Every human PvE combat venue catalogued — what it pays, what it risks, and which hull to bring
Eight venue types from Nav Beacon to Hazardous RES to high-intensity Conflict Zone, each with its own credit currency, BGS lever, and Powerplay merit flow. Pirate massacre stacking layers on top as a force multiplier. Pick by the currency you need: RES, nav beacons and massacre stacks pay bounties; Conflict Zones pay bonds; and any of them bank Powerplay merits when the system matters to your Power.
8
Venue types catalogued
7
Venue dossiers
20M+
CR / session, high CZ
1 : 1k
Merit per CR of bounty (PP2)
01
Quick-Reference Matrix
Suitability by ship class — Small (Vulture), Medium (Python Mk II), Large (Federal Corvette) — the best combat hull of each class for the venue. Full picks and notes in the dossiers below.
Venue
Pays
Density
Risk
Authority
PP2 Merits
Small
Medium
Large
RES (Low / Std)
Bounties
Medium
Low
Present
On kill
Prime
Overkill
Overkill
RES (High)
Bounties
High
Medium
Present
On kill
Solid
Prime
Solid
RES (Hazardous)
Bounties
High
High
None
On kill
Situational
Prime
Anchor
Conflict Zone
Bonds
Very high
Med–High
None
On kill (PP CZ)
Solid (Lo/Mid)
Prime
Flagship
Ground CZ
Bonds
High
Medium
N/A
On foot
Ships are taxis only
Nav Beacon
Bounties
Low
Low
Present
On kill
Prime (casual)
Overkill
Wasted
Compromised Nav
Bounties
Med–High
High
None
On kill
Solid
Prime
Prime
USS / Threat
Bounties
Variable
Variable
Varies
On kill
Lo-threat
Hi-threat
Hi-threat
02
Resource Extraction Sites
Pays: Bounties
RES · Low / Standard / High / Hazardous
A signal source inside a planetary ring where NPC miners work the rocks and pirates spawn to rob them. You scan ships, find the WANTED ones, and kill them for bounty vouchers. Four intensity tiers escalate target count, ship size, and pirate aggression. System security patrols every tier except Hazardous, where you're alone with the wolves.
Credits
Steady, reliable bounty income — no special system state required, any ringed body with a RES works. Bigger tiers spawn bigger ships (Anacondas, Pythons) worth far more. Highly variable session-to-session: sometimes you drop into a pack of fat Condas, sometimes a ghost town. Fit a Kill Warrant Scanner to multiply each bounty across all factions that want the target.
Rep · BGS
Cash vouchers in at a controlling-faction station to raise reputation and nudge that faction's influence. The same kills feed pirate massacre missions — see Dossier 07.
Powerplay 2.0
In a reinforcement or acquisition system for your Power, merits are awarded on the kill, not the cash-in — roughly 1 merit per 1,000 CR of bounty. A Haz RES with a fast-scan KWS is a clean credits-plus-merits loop.
Fun factor
Low-pressure, "park-and-farm" combat. Excellent for warming up, dialling in a new build, or grinding while half-distracted. Hazardous is the adrenaline tier — genuinely dangerous, no police, real bite.
Agile enough to cherry-pick the wanted target before security poaches the kill, and small enough to disengage instantly. In a Haz RES it gets focused fast — manage aggro, sub-target drives, and bug out early rather than tank a four-ship pile-on.
Tanky enough to anchor a High or Hazardous RES and farm Anacondas indefinitely; G5 Overcharged plant plus corrosive multi-cannons shred armour. Slower to swing onto small darting targets, so let it eat the big ones.
The apex farmer: sits in a Hazardous RES and grinds the fattest bounties solo. Overkill in Low/Std, where it just out-ranges the spawns and waits between kills.
03
Conflict Zones (Space)
Pays: Bonds
CZ · Low / Medium / High Intensity
Spawn in systems flagged War or Civil War. Pick a side at the zone, and everything wearing the wrong colours is a free target — no scanning. Intensity scales the threat and the special objectives: Captains in big engineered ships (kill the FSD to stop them fleeing, or the powerplant for an instant pop), four-strong Spec Ops wings of elite engineered ships, Correspondents to protect or destroy, and at high intensity a chance of a capital ship.
Credits
Combat bonds, redeemed at any station in the system. A low-intensity session runs ~500k; a high-intensity session can clear 5–20M with good gear and skill. Per-ship value is fixed and scales with hull size — prioritise Anacondas, Cutters, Corvettes, Pythons.
Rep · BGS
The strongest BGS lever in the game. Winning zones swings the conflict, builds faction rep fast (engineer rep-gates), and drives Federal / Imperial rank via aligned minor factions.
Powerplay 2.0
Dedicated Power combat zones grant merits on kill. Note they can be buggy (no-spawn relogs) and the ships run tougher than a Haz RES, so merits-per-hour aren't always better — but the combat is denser.
Fun factor
The most intense, densest dogfighting in the game. No admin, no scanning — just sustained combat with friendlies and enemies swirling. Spec Ops wings are a real "oh no" moment. Use Select Highest Threat to inherit a friendly wingman onto your target.
Punches above its weight in low and medium if you fly disciplined — let friendlies soak aggro while you clean up. High intensity is a trap: Spec Ops will delete a small hull that over-commits. Treat it as a skirmisher, not an anchor.
Tank and sustained DPS let it solo Captains and grind Spec Ops at high intensity. SCBs become worth carrying here for the long burns. This is the ship you bring when you want to win a zone, not just farm it.
Owns a high-intensity zone: holds the line against Spec Ops wings and out-trades the toughest Captains. The decisive "win the zone" hull when you want to swing the war, not just bank bonds.
04
Ground Conflict Zones
Pays: Bonds
On-Foot · Odyssey · Frontline Solutions
Infantry battles at settlements in War / Civil War systems. Enter through Frontline Solutions, pick a side, and grind down the enemy's reinforcement points — both teams start at 1,000 and bleed 5 per casualty. Threat tiers scale the difficulty. Combat bonds plus the game's best on-foot material drops.
Credits
Ground bonds scale with threat — low sessions ~500k, high sessions 5–20M with upgraded suit and weapon grades. Re-deploying via Frontline keeps you in the fight after death, so throughput stays high.
Rep · BGS
Same BGS / influence swing as space CZs, plus settlement data you can sell for Powerplay merits. The fastest route to high-grade suit and weapon engineering components.
Powerplay 2.0
On-foot merits and settlement data deliveries count. A change of pace from ship-side merit farming.
Fun factor
A full FPS pivot — great if you enjoy shooters, and a genuine palette-cleanser from cockpit grinding. Completely separate skill tree from flying.
Best ship by class
Not applicable — this is ground combat. Any ship that can land at the settlement is just a taxi to Frontline Solutions; your suit and weapons decide the fight, not your hull. Bring whatever you already fly there.
05
Nav Beacon
Pays: Bounties
System Entry Star · Every Populated System
The navigation beacon sits right at the main star of every populated system. Scanning it reveals all system bodies, and WANTED ships drift through on traffic, so you can bounty-hunt the moment you arrive. Security is present and competes for kills.
Credits
Bounty vouchers, but traffic-dependent and far thinner than a RES — expect lulls. Fine as a casual trickle, not a grind venue.
Rep · BGS
Bounties cash in for faction rep like any other. The free system body-scan is a small cartographic bonus on the side.
Powerplay 2.0
Merits on kill if the system matters to your Power — but low density caps your merits-per-hour.
Fun factor
Zero travel, low pressure, no ring to fly to. The "I just want to shoot something for ten minutes" option.
Right-sized: arrive, scan, pick off stragglers, leave. Its speed makes the thin traffic feel less idle. A cheaper small such as the Viper Mk IV does the job just as well here.
Nothing here justifies undocking the apex hull — the density doesn't feed it.
06
Compromised Nav Beacon
Pays: Bounties
Faction-State Variant · No System Authority
A nav beacon that appears under certain faction states, behaving like an anarchy beacon: target-rich, packed with wanted ships, and crucially no system security to compete with you or pull you out of trouble. High density, high exposure.
Credits
Dense bounties with nobody stealing your kills — every wanted pop is yours. Better CR-per-hour than a standard nav beacon, approaching RES rates without needing a ring.
Rep · BGS
Same bounty-to-rep pipeline; the higher kill rate just accelerates it.
Powerplay 2.0
Strong on-kill merit farming if it's in a system your Power is contesting — and no authority means no clean-kill bookkeeping to worry about.
Fun factor
A spicier nav beacon — the no-backup pressure makes target selection matter. Rewarding when you read the swarm correctly.
Tanky enough to hold the beacon solo and soak a swarm that would overwhelm a small hull. The absence of authority backup is exactly what its hull is for.
Absorbs the no-backup pressure effortlessly and clears the densest packs — overkill on CR-per-hour, but unkillable here.
07
USS / Threat Sites
Pays: Bounties
Unidentified Signal Sources · Ambushes · Distress
Transient signal sources flagged as combat or threat encounters — the threat level roughly indicates difficulty. Pirate ambushes, distress calls, and the natural home of most pirate massacre mission targets. One-and-done: you clear it, it's gone.
Credits
Bounties on wanted kills, but the real value is as the delivery vehicle for massacre missions (Dossier 07). On their own, returns are streaky.
Rep · BGS
Mission-driven — the rep comes from the massacre contracts you're completing, not the signal source itself.
Powerplay 2.0
On-kill merits apply in relevant systems; pairs well with stacked Power-aligned massacre missions.
Fun factor
Variety and surprise — you don't always know what you're dropping into until the instance loads. The ambush flavour keeps it tense.
Overmatches all but the nastiest threat tiers; brings certainty to a blind drop where you can't scout first.
08
Pirate Massacre Stacking
Pays: Bounty + Mission
Meta-Activity · Mission Board + RES / USS
Not a venue but a force multiplier layered on top of one. Collect a stack of "kill N pirates" massacre missions from multiple minor factions at a hub station, fly to the shared target system, and grind kills at its RES or threat USS. Every qualifying kill ticks multiple missions at once and still pays the raw bounty.
Credits
The highest CR-per-kill in PvE: bounty + several mission payouts + (in a Power system) merits, all from one trigger pull. This — not raw RES hunting — is the fast lane.
Rep · BGS
Each completed contract boosts its issuing faction's rep and influence simultaneously. Stack across factions in one hub to spread the gains.
Powerplay 2.0
Run the stack through a system your Power contests and every qualifying kill banks merits alongside the bounty and the mission payouts — bounty, several missions, and merits from one trigger pull.
Fun factor
The satisfying "everything counts" loop — one kill, three progress bars tick, the bounty rolls in. Pure efficiency dopamine.
Clears the heaviest massacre spawns fastest; pair it with a Kill Warrant Scanner to multiply every voucher on the same kills.
09
Powerplay 2.0 — Reading the Merit Layer
The single biggest shift from the old system: for bounty hunting, you earn merits the moment a ship dies, not when you redeem the voucher — at roughly 1 merit per 1,000 CR of bounty. That changes which venue is "best" depending on where the system sits relative to your Power.
Reinforcement / acquisition systems: killing wanted ships earns merits directly. In reinforcement systems you can even kill clean ships without consequence; in acquisition or undermining systems that's illegal and earns a bounty but no merits.
Undermining systems: only kills against ships of the controlling enemy Power grant merits.
Power combat zones: merits on kill — denser combat, tougher ships, occasionally buggy spawns. Worth it for the fight more than the raw rate.
Decay: reinforcement systems above 25% progress decay weekly, counted as undermining points. Don't over-invest in one already-secure system.
Net: if you pledge a Power, route your existing RES / nav-beacon / massacre grind through systems your Power is contesting and the same kills that earn credits and rep also bank merits toward module unlocks. Zero extra effort, three currencies.
10
Sources
Figures on this page are verified against the sources below.