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The setting
History & Game Rules
Earth is no longer a memory anyone can trust. In 3624, humanity lives among scattered sectors whose cultures grew apart for centuries before Warpzones brought them back into contact.
Political map
Factions and politics
Four powers shape known space, each with its own answer to the same question: how should humanity survive now that the sectors are connected again? Their influence follows the routes, but captains still choose whom they trust.
Starting profiles
Player templates
A player template gives a new captain a direction, not a permanent class. It provides a starter ship, a fitted loadout, and a few trained skills; everything after that grows through play.
Progression
Skills & progression
Skills grow through use. Early levels already make a visible difference, while the road to 100 keeps rewarding captains who commit to a role.
Engagements
Combat
A fight is a chain of readable checks: distance, visibility, accuracy, dodge, damage, shields, and a possible counterattack.
Resource flow
Gathering
Mining starts with the tool fitted to the ship. The module rolls the yield, then the ship subtype and sector rules decide what the captain actually receives.
Production
Industry
Industry turns gathered resources into materials, modules, and ships. A job begins once the requirements are met, then the ship's production queue handles the work over time.
Equipment
Modules
A hull provides the frame; modules give it a purpose. The same ship can become a fighter, miner, scout, hauler, or support vessel depending on what fills its available slots.
Interface
HUD & interfaces
The interface keeps the current ship and the next useful action in view. Detailed windows for cargo, communication, objectives, groups, and navigation open only when they are needed.