Suspicious Packet (Goods), Tritium, and Di-hydrogen |
Every merchant has a list of what it can sell and a list of what it always sells. The stock is the always list plus an even pick from the rest, and the size of the stock is a roll of its own. The starship merchant always sells the four reactors, class C to S, and the class C Launch Thrusters, Pulse Engine, Hyperdrive, and Starship Shield modules. Everything else is a pick.
The pick is the station's own. It does not change with time, with how often you visit, or with a reload. To see other modules, fly to another system.
The other merchants
Beside the technology merchants, a station trades goods at its Galactic Trade Terminal and charts at its Cartographer. The Scrap Dealer sells for Tainted Metal, the Salvage Exchange trades corvette parts, and the Fossil Collector trades fossils. Pilots who land in the hangar trade from their ships as a Starship Pilot, and any other alien you can talk to trades as an Alien Trader. Away from a station, a settlement's Marketplace has a Settlement Technology Merchant, and the Space Anomaly a Space Anomaly Module Merchant.
What does not change the stock
The system's wealth, economy type, conflict level, and race change nothing a technology merchant sells. A wealthy system and a poor one draw from the same list with the same odds. Only a pirate system is different, because its station is a different station.
A pirate station's technology merchant shows 12 of 22 suspicious modules, and its black market sells Starshield Batteries and Suspicious Packets, as Outlaw Station lists.
The odds of each module at each class, and how rare a station that sells everything at S is, are on station technology merchants.