MOD.01

TWO CIVILISATIONS. TWO APPROACHES TO WAR.

Defender doctrine

The system defenders

Navy and worn-white plates. Mixed, patched hulls built from a home industry that has had generations to improvise. Local response, anchors and denial.

Attacker doctrine

The incoming migration

Ceramic and graphite. Standardised, modular panels printed from a fleet that converted settlement mass into weapons mid-voyage. Pursuit, breach and objective breakers.

MOD.02

FRAME ROSTER

Recon

FIG. 3.7 — RECON, DEFENDER DOCTRINE, PLAN VIEW

Defender

Recon

RoleScout / interceptor / local response
Print timeVery short
Engines2
Propellant150
Main armamentLight cannon
SecondaryMicro-missiles
UtilityHeat sink or grapple
DefencePlate armour or EMP hardening
StrengthsAcceleration · Fast reprint
WeaknessesThin hull · Light armament

See it in action

Defender Recon intercepting
CLIP PENDING

FIG. 3.7 — RECON, DEFENDER DOCTRINE, COMBAT

Gunship

FIG. 3.8 — GUNSHIP, PLAN VIEW

Defender

Gunship

RoleMobile counter-assault craft
Print timeMedium
Engines2
Propellant120
Main armamentLight cannon turret
SecondaryLight missile
UtilityHeat sink or grapple
DefencePoint defence or EMP hardening
StrengthsOff-axis fire · Assault pair lead
WeaknessesMedium print wait · Limited endurance

See it in action

Gunship leading a counter-assault
CLIP PENDING

FIG. 3.8 — GUNSHIP, COMBAT

Bulwark

FIG. 3.9 — BULWARK, PLAN VIEW

Defender

Bulwark

RoleFrontline anchor / stack holder
Print timeMedium
Engines2
Propellant100
Main armamentMedium cannon turret
SecondaryMicro-missiles
UtilityGrapple or repair drone
DefencePoint defence or reinforced plate
StrengthsStack host · Sustained turret fire
WeaknessesSlow to reposition · Heat under stack

See it in action

Bulwark holding a line
CLIP PENDING

FIG. 3.9 — BULWARK, COMBAT

EW Skiff

FIG. 3.10 — EW SKIFF, PLAN VIEW

Defender

EW Skiff

RoleElectronic warfare / disruption
Print timeMedium-long
Engines2
Propellant100
Main armamentLight cannon turret
SecondaryMicro-missiles
UtilityEW package
DefenceEMP hardening
StrengthsDisruption · Stack support
WeaknessesLight guns · Needs escort

See it in action

EW Skiff disrupting a target
CLIP PENDING

FIG. 3.10 — EW SKIFF, COMBAT

Missile Sled

FIG. 3.11 — MISSILE SLED, PLAN VIEW

Defender

Missile Sled

RoleHeavy defensive anchor
Print timeLong
Engines3
Propellant100
Main armamentMedium flak
SecondaryMedium missile
UtilityTarget painter or grapple
DefenceEMP hardening or medium point defence
StrengthsOrdnance volume · Largest stack capacity
WeaknessesLong reprint · Poor evasion

See it in action

Missile Sled launching a salvo
CLIP PENDING

FIG. 3.11 — MISSILE SLED, COMBAT

Picket

FIG. 3.12 — PICKET, PLAN VIEW

Defender

Picket

RoleHeavy perimeter denial
Print timeLong
Engines4
Propellant200
Main armamentHeavy railgun
SecondaryBunker buster
UtilityHeat sink or grapple
DefenceEMP hardening or heavy point defence
StrengthsLong-range punch · Objective denial
WeaknessesLong reprint · Slow rotation

See it in action

Picket denying a perimeter with heavy fire
CLIP PENDING

FIG. 3.12 — PICKET, COMBAT

MOD.03

SHIP ROLES

Scout & pursuit

Recon frames reprint in seconds. They hunt stragglers, intercept missiles and find the next fight. Thin hulls; do not linger.

Assault & anchor

Gunship and Bulwark take the line. Turrets let them fight off-axis. Stack them and they become a slow, loud fort.

Objective breaker

Needle, Bomber, Corvette and Picket exist to crack stations, printers and doors. Heavy shots, long reprints, escorts required.

Support & EW

EW Skiff, Suppression Skiff and Missile Sled keep a stack alive or a lane denied. They lose duels; they win maps.

MOD.04

WEAPONS

RAILGUN

KINETIC / FIXED / HIGH VELOCITY

RAILGUN mount

Spinal slugs along the hull. Lead the target, hold the nose, accept the recoil.

Railgun

CLIP PENDING

FIG. 4.1 — RAILGUN

CANNON

KINETIC / FIXED / SUSTAINED

CANNON mount

Chunky bore weapons that throw shells along the forward vector. Less snap than a rail; more volume.

Cannon

CLIP PENDING

FIG. 4.2 — CANNON

CANNON TURRET

KINETIC / TURRET / FLEXIBLE ARC

CANNON TURRET mount

A rotating mount that tracks the mouse inside its arc. The hull can face the burn while the gun faces the threat.

Cannon turret

CLIP PENDING

FIG. 4.3 — CANNON TURRET

FLAK

KINETIC / TURRET / AIRBURST

FLAK mount

Short multi-port turrets that fuse at a set distance. Built to shred missiles, drones and close crossings.

Flak

CLIP PENDING

FIG. 4.4 — FLAK

BEAM

THERMAL / CUTTING / CONTINUOUS

BEAM mount

Lensed emitters for cutting terrain, doors and hulls. A drilling and breaching tool more than a dogfight gun.

Beam

CLIP PENDING

FIG. 4.5 — BEAM

MISSILES

GUIDED / LOCK-ON / ORDNANCE

MISSILES mount

From micro-missiles to standard, heavy, torpedo and bunker-buster. Lock with Q; guided only when LOCKED. Unguided shots still leave the rail toward the cursor.

Missiles

CLIP PENDING

FIG. 4.6 — MISSILES

POINT DEFENCE

AUTOMATIC / INTERCEPT

Close-in guns that spend kinetic ammo on inbound munitions. Light, medium and heavy tiers scale with the Defence slot.

Point defence

CLIP PENDING

FIG. 4.7 — POINT DEFENCE

GRAPPLE & DEPLOYABLES

UTILITY / STACKING / FIELD KIT

Hold F to fire a grapple and winch. Dock to a Stacker Rig host. X throws the equipped kit: mines, chaff, decoys, beacons, charges, ammo and repair.

Grapple and deployables

CLIP PENDING

FIG. 4.8 — GRAPPLE AND FIELD KIT