The frontier pays for risk, not for fine words. Every fight, search and boarding leaves something behind, and this page sets out exactly what and how often.
Who drops what
| Source | Credits | Ore | Artifact | Blueprint |
|---|---|---|---|---|
| Patrol escort | 90–140 | 1–2 | 2% | 5% |
| Patrol leader | 260–360 | 3–5 | 8% | 15% |
| Cargo escort | 60–100 | 1 | — | 2% |
| Freighter boarded | 250–450 | 8–16 | 25% | 10% |
| Freighter destroyed | 100–180 | 3–6 | — | 2% |
| Derelict | 150–350 | 4–10 | 20% | 10% |
| Frontier patrol | 180 | 2 | — | — |
The percentages are the chance of finding the item in that source, not a promise. Credits and ore always drop; artifacts and blueprints do not.
Bonuses
Two rules change the size of a haul:
- Low security. A system at security 40 or below adds +10% to loot.
- Salvage Rig. The artifact adds +25% to loot.
That is why dangerous systems attract not only raiders but also people who can count.
Artifacts
There are only five artifacts. Each changes how you play rather than what sits in storage.
| Artifact | Effect |
|---|---|
| Targeting Core | +2 damage |
| Salvage Rig | +25% loot |
| Siege Analyzer | +3 shield damage, +1 capture |
| Patrol Decryptor | +2 security drop |
| Market Uplink | +5% ore sale |
You can hold at most five artifacts. A duplicate does not vanish: it turns into 750 cr.
Boarding and the hold
- Looting and boarding start at 120 m with X.
- Inspecting a target works at 180 m.
- While the escort ship lives, nobody gets aboard.
- A 40-unit hold limits what you carry home.
The boarded freighter is the richest source in the table: 250–450 cr, 8–16 ore and a one-in-four chance of an artifact. It is also the longest job: escorts first, then the approach, then the boarding.
Blueprints
A blueprint is a permanent unlock, not a consumable. It is never sold and does not vanish when a base falls.
The best blueprint chances are the patrol leader (15%) and the derelict (10%). If you want a specific ship or module, this is not a quick route but a long road — which is exactly why a blueprint is valued.
What next
- Economy — how loot turns into credits.
- Flight and combat — how to take the haul without losing the ship.
- The captain’s path — why artifacts are worth collecting.