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

Discover Star Wars Outlaws planets, factions, ships, gear, and mission guides in this comprehensive wiki reference. Get key stats, tips, and strategies.

Look, I've been neck deep in Star Wars Outlaws since launch and I'm gonna say something that might annoy some people. The planets are the real star of this game. Not the heist plot, not the syndicate drama, not even Kay. The environments Massive Entertainment built feel more lived-in than any Star Wars game I've played since Knights of the Old Republic. And I don't say that lightly. Toshara is your starting zone and it's actually the most interesting planet Massive has ever designed, partly because they invented it from scratch. It's a moon orbiting a gas giant, with these massive windswept plains and rock formations that look like something between the American southwest and an alien savanna. The main settlement is Mirogana, a port city that feels cramped and busy in exactly the way a frontier trading hub should. From there the planet splits into three zones. The Divide is where the outlaws hang out, full of cantinas and underground contacts. The Scar is wilderness, dangerous and beautiful, with crashed starships half buried in the dust. I spent way too much time on Toshara just riding my speeder through the canyons, finding caves with loot I didn't need yet and terminals I couldn't hack. The planet teaches you the game without feeling like a tutorial, which is a trick most open world games can't pull off. Akiva is jungle. Thick, humid, full of Clone Wars wreckage. Separatist droid factories from decades ago litter the landscape and the atmosphere is oppressive in the best way. Imperial presence here is heavy. You'll spend a lot of time crawling through underbrush trying to avoid patrols. The main city, Myrra, runs a black market for rare blaster components and if you're building a combat-focused Kay you'll be making regular stops here. Kijimi you probably know from Rise of Skywalker. It's cold. Really cold. The Ashiga Clan controls everything here, and they're this insectoid species Massive created for the game, all shell and compound eyes and unsettling politeness. The streets are narrow and vertical, which makes for great rooftop traversal but also means you can get cornered fast if things go wrong. Temperature is an actual mechanic here. Stay outside too long without thermal gear and your health regeneration slows way down. The Frostbane armor set is almost mandatory for the later Kijimi missions. Cantonica is the casino world. Canto Bight looks exactly like it did in The Last Jedi, all glitter and corruption. What's different in this era, three years after the Battle of Hoth, is that the syndicates have carved the place up into unofficial territories. The Pykes run the casino floors. Crimson Dawn works the back alleys. The Hutts handle gambling and side bets. It's technically neutral ground so nobody shoots on sight, but reputations follow you here and bad standing with a faction means their vendors won't deal with you. Tatooine rounds out the main planet list. Mos Eisley is the hub but the game focuses on the outskirts, the Dune Sea and Jabba's Palace territory. Sandstorms reduce visibility to almost nothing and Tusken Raiders patrol the canyons. You can find podracing side activities if you look hard enough. The ship situation is straightforward. You get the Trailblazer, a YT-series light freighter similar to the Millennium Falcon but smaller and more beat up. It starts with two weak laser cannons, standard shields, and a Class 2 hyperdrive. Upgrade slots are four for weapons, three for shields, two for engines, and one for hyperdrive. You cannot own multiple ships, though certain missions let you temporarily fly Imperial shuttles or syndicate fighters with fixed loadouts. The best engine upgrade is called the Raptor class and it boosts speed by nearly half, but you're looking at north of ten thousand credits for it. Gear revolves around your blaster mostly. Three key mods matter early on. The power cell boosts damage but slows fire rate, which is a tradeoff that honestly favors patient shooters. The scope adds zoom for headshots. The silencer cuts detection range in half, and I'd argue this is the single most important mod in the game for anyone who doesn't want to fight every stormtrooper they see. Gadgets fill out the rest: grappling hook for traversal, ion slicer for hacking terminals and disabling droids, smoke bombs for escapes. One detail I wish I'd known sooner: each planet has faction disguise outfits. Put on Pyke gear on Toshara and you can walk past most guards. Attack anyone though and the disguise breaks instantly. The Scoundrel's Vest you find on Akiva gives a speed boost while crouched, and combining that with a silenced blaster makes stealth missions almost unfair. Mission structure splits into main story, faction contracts, and open world events. The main quest line has branching choices that affect the final act. Faction contracts are repeatable and come in types: delivery runs that fail if you get scanned, sabotage jobs with timers, and assassination contracts that go bad the moment alarms sound. Open world stuff respawns every half hour or so, speeder races, Imperial checkpoints, probe droids with loot, that kind of thing. You can travel between planets freely once the hyperdrive is fixed after the Toshara prologue. No New Game Plus as of the current patch, though free roam continues after the credits roll and all your gear carries over. Maxing reputation with one faction unlocks a special mission and a legendary blaster mod, but expect the rival syndicates to notice your loyalties and react accordingly. I gotta mention the Kessel Sabacc because it's the kind of side activity that could have been throwaway but isn't. It's a card game unique to the Star Wars underworld and the rules are just complex enough to be interesting without being overwhelming. You can play against NPCs on Cantonica mostly, but there are games scattered across every planet. Winning streaks improve your Hutt reputation. Losing streaks drain your credits fast. There's a whole meta around reading opponents and knowing when to fold that honestly I ignored for my first ten hours and regretted once I realized how many credits I'd left on the table. The Wild Card DLC builds a whole story around a rigged Kessel Sabacc tournament and it's some of the best writing in the game.