Star Wars Outlaws Wiki: Complete Planets, Factions, Ships & Gear Guide

Master Star Wars Outlaws with our wiki. Explore all planets, factions, ships, gear, and mission guides. Updated tips from a seasoned smuggler.

Took me about fifty hours of playtime to feel like I actually understood how the syndicates work in this game. Not the surface level reputation stuff. The deeper patterns. Who actually runs what territory. Who you can safely cross and who will make your life miserable for the rest of the campaign. So here's what I wish someone had told me before I started. Crimson Dawn is Qi'ra's operation and it's the most interesting faction in the game from a writing standpoint. She runs things from the shadows, trading in information and rare artifacts rather than raw spice tonnage. If you're playing stealth, these are your people. They reward quiet work, infiltration, intelligence gathering. Their reputation perks include access to exclusive smuggling routes that cut travel time significantly, and their vendors stock blaster mods you literally cannot find anywhere else. But betraying them costs you hard. Cross Crimson Dawn and every vendor in their territory jacks prices by half. The Pyke Syndicate is more straightforward. They control spice from Kessel through Toshara and Kijimi, and they think in terms of profit margins. They're predictable, which makes them useful. Do a job, get paid. Betray them, expect bounty hunters. Their reputation rewards lean toward practical stuff: discounts on illegal tech, access to restricted markets, safe passage through their territory. Early game, the Pykes are the easiest faction to build rep with because Toshara is loaded with their missions. The Hutt Cartel runs Tatooine and the gambling operations on Cantonica. I found them the hardest to keep happy because their missions tend toward bounty hunting and high stakes sabacc, and if you're not built for combat those bounty contracts get expensive in medpacks. Their best perk is extra cargo space on your ship, which honestly is more useful than it sounds when you're juggling loot from three planets. But low Hutt rep locks you out of gambling entirely and sends ships after you in orbit. The Ashiga Clan on Kijimi is the wild card. They're a hive species, insectoid, and their internal politics are opaque in a way that makes them hard to predict. They specialize in tech mods, espionage gear, and stealth equipment. Their reputation path rewards perfect stealth missions, no alarms, no bodies discovered. If you can pull that off consistently, the Ashiga gear is some of the best in the game. Their stealth cloak gives a full minute of near invisibility, but it burns out after one use. Planet wise, the five locations each serve a different purpose in the game's flow. Toshara is your tutorial zone disguised as a frontier moon. Mirogana is the main hub, The Divide is the outlaw quarter, and The Scar is wilderness with excellent loot caves if you explore thoroughly. Akiva is jungle and Imperial occupation, heavy on combat if you get spotted, so bring your silenced blaster. Kijimi is vertical, cold, and controlled by the Ashiga Clan, with temperature mechanics that actually matter. Cantonica and Canto Bight are neutral ground for gambling and high stakes theft. Tatooine is desert, Mos Eisley, Jabba's Palace, Tusken Raiders, podracing side content. The Trailblazer starts weak. Two laser cannons, standard shields, Class 2 hyperdrive. It gets better but it costs. Four weapon upgrade slots, three shield, two engine, one hyperdrive. The Raptor engine class is the late game speed boost but it runs north of ten thousand credits. The stealth module is a separate upgrade that lets you run silent for thirty seconds in space, which makes smuggling missions dramatically easier. I prioritized shield upgrades first and I stand by that choice. In the early space battles you can't outrun TIE fighters, you just have to tank their shots long enough to jump. The Ion Accelerator from the Pyke vendor on Akiva disables enemy ships in a fraction of the shots base weapons need. Once you have that and decent shields, space combat shifts from terrifying to manageable. Mission types break down into three buckets. Main story quests are linear but with branching choices that affect the ending. Faction contracts are repeatable and come in delivery, sabotage, and assassination varieties, each with different fail conditions. Open world events respawn periodically and include speeder races, Imperial checkpoints, salvageable probe droids, and random encounters with syndicate patrols. If you're wondering whether to focus on one faction or spread your rep around, the honest answer is that the game punishes you either way. Focus on one or two and the others become hostile. Spread it around and you never unlock the top tier reputation rewards. The best gear in the game is locked behind high faction standing. You have to choose who to alienate. I went Crimson Dawn and Ashiga Clan on my first run and I don't regret it, but I definitely missed out on some Pyke exclusive ship parts that would have made the late game space sequences less painful. Let me talk about the Imperial wanted system for a minute because it interacts with faction reputation in ways that aren't obvious at first. When your Imperial heat is high, you get scanned more often at checkpoints and spaceports. If you're carrying contraband during a scan, you get flagged, heat goes up, and suddenly you're in a firefight. But here's the thing: certain factions offer ways to reduce Imperial heat. The Pykes can bribe Imperial officers on your behalf if your rep with them is high enough. The Ashiga Clan sells forged transit documents that let you skip scans entirely. Crimson Dawn sometimes offers missions that reduce Imperial patrol presence in specific sectors. The Hutts don't help with the Empire at all, they just want you to gamble. I also want to mention the speeder. It's easy to ignore speeder upgrades because they seem cosmetic or minor, but the handling improvements from Tatooine and Akiva vendors actually matter. Sandstorm tires from Akiva improve control on loose terrain by a significant margin, which makes escaping from patrols way less frustrating. The Turbo Boost upgrade is a three second burst with a long cooldown, but if you time it right during a chase it's the difference between escape and a firefight you didn't want. Speeders also have a cargo capacity upgrade that's separate from your ship, which matters for open world loot farming on a single planet before returning to the Trailblazer.