Star Wars Outlaws Wiki: Complete History Guide to the Outer Rim

Explore the deep lore of Star Wars Outlaws with this wiki-style history guide covering planets, factions, ships, gear, and missions. Written by an expert editor.

The time period Massive Entertainment picked for Star Wars Outlaws is honestly the most interesting stretch of the original trilogy that nobody's really explored in a game before. 3 ABY. That's three years after the Battle of Yavin, right between Empire Strikes Back and Return of the Jedi. The Empire just crippled the Rebel Alliance on Hoth and Darth Vader is obsessively hunting Luke Skywalker across the galaxy. And in the criminal underworld? The power vacuum left by all that chaos is creating opportunities for anyone bold enough to grab them. Kay Vess steps into this mess not as a hero or a revolutionary but as a survivor. She's from Canto Bight, the casino world on Cantonica, and her whole life has been about navigating systems run by people more powerful than her. I honestly love that the game doesn't give her a destiny or a prophecy. No Force sensitivity reveal. No secret parentage. She just wants money. Specifically, she wants enough money to disappear and never have to look over her shoulder again. That's the engine driving the entire narrative and tbh it's refreshing. The Outer Rim in this era is barely governed. Sure, the Empire claims authority, but their forces are spread so thin after Hoth and the ongoing hunt for the Rebels that enforcement is spotty at best. Which means syndicates like the Pykes and Crimson Dawn operate almost like sovereign states in their territories. The Pykes have controlled the spice trade for decades at this point. Their operation runs from Kessel through Toshara and Kijimi, and crossing them means crossing the entire supply chain. I learned this firsthand when I tanked my Pyke rep early. Suddenly every vendor in their territory doubled prices and bounty hunters started spawning in places I thought were safe. Not fun. Crimson Dawn is different. Qi'ra rebuilt the organization after Maul's death and it operates in shadows, trading information and rare artifacts rather than raw spice tonnage. She's colder now than she was in Solo, more calculating. Her missions tend toward infiltration and intelligence gathering rather than brute force. Kinda makes sense given how she survived this long in a galaxy that chews up crime bosses. The Hutt Cartel needs no introduction but the game's portrayal is interesting because it shows the Hutts in a period where they're still powerful but not untouchable. Jabba controls Tatooine obviously, but his influence elsewhere is more about gambling, bounty hunting, and legacy connections than direct military power. The Ashiga Clan is the newcomer to canon, an insectoid species from Kijimi that Massive created specifically for Outlaws. They specialize in craftsmanship, tech mods, and espionage. Their hive structure means they operate with a coordination that the other syndicates can't match, which is honestly a little terrifying when you're on their bad side. And then there's Zerek Besh. Without getting too deep into spoiler territory, this fifth faction presents itself as a rival criminal organization but is actually an Imperial Security Bureau front. The reveal reframes the entire heist narrative because suddenly Kay isn't just stealing from criminals. She's stealing from the Empire itself. And the Empire doesn't forget. Doesn't forgive either. That revelation in the third act completely changed how I thought about every mission I'd done up to that point. The planets themselves have history worth knowing. Toshara is original to this game, a moon orbiting a gas giant with windswept plains dotted with crashed ships from conflicts that predate the Empire. Massive built it from scratch and it shows in the best way: everything feels cohesive, lived-in, no recycled assets from other Star Wars media. Akiva appears in the Aftermath novels as a jungle world where the Empire maintained a significant presence even after Endor. In Outlaws, that presence is at its peak, with Imperial garrisons watching everything that moves and patrols that don't mess around. Kijimi's appearance in Rise of Skywalker showed it decades later, but in this era it's still a thriving, if frozen, urban center controlled by the Ashiga Clan. Cantonica's Canto Bight is the same glittering casino city from The Last Jedi, just fifteen years earlier. The class divide is still there. The fathier races still run. The arms dealers and war profiteers still drink in the same bars. What's different is the syndicate dynamics, in this period the casino floors are Pyke territory and the back rooms belong to Crimson Dawn, with a fragile truce keeping things civil. Kay's ship, the Trailblazer, is a modified YT-series freighter, same family as the Millennium Falcon but smaller and considerably more beat up. In the lore, these YT-series ships were mass produced by Corellian Engineering Corporation and sold as modular freighters that owners could customize endlessly. That's exactly what Kay does over the course of the game, upgrading weapons, shields, engines, and hyperdrive with parts scavenged from across the Outer Rim. The game's timeline also accounts for some notable canon appearances. Darth Vader shows up in a cutscene, which makes sense since he's actively hunting the Rebellion in this period. Boba Fett appears because of course he does, the man was everywhere in 3 ABY. Han Solo is briefly visible frozen in carbonite, which timelines perfectly with his capture at the end of Empire. Lando Calrissian gets his own side quest and DLC appearance in Wild Card. Hondo Ohnaka, the fan favorite Weequay pirate from Clone Wars, shows up in the second DLC, A Pirate's Fortune, released in May 2025. The prequel novel Star Wars Outlaws: Low Red Moon, published in February 2026, fills in some of Kay's backstory on Canto Bight before the game begins. It's not required reading. Honestly you can skip it and still understand everything. But if you're the type who likes knowing the full picture before diving in, the novel adds context to why Kay trusts almost no one and why she's so desperate when the game starts. Worth the few hours. One last thing worth knowing: the game doesn't have traditional difficulty settings in the usual sense. Instead the challenge comes from how you approach missions and what reputation states you're carrying. Going loud with low Imperial heat is very different from going loud when Deathtroopers are already hunting you. The difficulty is systemic rather than slider-based, and honestly that design choice makes the whole experience feel more organic than any Easy/Normal/Hard toggle ever could.