Star Dust: Reloaded + Unofficial DLC

Original by StardustAnon & Bob Grue

interactive by IndoTort

Well, you've finally made it. After a long trip across the stars, you've arrived at the ever-popular Stardust Space Station; a massive 100 square-kilometre hunk of metal orbiting a deadbeat planet. Pirate and Federation goons alike abide by the station's cease-fire rules, and since this station is situated in quite literally the centre of civilized space, you can find all types of people here. You're here to start your galactic quest (whatever that is), and to do that you will need a ship. You might even buy multiple, plus a ship crew, your ship's weapons... you might need a calculator for this. Secretively, you pull up your holographic wallet and check to make sure that-yep, you can buy a ship.

Lore

Ship Supremacy

a destroyer can blockade a defenseless planet forever until relieved

a fleet can blockade a defenseless system forever until relieved

a single destroyer can glass a habitable planet given the planet's defenseless and there is enough ammunition

Cost of a Ship

A dreadnought costs the annual GDP of IRL Earth(2025), assuming Earth have all the necessary materials, manpower, technology, knowhow and machinery.

Repairing ships is cheaper and easier, especially if you have an intact hull.

The poorest planet in Stardust exceeded the GDP of IRL Earth 2025 by 10x.

Credits

Each planet have their own currency, but if they want to trade with other planets or transact across systems, they use Credits.

Credits (aka Dust) is a futuristic cryptocurrency that allows absolutely fair, scam-free, untraceable trade. Everyone accepts credits, regardless of origin.

Wealth

100 million credits = the wealth of a typical non-Luos businessman, top 0.1% richest person in a non-Luos planet

1 billion credits = the wealth of a typical Luos 'middle class', top 0.1% in a non-Luos system.

At its height, the richest Luos citizen had a net worth of 1 trillion credits and the largest corporation in the Luos Syndicate had a market cap of 300 trillion credits.

FTL Travel

Most ships travel at relativistic speeds in vacuum, and use warp drives to achieve FTL speeds.

How Warp Drives work: when a ship activates its Warp Drive, it will enter the nearest Dark River, a Calabi-Yau manifold between two systems, and exit at the end of the River.

The activation takes a minute, obvious, and detectable. No better warp drive exists.

Dark River

The entry/exit point of a River is anywhere within a 1LY omni-radius from a known system's center. The ship(s) decides where.

Matter cannot exist inside a Dark River without Warp Drives (so no Dark River battles). Incoming matter cannot displace matter at the exit point. Space expands temporarily to accomodate incoming matter.

Time does not flow in a Dark River, ships passing through Dark Rivers can't perceive anything, they just appear instantaneously on the other side.

Space

Known Space: sectors that have at least 1 Dark River mapped

Unknown/Dark Space: sectors that don't have or known to have a Dark River

Dead Space: sectors without any celestial bodies, ergo no Dark River

Gameplay

Frame Resources, Credits, and Required Crew must go to zero because that's how military budget works!

Do things in order to avoid bugs and follow the rules!

Hover on each image to see the bibliography. The format is [image title]-[author]-[source]

You
Your Fleet
Your Crew
Contracts
Summary

You

You can't afford a ship, so a sponsor funded your ship purchase, strings attached of course. Little did they know, you earned additional credits from secret deals, titles, and advantages. Though you were monitored, brainwashed, scanned and tested hundreds of times from birth, you are somehow much stronger than your sponsor realize.
How'd you get the money?
Sponsor
Origins
Apocalypse Program
Titles

How'd you get the Money?

On top of your paltry salary, you somehow made money on the side. How did you make it?

Gambling

gain: 100 million

You gambled your sister's college fund and won 100 million credits!

Theft

gain: 200 million

You stole mithril ores from a sizeable corporation! You're sure they won't notice.

Must choose Federation civilian as hostile.

Investment

gain: 250 million

You invested some credits at 12 years old, gaining a CAGR of 24% for 20 years.

Must choose Luos Syndicate as friendly.

Retirement Fund

gain: 150 million

You worked for your sponsor for 20 years, eating goop and saving every penny. Now you have a sizeable 401K that you can liquedate.

Gain mercantile skill free.

Sponsorship Scam

gain: both sponsor's credits

You somehow tricked two factions to sponsor you. Hope they don't discover your treachery later!

Choose 2 sponsors and gain both benefits and drawbacks.

Sponsor

Due to the vastness of space and Special Relativity, it is hard to control fleets or captains. An order relayed from the capital a century ago may reach the furthest planet today. Thus, the best empires can do is entrust autonomy to each fleet and hope to God the captains stay loyal. You have lived with or did assignments for your sponsor. In exchange for their patronage, they expect you to do their bidding and destroy their enemies. You may choose one origin which will largely determine your standings and who sponsored you for the ship.

Federation Navy

gain: 311 million
Hostiles: Red Daggers, Talons, Luos Syndicate

The venerable Federation Navy is the largest military space armada in the civilized galaxy. Consisting of many thousands of ships across many hundreds of branches, there is simply no force capable going toe-to-toe with them. Granted, with such a big sovereignty, the Navy is oftentimes spread thin, mobilizing as one only for extreme circumstances. Training to be a part of the Navy is extensive, thorough and disciplined, but it's known to reward many benefits... if sailing across the stars in some of the best tech around isn't enough, that is.

+6m off of Federation Navy hull prices

Federation Special Forces

gain: 532.6 million
Hostiles: Red Daggers, Talons, Luos Syndicate

Amidst the Federation's military might are its veritable spec ops programs, and there are many to choose from. Everything from solving internal strife to deploying in the outer-rim systems where piracy is large is inclusive; your stay won't be boring. However, your identity is often concealed, your social life often thrown out the window, and you won't really have many people to talk to other than your brothers and sisters of the forces. To some, that's worth it for a handful of the best skills in the galaxy

+4m off of Triglav and Federation Navy hull prices

Federation Civillian

gain: 300 million
Hostiles: Red Daggers

Not from the military? No problem! Renowned Federation schools like Rosette University or the University of Arcadia don't offer pilot training without a reason, and that's just two of potentially thousands. Space- faring might be expensive to most people, but all it takes is a good set of skills and a healthy amount of credits to find yourself out of the atmos- phere. Many from the Federation venture out almost aimlessly, often finding themselves a part of different factions. In fact, that's how many of these factions were born.

50% off of all skills

Blackhawk Elite

gain: 500 million
Hostiles: Red Daggers, Talons, Luos Syndicate

As a collective of many mercenary groups, the Blackhawk Elites are known as some of the most elite mercenaries out there. They spend most of their time out in the outer rims, providing protection to those out of the Federation's protective reach and need it. They come into contact with bandits and pirates alike often, but that's the life that the Black- hawks strive for. Their society is highly militaristic, focused on bleeding discipline into its members because that's the type of mindset they need.

+6m off of Blackhawk Elite hull prices, +1m off all 'operator' crew

Red Dagger Pirates

gain: 333 million
Hostiles: Federation, Blackhawk Elite

The Red Dagger Pirates are more of a coalition of several pirate groups spanning across the entirety of the civilized galaxy. While each group or gang more or less operate independently, they all generally have good standing with each other and can collaborate when needed. When it comes time for large scale conflict, they have a surprising ability to unite and mobilize almost as a make-shift military group fairly quickly. They've established a surprisingly efficient production line and have massive networks of shipyards across the outer rims.

+6m off of Red Dagger Pirates hull prices

Luos Syndicate

gain: 1 billion
Hostiles: Federation, Blackhawk Elite

It has all come tumbling down for the Syndicate. A once large collective wealthy and powerful corporations, now crumbled and bombarded to dust by the recent Federation and Blackhawk galaxy-wide assault. Originally founded under the best of intentions while even establishing a big sovereignty and culture, corruption soon ran rampant, and the Syndi- cate found itself the centre of many shady trades. While not all of its members were inherently bad, all of its surviving corps and groups split, mainly between the feuding "Core" and "Outer" rings of organizations.

+4m off of Talon, Red Dagger, and Luos Syndicate hull prices

Talons

gain: 777 million
Hostiles: Federation, Blackhawk Elite

Not much is known about the Talons to other factions, but they tend to operate within their own unknown purpose. Initially labeled as a pirate group by the Federation, the Talons are known to employ some of the greatest skilled individuals in the galaxy. They are known for their notori- ous reputation of a classy but skilled and intelligent touch. Unlike other 'pirate' groups, the Talons bolster technology that could rival the likes of the Blackhawks and Federation Spec Ops. A Talon appearance is rare and surprising, and often an indicator that something's going down.

+6m off of Talon hull prices, +1m off non-hostile crew

Society of Dustkeepers

gain: 640 million
Hostiles: None

"Dustkeeper" is more of a title than a faction. However, if you ever find yourself spelunking the depths of space in search of adventure and fortune on your lonesome, you'll also find yourself talking with others like yourself very often. Whether it's for the thrill of finding things never seen before or for the heaps of credits that ancient Herald artifacts can bring you, to others, it's all the same; you're a Dustkeeper. Maybe you travel alone, or maybe you travel with a band of like-minded people. Your purpose is seldom spoken, even if you get asked about it a lot.

+1m off of weapons tier 2 or higher

Gazers

gain: 0

The Gazers are a myth. They don't exist!

FREE spells, +4m off of Blackhawk Elite, Talon, and Triglav hull prices

IO Security

gain: 400 million
Hostiles: Hammerhead Industries

A group of anonymous hackers stole billions from every bank in the galaxy, known as the 'Eat the Rich' hack. The next day, a fleet of autonomous ships attacked Hammerhead's homeworld, though they were swiftly defeated, the boarding crew found not a single soul on board. Some say IO is a super AI, some say they are disgruntled leftists. Nevertheless, they are actively recruiting people on the Dark Web.

+2m off of all electronic warfare cost to a min. of 100k

Hammerhead Industries

gain: 800 million
Hostiles: IO Security

As the largest hardware manufacturer in the galaxy, Hammerhead Industries have established their own colonies that are home to a lot of productive and skilled individuals. This multi-trillion credit company produces many much-needed mechanics and engineers for the ever expanding industry of space faring and exploration. Their ships are everywhere, used by civilians, security groups, PMCs, and bandits alike. Show your skills as a down and dirty soot-lover and it won't be hard to strike gold in the industry world.

+1m off to all rooms

Beatrice R&D

gain: 320 million

Easily the most renowned scientific research company, Beatrice R&D is one of the reasons that space colonization has become a thing. Full of brilliant minds that spearhead the advancement of sciences, they've become so efficient at space exploration and terraforming that they have become self-sustaining colony on their own. After earning their independence from the Federation, Beatrice R&D continues to earn its respect from all entities. If not for their passive nature, then for their promise for taking humanity into new age upon new age.

+1m off of all drones and industrial equipment to a minimum of 1m cost

No Sponsor

gain: 150 million
Hostiles: none

Perhaps you want to have your own origins. How did you inherit the millions of credits? Who are your friends, and who are your enemies? You can choose what alignment you wish. This is your adventure, so make it your own.

+3m off of all ships

Starting Location

The known galaxy is approximately 200,000 LY across with 50 billion stars and planets, 50 thousand habitable systems, 5,000 earth-like planets but only 124 Known Systems. So, where did you grow up?

New Terra

tax: 50 million

The crown jewel of the Federation, New Terra is what's considered as the 'core' of the sovereignty. While it contains some of the most important people to the Federation, it is also considered to be the safest place in the entire galaxy. Wealth prospers here, and provides ample opportunity to those seeking it. Pay tax if you're not hostile

Arcadia

Situated in the 'galactic far east' of the Federation, Arcadia is both loyal and yet distant to New Terra and its influence. It's much more modest and is a lot more approachable to outside entities willing to trade. It has three space stations orbiting different planets,

Laporte

tax: 25 million

Laporte is less of a trade hub and more of a cargo gathering of freighters ferrying goods to and from New Terra. It has one station orbiting the single civillized planet, and is open to the public for trade. With all of the mass of products available, prices are fairly desirable here.

Dellsin

tax: 25 million

Dellsin is considered to be within the 'outer reaches' of the Federation, and like Arcadia, it sees a great mix of people coming and going. It is surrounded by several star systems in which planets are civillized with great urban cities.

Wayward

gain: 50 million

At the back of the Federation is Wayward, the Federation's top industry system that provides ore for almost half of the galactic nation. The surrounding systems are dotted with a network of ore-rich mining facilities with an almost endless supply. Wayward is home to some of the Federation's most prevalent corporations of industry.

Capitolus

Capitolus sees a lot more solitude than the other trade hub systems of the Federation. It's dubbed as the "Centre of Knowledge", a gathering of the civilized galaxy's most brilliant minds. Top research and development firms such as Beatrice R&D and Pulsar Inc. trace their roots to this system.

Archer

gain: 50 million

As the Federation's top military staging system, Archer houses the largest legions of the Federation Navy Armada-the strongest mili- tary power in the civilized galaxy. It has access to many routes that give them the leverage to insert almost anywhere in the outer rims. Gain credits if hostile to Federation

Ysgard

tax: 50 million

Facing constant threats from powerful pirate organizations where the Federation was not as present, groups like the Black- hawk Elite arose. Ysgard was the first system that became the Blackhawk Elite's growing sovereignty, and as they drove pirate influence out, the Blackhawks captured more. Ysgard and the surrounding systems acted as a powerful shield for the Federation against the growing threat of the time that was the Luos Syndicate.

Ragnarok

gain: 50 million

Seeking to take their righteousness further into dangerous territory, the Blackhawk Elites established Ragnarök, their second stronghold system. For decades, the Blackhawks defended Ragnarok fiercely, and through lots of blood, sweat, and tears, used Ragnarök's leverage to push far into pirate territory.

Valhalla

gain: 50 million

The Blackhawk Elite were unstoppable and shredded through their enemies with ease... until they came upon the Talons. Matching them in power, the Blackhawks were stalled and thus were forced to settle down in Valhalla. Even after the Pirate Coalition War where much Blackhawk territory was lost and after the fall of the Luos Syndicate, Valhalla and Ragnarök remain defended with unbreakable, iron might.

Talon Prime

gain: 50 million

Only the Talons know the true origins of how they came to be, but the notorious, high-class society held their small sovereignty for a very long time, long before they were first discovered by the Blackhawk Elite. Talon Prime is everything opposite of what you would expect of an outer-ring nation; it's clean, it's professional, and it's pleasant to live in.

It's often said that the Talons have a sense of humour despite their professional appearance-they still, somehow, retain their outer-rim mentality and like to pick on those who take themselves too seriously.

Zona

gain: 50 million

The source of the Talon power is in all of which are open to the public. Their access to valuable, high-grade ore, and Zona is abundant in this, on top of being of a rare breed of star systems in which a planet is habitable. Using technology likely stolen from the Federation and possibly Pulsar Inc., the Talons are able to self-sustain their small sovereignty with surprising efficiency.

Ten Cred

gain: 50 million

Despite being one of the (former) smaller pirate groups, the Red Daggers are also one of the oldest. After the Pirate Coalition War with star systems the Blackhawks and the fall of the Luos Syndicate, they've become a prevelant power. And ever since their first of thousands of heists against neighboring powers, Ten Cred has been the Red Dagger's home system. It's also a very active trade system for inter relations between gangs and for powers they don't entirely hate.

Las Stop

gain: 50 million

When the Lastop system was first scouted out by the Talons, the Red Daggers were surprised to find that they were offered it in return of having a trade deal with them. It seemed that the Talons had no interest in expanding territory, but the Red Daggers took it without hesitating, and has since become a very powerful asset and ally. Lastop is rich in the much-needed common ores, and the Talons and Red Daggers have taken advantage of it.

Detritus

gain: 50 million

The Federation has plenty of virtues, but some groups have failed to see them within the galactic nation. The rising threats from pirate groups caused uprising in the outer Federation systems; where was the Navy when they were most needed? Detritus was the second system to claim separatism from the Federation, having been long fed up with the incompetency.

And to make matters worse, the Federation simply dismissed the claim and labeled them as a "pirate group", along with the Exodus system. Being left they've to fend for themselves, held out against bandits and pirates using guerilla tactics and make-shift hardware.

Exodus

gain: 50 million

Though not having been under as much threat from bandits as Detritus has, Exodus was the first to claim separatism from the Federation. Having started out as a simple mining colony, resources were limited and were only ferried in small amounts from Wayward. Despite Exodus' calls for increased support, they went unanswered and began to establish the colony as their own, starting agricultural projects with what they had. Soon they became self-sustaining, but when support from the Federation finally cut off, they ended up not caring anymore.

Haven

gain: 50 million

Much of the once powerful Luos Syndicate now lies in ruin. Thousands of tons of twisted metal litter the entire Syndicate space from destroyed warships to unservicable space stations. Pirate and Federation activity is still rampant after the Syndicate's fall, and unrest is evident throughout the many remaining cities. Haven was the Syndicate capital, and it was also bombarded the most by the Federation and mercenary armada.

Although Haven was largely considered the centre of the Core Ring corporations, it was bitter irony to them that the last vestiges of the Luos armada that defended the system were made up of their Outer Ring counterparts; groups that they didn't see eye-to-eye with. At this point in the war, most of the companies in the Syndicate forces were either routed or just deserted completely.

Olympus

gain: 50 million

Several years after the Pirate Coalition War, the Blackhawk Elite and Federation fought back. With an armada spanning several thousand ships including nearly sixty dreadnoughts, the Navy-led assault took them to the three entry-systems of the Luos Syndicate: Olympus, Elysium and Solar- la. The Syndicate had prepared but despite their power, could not withstand their might. They held for a mere four days before being forced to retreat. Elysium saw the heaviest of the fights, but was also the last to fall.

Erebus

gain: 50 million

Erebus was home to many of the Syndicate's Outer Ring corporations, such as the industrious Reibar manufacturing company or the venerable Cerberus Legion. Living conditions here were a stark contrast to Haven; it was a much harsher environment stricken with a more rustic atmosphere. Strange enough, the people were friendlier, and it's likely that the inhabitants here were the original founders of the Syndicate who envisioned a prosperous nation.

A mercenary coalition led by the Blackhawk Elites had planned a back-door attack from Valhalla and it was at Erebus where they entered the Syndicate. Unfortunately for them, however, they were met not by Syndicate forces but by Talons and Red Daggers in an ingenious ambush; almost half of the fleet was decimated by pre-aimed anti-matter cannon blasts as they landed in the system, predicted to the tee by Talon spies. The mercenary fleet was forced to flee, but so were the Talons and Red Daggers after they had heard that the Syndicate defence had failed up at the 'galactic north'. Rumors spread that both groups left due to other reasons, but neither elected to comment.

Abyss

gain: 50 million

After the devastating Luos defeat at Olympus, Elysium and Solaria, the Federation forces tore through the remaining systems like a plague. Cities were bombarded to submission and Syndicate fleets were outnumbered and shredded apart by relentless firepower. The remaining Syndicate forces gathered at Abyss for a final defence led by Ise Ley'is, who was one of the only remaining Syndicate commanders that wasn't missing or had abandoned the Syndicate as a whole. Under valiant and ruthless leadership, she and the remaining Syndicate forces defended the system for two months before attrition burned them out. No ship was spared, and the few thousand surviving souls of an armada of nearly two million fled to Haven.

Star Dust

gain: 50 million

Star Dust system is a very, very popular system for all factions. Namely, for the Stardust Space Station that orbits a barren planet With such leverage for all corners of the civilized galaxy, trade is rampant here, and you could find almost anything. The massive station attracts some of the most curious people who often bring rare things like Herald artifacts, or even entire Herald ships. Under a silent agreement of pirate organizations and even the Federation, the Star Dust system is one of the few places to be left out of conflicts. Groups have tried, but the system has a very strong militia funded by the wealthy station owners.

BR-5RB

gain: 50 million

During the long, tedious and fierce Pirate Coalition War, it was at BR-5RB where the Blackhawk Elite suffered their first major defeat. Bringing nearly twenty dreadnoughts and many battleships, they left the field with almost none left. It was through utilizing much quicker swarms of destroyers and cruisers that the pirates overwhelmed the Blackhawks.

DL7-2E

gain: 50 million

After BR-5RB, the Blackhawk Elite staged another defence here, but morale was devastated and their might was stricken. They put up little to no resistance, and fled. Mjölnir was abandoned, and the Blackhawks fortified at their other two staging systems before the Pirate Coalition declared a victory.

Crown Forge

gain: 50 million

After the Pirate Coalition War, the pirates who settled at Mjölnir named themselves the Fire Legion and began to raise hostilities against their former allies, the Red Daggers. The Crown and Forge systems are both witnesses to some of the most violent encounters that have been escalating throughout the years between the Legion, the Red Daggers, and Blackhawk Elites. Full out war seems to be brewing again, and sides are going to be taken.

Clover Region

gain: 50 million

In between the Blackhawk Elite's Valhalla sovereignty and the Talon sovereignty is a scant four systems that link the two powers. Silent and unseen from the rest of the civilized galaxy is a constant demonstration of might and tact, neither side ever getting an advantage over the other. When one side gets a victory, they lose the next encounter. It's gotten so bad that the two sides have silently agreed to wave their pride at each other in the form of 'wargames' instead of blowing each other into oblivion (most of the time), and fights have often turned into conflicting opinions and name-calling. They hate each other. A lot.

Mjolnir

gain: 50 million

For many decades, Ragnarök, Mjölnir and Valhalla were unbreakable, until the pirates formed a coalition led by the Luos Core Ring and began a full out assault. After the devastating Blackhawk losses at BR-5RB and DL7-2E, they were forced to abandon Mjölnir, and a part of the pirate coalition took over the region. Ever since, they have almost always kept to themselves, despite the collaboration with the Luos Syndicate and the Red Daggers. They called themselves the Fire Legion.

It was not until recently when they began raising hostilities with the Red Daggers and even the Blackhawk Elites, their skirmishes growing more and more violent. As of late, the Blackhawks have responded by setting up strong blockades across the region of space surrounding the Fire Legion. Meanwhile, the rest of the galaxy has resorted to watching with anxious curiosity.

Rumors are spreading that this all has to do with the Heralds, but even more ominous rumors suggest about something called the Harbinger. Others say it has something to do with mana energy. Either way, those on the front lines claim that the Legion can hardly be claimed as human anymore.

Prion

gain: 50 million

Pulsar Incorporated started out as a research and development company in the Federation, but after striking gold at Prion, they became one of the civilized galaxy's most prevalent industrial companies. The surrounding systems are rich with high-grade ore and allowed the company to establish the region as their own. Prion is one of the more popular systems, being a dependent source of high-grade metals for many differnt parties.

Bastion

gain: 50 million

Very similar to Pulsar Inc., Beatrice Research and Development start- ed off as a pursuit for exploration, terraforming and research. Many of the accesssible systems in the civilized galaxy are thanks to the technology developed by Beatrice, and they have since established their own few systems as a base of operations. Bastion is fitted with some of the most advanced tech- nology ever built by humanity, and with an endless amount of stars within human reach, Beatrice continues to lead the charge into the unknown universe.

Synchordia

gain: 50 million

Unlike Beatrice R&D and Pulsar Inc, Hammerhead Industries was an industrious company from its roots. Inspired by the success of Pulsar, Hammerhead industries, one of the lead manufacturers of ships and vehicles in the Federa- tion already, funded their own expedition across the galaxy. It was at Synchordia where they struck their own gold mine and established a strong, industrious fortress. They began mass producing ships ever since, and have become the most used ship hull brand for pilots across the galaxy.

Courses

You may take up to 20 courses during your formation years, for every course you take, you gain 1 Skill Level up to a maximum of 10. A course lasts a semester. You are only able to do one job in addition to being the pilot at the same time.

Wavelength

*A mysterious stranger approaches you* We were driven to you because of your wavelength. Not everyone has one, but your frequency is precisely what allows you to become a Rider of the Apocalypse. Furthermore, it can evolve to resonate more profoundly with your suit. By pursuing perfect harmony with this new extension of yourself, you thereby grasp transcendence of your eminent being. Obtaining and understanding Herald artifacts will unlock your potential beyond measure. This suit will improve and grow with you. What your wavelength is will give us an idea of how you can both flourish as one.

Frame

You can start off by building your suit. First, you have to select a frame type. Different frame types have different specialties. Frames have resources and rig slots. Rigs are modifications to the suit itself that adds extra functionality, like upgraded armour systems or improved servosmechanics. Resources are for the attachment of equipment, such as weapons, spells or e-war modules.

There are two types of resources:

Frame Integrity

All attachable modules costs frame integrity. Some frames may have bonus calibration points for use only on specific types of modules.

Weapon Hardpoints

The attachment points for conventional weapons on the suit. Larger weapons require more hard points to attach.
Vulcan

Resources:

75 12

Rig Slots:

  • Offensive: 8
  • Defensive: 6
  • Mobility: 4
  • Command: 1
  • Utility: 4

The Vulcan was built as a stout weapon platform, capable of using heavy weapons usually mounted on vehicles or ships. Its technological roots trace back to the Federation Navy and can serve as a staple for any doctrine, as its vast reserves for munitions may be replaced for greater capacity for mana grid support. A single Vulcan is capable of widespread destruction.

Frame Upgrades (Select One):

Hellion

+30 usable for conventional weapons only.
An upgrade focused on destruction at a versatile level with expanded munition reserves.

Seraph

-1 cost for catalyst and affinity.
A frame that enhances the intricacies of the suit's mana grid, deepening reserves for spell capabilities.

Dragoon

Resources:

75 8

Rig Slots:

  • Offensive: 4
  • Defensive: 4
  • Mobility: 5
  • Command: 1
  • Utility: 4

On its own, a Dragoon does not have any outstanding offensive qualities when compared to other suits. However, it has the unique ability to interface with larger extensions of itself, like tanks or ships. This escalates the suit's power by a magnitude for however long the Dragoon can remain interfaced. A base Dragoon suit can have one mount.

Frame Upgrades (Select One):

Raptor

+2 Mobility rigs & "Perfect" stealth.
Maximizes the mobility potential of the suit. When using the "Phantom" rig, it can still use all of its other functions.

Corvette

+2 Dragoon mounts.
Upgrades the frame to be able to have two more available Dragoon mounts to interface with.

Imperator

Resources:

60+ 25% disc(ewar) 8

Rig Slots:

  • Offensive: 4
  • Defensive: 4
  • Mobility: 4
  • Command: 1
  • Utility: 8

Electronic and digital warfare are a boon to any Apocalypse fireteam, and when wielded correctly in the right situations, it can potentially be the most dangerous. Imperator suits were built to wield e- war like a cannon, and sports a Neurolink with the most profound rela- tionship with the mind of the pilot.

Frame Upgrades (Select One):

Monsoon

25% discount for emissions type e-war modules only.
An upgraded frame with greatly increased energy reserves and specialization in emissions module use.

Inquisitor

25% discount for digital-type e-war modules only.
A frame with more complex circuitry and quantum computing power for digital modules.

Rigs

"Courage shall be ruthless, Wrath shall be mercy, Diminish not in the endless night. Forth, temper in the face of calamity, unyielding." A creed of mine from an old order, long gone. Take wing, Rider of Famine. Only the Riders have access to these rigs, which surpass anything available to even the most advanced factions.

Vehicles

All vehicles cost hangar slots (in ships) and credits (resources for Dragoon Mounts). Can only buy 1 Dragoon mount unless you take the perk. Dragoon Mounts are anomalous vehicles transformed by Dragoon frames. These mounts cannot take logistics-type e-war modules. Like frames, these vehicles have resources for the attachment of equipment which can only be used when the Dragoon pilot is interfaced with the vehicle. The technology for Dragoon Mounts is blackboxed and can't be reproduced. Only a Dragoon can repair it.

They also have a few stats:

  • Armour: Determines the durability of the vehicle's armour.
  • Shields: Determines the capacity of the vehicle's shields in taking damage.
  • Mobility: The manoeuvrability of the vehicle.
  • Uptime: The duration of how long the vehicle can be active and interfaced with before shutting down.
  • Recharge: The time it takes for the vehicle to be fully recharged. The higher the value, the quicker it takes.

E-War-Equipment

We know now that the Heralds who preceded us were annihilated. By what, we don't know, but they sailed betwixt the stars with not a modicum of fear, for they were masters of time and space. Alas, it is their disposition that we now wear, and we owe it to ourselves to do better. For us, a turbulent adversary awaits. One whom the gods have long forgotten. The stars part for you, Rider of Pestilence.

There are three types of e-war modules: Emissions, Digital and Logistics. All Apocalypse suits are capable of vary- ing levels of electronic warfare and are expected to be able to hold their own. Each e-war module has different Tech levels, and each Tech level is a prerequisite for the next one. The cost of processing power is additive

Signals Intelligence

Signals Intelligence Icon

Emissions Intelligence comes in many forms, and this module uses a mixture of parsing and reporting to help break down that helpful information for you.

E-War Upgrades :

Tech 1: COMINT Discipline

Cost: 2

A module for Communication Signals Intelligence, analyzing language from intercepted comms be it audio, text, or otherwise. With special machine learning techniques, it can display advanced interpretations and conclusions.

Tech 2: ELINT Discipline

Cost: 4

An Electronic Signals Intelligence gathering module that analyzes electro-magnetic emissions from all kinds of tech. This allows you to detect electric systems, understand their make and detect their almost precise locations.

Tech 3: ASINT Discipline

Cost: 8

This module uses powerful sensors to return a detailed analysis of the Analogue Signals of the surrounding physical environment. This includes geometrical dimensions, abundancy of certain elements, and even space-time anomalies.

Surveillance

Surveillance Icon

Radar warfare is arguably one of the most important aspects for modern combat, and marking targets while evading being marked can mean life or death.

E-War Upgrades :

Tech 1: ESM Honing

Cost: 2

An Electronic Surveillance Measures module which detects all emission-type electronic warfare attacks. This also includes lock-ons to you and your fireteam members. Works well with the ELINT Discipline module.

Tech 2: RCS Masking

Cost: 4

A continuously running module that rebuffs the entropy of your suit's Radar Cross Section as well as for allies in range. This makes it more difficult for other modules to track you, although this affects both friendly and hostile systems.

Tech 3: Target RCS Enhancement

Cost: 8

Buffer the Radar Cross Section resolution of a target or multiple. This offers clarity on the signature radius of the target, allowing easier tracking and accuracy against said target for you and your allies.

ECM

ECM Icon

With enough energy, you can disrupt the functionality of a target using Electronic Counter Measures. If done well, you can achieve mission success without having to fire a shot.

E-War Upgrades :

Tech 1: ECCM

Cost: 2

Electronic warfare has always been an arms race between defensive capabilities and the offensive. This Electronic Counter-Counter Measures module hardens your electrical systems from ECM attacks.

Tech 2: Sensor Dampening

Cost: 4

Affects the radar and detection systems of a target, reducing the effectiveness and radius at which they operate.

Tech 3: ECM Jamming

Cost: 8

A module that sends out a powerful ECM wave to effectively scramble or jam a target's capability to track and communicate, rendering them blind, deaf and mute for several minutes if not defended against well.

Energy Neutralizer

Energy Neutralizer Icon

Using precise wavelengths and algorithms, this energy emissions module can disrupt different power sources on the intended target. Shorter range than most other e-war.

E-War Upgrades :

Tech 1: Capacitor Destabilizer

Cost: 2

This module targets energy capacitors and batteries, diluting their charges and effectively decreasing the amount of available energy in them.

Tech 2: Mana Neutralizer

Cost: 4

Sends out concentrated waves of charged electrons that hammers a target's mana reserves. When done long enough, on a large enough target, it may destabilize and even ignite the mana.

Tech 3: EMP

Cost: 8

Uses a considerable amount of energy from your suit to send out a wide and indiscriminate Electro-Magnetic Pulse, shorting electrical circuitry and disabling energy reserves over a wide area for a large amount of time.

Flash Blinder

Flash Blinder Icon

This module mostly focuses on the use of a mixture of optical and sound emissions as a weapon.

E-War Upgrades :

Tech 1: Flash Blinder

Cost: 2

Adds a module that can project a blinding light, which while adjustable, can blind a normal human's unshielded eyes for a moment.

Tech 2: Noise Gun

Cost: 4

Upgrades the speakers in your suit while also having the capability of playing an extremely loud and concussive noise, which can easily stun an unprotected human being.

Tech 3: Target Painter

Cost: 8

A module that projects an invisible laser that marks a target you focus it on, thus giving targetting and guiding systems from yourself or allies an easier time to hone in on.

Transmitter

Transmitter Icon

Modules that deal with the transfer of energy to allies. They have a decent applicable range, but they are more effective the closer you are in proximity to your target.

E-War Upgrades :

Tech 1: Shield Transmitter

Cost: 2

Transfers energy over from your own suit's shield systems to the targets, replenishing any shield energy that's been diminished.

Tech 2: Armour Nanite Energizer

Cost: 4

Another emissions module which energizes the armour repair nanites in your target, increasing the effectiveness of your target's armour repair capabilities.

Tech 3: Energy Transmitter

Cost: 8

Upgrades the overall output of your suit's energy generation while also giving the capability to provide energy to an allied Apoc suit within a decent range at a net-positive.

Mechanical Destabilizer

Mechanical Destabilizer Icon

This module specializes in the application of a malicious code family which targets various mechanical systems in many types of machinery, including ships and suits.

E-War Upgrades :

Tech 1: Motor Desynchronizer

Cost: 2

Specifically targets the engine and servos mechanical systems of the target, hindering its movement if not disabling it outright depending on the effectiveness of security defenses.

Tech 2: Active Armour Poisoning

Cost: 4

Broadcasts bad code that targets armour nanites of the intended target, disrupting them at their duty and decreasing the overall active armour effectiveness.

Tech 3: Weapon Jammer

Cost: 8

Code that attempts to disrupt or jam the weapon systems of the intended target, decreasing overall performance or even neutralizing weapons outright.

Cryptogrid

Cryptogrid Icon

This module offers an advanced overlay beyond the basic defensive digital security systems already in your suit. A good defense is a layered defense.

E-War Upgrades :

Tech 1: Encryption Entangler

Cost: 2

Constantly rebuffs and refreshes the encryption on the various information systems in your suit, reducing risk against digital-based offensive modules or hacking.

Tech 2: Overclocker

Cost: 4

Improves the heat dissipation systems of your suit's electronics, allowing you to overclock overall electronic capabilities in short bursts of extreme workloads.

Tech 3: Incident Response

Cost: 8

A machine learning system that actively counteracts against detected malicious digital intrusions, building defensive protocols on a per-event basis. Successfully blocked attacks are improbable from ever working after contact.

Cryptobreaker

Cryptobreaker Icon

A suite that runs many different encryption-breaking techniques to bypass securities. Greater defenses will only just take longer to crack.

E-War Upgrades :

Tech 1: Hijack Kit

Cost: 2

A hacking toolkit that includes a wide array of spoofs, protocol poisoning, overflow modules and other tools that focus on cracking the defenses of digital systems. This increases your chance at initial success using other digital modules.

Tech 2: Backdoor Masking

Cost: 4

A tool kit that has many methods of planting backdoors into targets that you've already hacked while attempting to mask their detection, allowing for a great chance of success after the first successful attack.

Tech 3: Rootkit Library

Cost: 8

An array of rootkits ranging from common ones that are easy to implement to complicated ones that are harder to detect. Rootkits mask your hacking presence, lengthening the duration of which your other digital modules take affect.

Wave Collider

Wave Collider Icon

An offensive digital security module that uses code which specifically attempts to disrupt energy systems in other machinery.

E-War Upgrades :

Tech 1: Greenhouse Virus

Cost: 2

An annoying virus that's a bane to many advanced machinery. It targets the management system of a target's energy grid, reducing its integrity and potentially causing energy to reach critical instability levels.

Tech 2: Shield Poisoning

Cost: 4

Weakens the energy shield logistical systems of a target, potentially disabling the shield outright for simpler mechanisms.

Tech 3: Mana Script Entropy

Cost: 8

A virus that takes multiple measures to attempt at denying the accessibility of a target to its mana scripts, disabling spellcasting for as long as it is not removed.

Triage Nanites

Triage Nanites Icon

Adds a resevoir for nanites that are specialized for administering medical assistance to the pilot. Through tubes, these can be transferred to others as well.

E-War Upgrades :

Tech 1: Endurance Nanites

Cost: 2

Nanites that elicits an increase in performance in your muscles while also soothing, repairing and reinforcing them, giving you a sudden boost to your endurance. They also help reinforce joints and bones.

Tech 2: Biotic Regenerative Nanites

Cost: 4

A resevoir of advanced nanites that, when pumped into the body, attempt to rejuvinate damaged tissue along with combating infection and administering pain inhibition.

Tech 3: Fuse Nanites

Cost: 8

Experimental nanites that perform special actions to supplement the pilot's bodily functions, including breathing and eating. The pilot can essentially stay alive for as long as the suit has power.

Trauma Control

Trauma Control Icon

Modules that enhances the suit to be able to decisevely respond to physical trauma inflicted on the pilot or other bodily ailments.

E-War Upgrades :

Tech 1: Enhanced Trauma Management

Cost: 2

Modifies the suit to have a more detailed capability of administering appropriate measures when physical trauma inflicts the pilot, such as constricting bleeding limbs or stabilizing body parts with broken bones.

Tech 2: Surgical Response

Cost: 4

The suit can now perform advanced forms of bodily surgery on the pilot, including the removal of foreign objects and the fusing bones together with metal splint implants.

Tech 3: Leyline Override

Cost: 8

Upon receiving fatal damage, the suit attempts to reroute its mana grid to act as life support for its pilot above all other functions, keeping them alive until proper care can be administered.

HUD Upgrades

HUD Upgrades Icon

All Apocalypse suits come with a state-of-the-art HUD, including multiple modes of vision. However, with access to the pilot's leylines, these can be enhanced further.

E-War Upgrades :

Tech 1: Clairvoyant Resolution

Cost: 2

Improves the clarity of visual modules in the suit and also upgrades the built-in optics on the HUD to be able to zoom for up to 300x with perfect clarity.

Tech 2: Mana Multivision

Cost: 4

Enhances the built-in night vision and thermal vision capabilities of the HUD. Also provides a new mode of vision for visualizing energy signatures, including mana energy.

Tech 3: Omnidirectional Vision

Cost: 8

The suit's HUD links up to the pilot's mind through the Neurolink and expands the HUD to be able to cover all directions instead of forward. The pilot can see in every direction simultaneously.

Neurolink Boosters

E-War Upgrades :

Tech 1: Clarity Boost

Cost: 2

Injects a hormone that gives your mind a boost of hyper clarity, accelerating your cognitive thinking and focus on the matter at hand. The pilot can selectively shut out different and distracting thought trains.

Tech 2: Pineal Boost

Cost: 4

Temporarily suppresses the pilot's emotions while also boosting their cognitive thinking by a massive amount to beyond human levels. Judgement and conclusions are made in a hyper-pragmatic and almost acausal-like matter.

Tech 3: Trance

Cost: 8

A very experimental compound that temporarily "melds" your mind into your suit, further than standard Neurolink can offer. Greatly increases overall suit capabilities, but veteran users claim it causes voices and hallucinations.

Membrane Upgrades

Membrane Upgrades Icon

All Apocalypse pilots must wear a membrane suit in order to properly interface with their power armour. However, it can be upgraded to provide additional functionality.

E-War Upgrades :

Tech 1: Phased Membrane

Cost: 2

The pilot's membrane suit now allows for instant interfacing with their power armour to the point where the pilot can essentially "walk" into the armour and almost instantly be activated.

Tech 2: Power Membrane

Cost: 4

The membrane suit enhances all of the user's physical functions to beyond peak human capabilities while also being reinforced to reduce damage to the pilot.

Tech 3: Second Skin

Cost: 8

The membrane suit acts as a "neuro-paste," binding more intimately to the skin of the pilot. This greatly increases interfacing with power armour and almost meld's the users body to it. As a result, it becomes almost impossible to remove.

Equipment

There is no limit to how many weapons you may purchase. However, you may only get the Equipment Level gain of your two highest Equipment Level firearms. Grenades do not count towards this max.

The weapons that your suit can support is determined by its munitions capacity and available weapon hard- points. Conventional weapons are split among four different types: kinetic, explosive, laser and plasma. Each individual weapon has three main components: the style, the calibre or charge, and the ammunition type.

Weapons have the following stats (yellow stats replace default stats on some weapon types):

  • Stopping Power: The ability to incapacitate a moving target.
  • Piercing Power: The ability to penetrate material.
  • Rate of Fire: The ability to fire rapidly and in succession, including reload speeds.
  • Range: The maximum optimal range.
  • Accuracy: Accuracy within optimal range.
  • Handling: Considers weight and size.
  • Explosive Power: The amount of force upon detonation as well as blast radius.
  • Velocity: The maximum potential velocity of the ordinance fired.
  • Beam Falloff: Diminishing effectiveness of the laser beam after the weapon's initial range.

Hand Guns

Guns that fit in your hands. Usually used as self-defence or last resort weapons.

Sub-Machine Guns

SMGs saw a boom in popularity once space structure combat became a thing. The low calibre reduced the possibility of hull breaches and the full-auto made clearing tight spaces easy.

Shotguns

Like SMGs, shotguns became a stable for space structure combat. Still universally used in all forms of combat, too.

Rifles

Carbines, assault rifles, sniper rifles, you name it.

Light Weapons

Large weapons that some people have difficulty carrying around. This includes anti-personnel and anti-materiel weapons.

Launchers

Weapons that fire large ordnance, usually for anti-materiel purposes.

Heavy Weapons

These weapons cannot be held by normal human beings. They must either be deployed, mounted, or carried with assistance of some sort.

Mana

Death is a means of belonging in our universe, so we brought it to bear like ringing steel by our sides. Quickened was our dying breaths, unbreakable was the ballad of entropy. You are the composer for a symphony of storms to douse the flames. Calm not your blade, Rider of Death.

Catalyst

In order for a suit to wield mana effectively, it requires a mana catalyst. A single catalyst has the capability of executing up to 8 different spells, but also serves as a weapon for close-quarters combat since it may project a blade of raw mana that can be shaped with appropriate upgrades. All Apocalypse suits come with the base catalyst that can cast any tier 1 spell. It can be upgraded in a multitude of ways, and upgrades can focus on a specific subset of spell family or affinity. On the upgrade grid below, upgrades are tethered to their prerequisite upgrade. The prerequisite upgrade is signified by a glow at the tip of the tether, such as in example on the right.

Affinities

Spells have two components to them: the spell base and affinities. A spell base is the medium where the mana manifests itself into a physical form, such as an arrow or a wall. An affinity is a specific effect from the chosen spell family and tier. There are three different family of spell affinities: Paralogical, Elemental and Anticausal. Within each family are three different elements, and within each element are three tiers. You may apply any two affinities that you have unlocked to a spell base when casting the spell. However, a spell base cannot have more than one Tier 3 affinity applied at a time.

Spells

Combined spell bases may be executed in sequence or at the same time. If sequenced, the next spell base may execute where the previous spell base terminated. However, the maxi- mum range of the synthesized spell will only be as far as the longest-ranged spell base in the combination, and the cooldown is determiend by the slowest spell base.

Spells have several stats:

  • Potency: Determines the effectiveness of the given spell affinities to the base.
  • Cooldown: The time it takes to cast the spell. Higher values means shorter times between casts.
  • Range: The maximum optimal range that the spell base will travel.
  • Velocity: The velocity of the spell projectile after being casted.
  • Radius: The radius that the spell base physically encompasses.
  • Uptime: The duration that the spell base lingers before dissipating.
  • Mana Usage: The amount of mana that the spell base takes to cast, taken from the suit's reserves.

Titles

To gain a title, you must go through some sort of complication. But when you do, people who speak your name will acknowledge your achievement and respect you for it. You can only choose up to two titles to bear. .
Hull
Subsystems
Mods
Weapons
Drone & Industry
E-War Equipment
Rooms & Compartments

Ship Hulls

Now you may purchase your ship, or multiple. There are seven main classes of ship hulls, mainly determined by size. Those classes include fighters, frigates, destroyers, cruisers, battleships, carriers, and dreadnoughts. While all of these ships are for space-faring, most ships up to the destroyer class can also operate within atmospheres that are similar to the Federation's capital planet, New Terra.

Ship Stats Information

  • Spinal Weapon Mounts: Weapons mounted at the front in an almost fixed, front-facing position. Weapons here are larger and deadlier than broadside or point-defence weapons.
  • Broadside Turret Mounts: Weapons mounted on the sides of a ship. Weapons here are standard sized. On frigates or larger, only half of these face your targets at one time. *Limited to T3 weapons or less
  • Point-Defence Mounts: Weapons mounted around the ship for point-defence. Smaller than broadside weapons. *Limited to T1 weapons
  • Hangar Space: Hangar spaces may hold drones or vehicles, and may house fighters for 4 hangar spaces each. You may fit frigates in carriers or larger for 8 hangar spaces each. Things that are docked in a hangar can re-fit their weapon modules.
  • Navigation: The rating at which how quickly a ship can accelerate, decelerate, and manoeuvre. Cannot go over 25 or under 0.
  • Hull Armour: The defence of a ship's hull armour. Cannot go over 25 or under 0.
  • Shield Strength: The defence of a ship's shields. Cannot go over 25 or under 0.
  • Length: The length of the longest axis of the ship.
  • Max Crew: A ship's max crew member count.
  • Extra Rooms: Rooms available for repurposing.
  • Energy Use: A ship's energy requirements

Buying Multiple Ships

If you plan on buying multiple ships, then you should be pleased to hear that you'll get a discount on all additional hulls. The ship with the most expensive hull will be your Primary Ship, which will go through prices as normal. All additional ship hulls will receive a discount depending on their ship class in relation to your Primary Ship:

  • Equal or greater: 20% off
  • 1 class below: 30% off
  • 2 classes below: 40% off
  • 3 classes below or lower: 50% off

Fighters

Fighters are the smallest ship classes and usually only have enough space for one or two pilots. Fighters can't have more than 0 extra rooms.

Frigates

Frigates are small and quick, but can still pack a punch. They can equip to either hit hard for fleet fights, or equip light for exploring. Frigates cannot have a hangar that exceeds 8 hangar spaces.

Destroyers

Destroyers are the most common warships seen in most fleets, and for their size, pack a large amount of firepower.

Cruisers

A cruiser can be a platform for almost any operation. Crews start to become less close knit, and more of a large community.

Corvettes

Corvettes typically serve as auxillary craft for cruisers and larger vessels. Occasionally corvettes operate independently as couriers, explorers, picket ships, or wary yachts. Uses frigate rules. May carry out missions intended for frigates, fighters, and dropships.

Battleships

When things get serious, enter the Battleship. Their presence alone can drastically change the mood of the battlefield.

Carriers

Carriers forgo the traditional broadside weapon approach and roll with having a large amount of hangar space.

Dreadnoughts

Large behemoths of the battlefield. The mere appearance sends ripples across the galaxy. Owning one is sure to attract a lot of attention.

Ship AI

Ships need a ship Al, so you must choose one that can fit your specific needs. However, all ship Als are more than capable of handling most tasks, and can even auto-pilot your ship for you.

Energy Subsystems

Your ship needs power, so you must choose at least one energy system. You can have up to 2 energy systems and 2 batteries per ship. Total energy output doesn't have to equal its ship's energy use requirements (you would use battery charge). If you buy two of the same type, the second one is 50% off.
  • 1 unit of energy output = 1 MW (nn thereafter)
  • 1 unit of battery capacity = 1 TWh (en thereafter)
  • 1 unit of energy usage = 1 GWh (2n thereafter)
  • Charge Duration: How long does the energy last in ideal conditions?

Shield Subsystems

Shield defence is equal to equivalent hull armour ratings. While hull armour can potentially be more protective, shields only need recharging as opposed to repairing. To regenerate 1 shield unit, you need 1 unit of battery charge. You may only pick 1 shield system per ship.

Ship Mods

You have your ship, and now you can attach additional modules to change how it behaves. The cost of all ship mods are multiplied by your ship's class:
  • Battleship: 3x
  • Carrier: 3x
  • Dreadnought 4x
  • Fighter: 1x
  • Frigate: 1x
  • Destroyer: 2x
  • Cruiser: 2x

Command Mods

These mods add a special ability to your ship. You may only attach one command mod per ship. Their effects scale with your ship size.

Hull Mods

A lot of pilots aren't satisfied with the capabilities of the base hull of their ship, so they tend to add additional mods to their liking. Dreadnoughts can't fit hull mods

Ship Weapons

Almost every ship that enters space is equipped with some form of self defence. With our practiced art in warfare, weapons have come a long way. A weapon's cost is reduced after purchasing it once (in brackets).

Weapon Stat Information

Tier:

The grading of the weapon, concerning size, weight, and damage potential.

Damage Per Volley:

The amount of damage that can be inflicted by a single volley from the weapon.

Rate of Fire:

The amount of volleys a weapon can fire per minute.

Accuracy:

The likelihood that a projectile from the weapon will hit its target, concerning recoil and trajectory.

Range:

The effective distance that a weapon can fire to still hit its target with maximum integrity.

Projectile Velocity:

The velocity of a weapon's ordnance.

Tracking:

The ability of the weapon to track its targets, concerning turret rotation, tracking computer accuracy, and (if missiles) the ability for projectiles to follow targets.

Weapon Types:

The archetype of a weapon, be it a kinetic-based weapon, energy-based weapon, blaster-based weapon, or explosive-based weapon.

Remaining Spinal Slots: 0
Remaining Broadside Slots: 0
Remaining Point Slots: 0

Industrial Implements

There are plenty of other implements to equip on your ship that aren't warfare based.

E-War Equipment

Having a strong e-war offensive can be just as powerful as conventional weapons. Each e-war module can only be equipped once per ship, and requires a digital security room in order to operate.

Rooms & Compartments

If your ship has extra rooms for refurnishing or repurposing, you can turn them into something useful. Some rooms can combine with others to only take up 1 room slot. The size of most rooms scale with your ship size. Energy inputs (i.e. uranium, thorium, mana stones) require a storage room.

Named Crew

Each crew member takes up one slot on your ship. If you've got more ships, they'll need pilots too! Don't hire anyone who's hostile to your origin, that's just asking for trouble.
  • Pilots: Fighters and frigates can have up to 2 pilots. Destroyers or bigger ships can have 3 pilots.
  • You, the captain, count as one of the pilots on the ship you're flying.

Engineers

Engineers repair damage, maintain subsystems, and operate everything on the ship basically. They will lead the engineering crew and control the repair drones.

Doctors

Doctors heal the crew, treat injuries, and can even perform surgery if needed. They will lead the medical crew and maintain the medbay.

Gunner

Gunners operate the ship's weapons systems, ensuring optimal performance and accuracy during combat. Can be replaced by AI for non-spinal weapons.

Combat & Security

You need soldiers to board enemy ships, launch invasions, and defend your own ship from boarders. They can be your generals in a planetary war.

Cyber Security

Cyber Security specialists protect the ship's systems from hacking and other digital threats. You can't rely on AI for this job.

Mages

Anomalous individuals who can wield mana. Most factions don't believe their existence and consider them crazy.

Scientists

Scientists can help with research, terraforming, and understanding Herald technology. If pushed, they can replace engineers.

Production Managers

Production Managers oversee mining, manufacturing, and trading operations. They will handle the ship's economy, refueling, and resource management. Some ships allow their members to operate their own business, making the ship into a 'country'.

Chefs

Chefs keep the crew well-fed and happy. A well-fed crew is a productive crew.

Crew Archetypes

These fill out your ship's crew slots, and big ships (Destroyers or larger) need at least half their slots filled!
Frame Resources: 0
Credits: 0
Required crew: 0