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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.

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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.

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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.

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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.

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Engagements

Combat

A fight is a chain of readable checks: distance, visibility, accuracy, dodge, damage, shields, and a possible counterattack.

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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.

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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.

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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.

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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.

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