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.
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.
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.

FIG. 3.7 — RECON, DEFENDER DOCTRINE, PLAN VIEW
Defender
| Role | Scout / interceptor / local response |
|---|---|
| Print time | Very short |
| Engines | 2 |
| Propellant | 150 |
| Main armament | Light cannon |
| Secondary | Micro-missiles |
| Utility | Heat sink or grapple |
| Defence | Plate armour or EMP hardening |
| Strengths | Acceleration · Fast reprint |
| Weaknesses | Thin hull · Light armament |
See it in action

FIG. 3.7 — RECON, DEFENDER DOCTRINE, COMBAT

FIG. 3.8 — GUNSHIP, PLAN VIEW
Defender
| Role | Mobile counter-assault craft |
|---|---|
| Print time | Medium |
| Engines | 2 |
| Propellant | 120 |
| Main armament | Light cannon turret |
| Secondary | Light missile |
| Utility | Heat sink or grapple |
| Defence | Point defence or EMP hardening |
| Strengths | Off-axis fire · Assault pair lead |
| Weaknesses | Medium print wait · Limited endurance |
See it in action

FIG. 3.8 — GUNSHIP, COMBAT

FIG. 3.9 — BULWARK, PLAN VIEW
Defender
| Role | Frontline anchor / stack holder |
|---|---|
| Print time | Medium |
| Engines | 2 |
| Propellant | 100 |
| Main armament | Medium cannon turret |
| Secondary | Micro-missiles |
| Utility | Grapple or repair drone |
| Defence | Point defence or reinforced plate |
| Strengths | Stack host · Sustained turret fire |
| Weaknesses | Slow to reposition · Heat under stack |
See it in action

FIG. 3.9 — BULWARK, COMBAT

FIG. 3.10 — EW SKIFF, PLAN VIEW
Defender
| Role | Electronic warfare / disruption |
|---|---|
| Print time | Medium-long |
| Engines | 2 |
| Propellant | 100 |
| Main armament | Light cannon turret |
| Secondary | Micro-missiles |
| Utility | EW package |
| Defence | EMP hardening |
| Strengths | Disruption · Stack support |
| Weaknesses | Light guns · Needs escort |
See it in action

FIG. 3.10 — EW SKIFF, COMBAT

FIG. 3.11 — MISSILE SLED, PLAN VIEW
Defender
| Role | Heavy defensive anchor |
|---|---|
| Print time | Long |
| Engines | 3 |
| Propellant | 100 |
| Main armament | Medium flak |
| Secondary | Medium missile |
| Utility | Target painter or grapple |
| Defence | EMP hardening or medium point defence |
| Strengths | Ordnance volume · Largest stack capacity |
| Weaknesses | Long reprint · Poor evasion |
See it in action

FIG. 3.11 — MISSILE SLED, COMBAT

FIG. 3.12 — PICKET, PLAN VIEW
Defender
| Role | Heavy perimeter denial |
|---|---|
| Print time | Long |
| Engines | 4 |
| Propellant | 200 |
| Main armament | Heavy railgun |
| Secondary | Bunker buster |
| Utility | Heat sink or grapple |
| Defence | EMP hardening or heavy point defence |
| Strengths | Long-range punch · Objective denial |
| Weaknesses | Long reprint · Slow rotation |
See it in action

FIG. 3.12 — PICKET, COMBAT
Recon frames reprint in seconds. They hunt stragglers, intercept missiles and find the next fight. Thin hulls; do not linger.
Gunship and Bulwark take the line. Turrets let them fight off-axis. Stack them and they become a slow, loud fort.
Needle, Bomber, Corvette and Picket exist to crack stations, printers and doors. Heavy shots, long reprints, escorts required.
EW Skiff, Suppression Skiff and Missile Sled keep a stack alive or a lane denied. They lose duels; they win maps.
KINETIC / FIXED / HIGH VELOCITY

Spinal slugs along the hull. Lead the target, hold the nose, accept the recoil.
Railgun
FIG. 4.1 — RAILGUN
KINETIC / FIXED / SUSTAINED

Chunky bore weapons that throw shells along the forward vector. Less snap than a rail; more volume.
Cannon
FIG. 4.2 — CANNON
KINETIC / TURRET / FLEXIBLE ARC

A rotating mount that tracks the mouse inside its arc. The hull can face the burn while the gun faces the threat.
Cannon turret
FIG. 4.3 — CANNON TURRET
KINETIC / TURRET / AIRBURST

Short multi-port turrets that fuse at a set distance. Built to shred missiles, drones and close crossings.
Flak
FIG. 4.4 — FLAK
THERMAL / CUTTING / CONTINUOUS

Lensed emitters for cutting terrain, doors and hulls. A drilling and breaching tool more than a dogfight gun.
Beam
FIG. 4.5 — BEAM
GUIDED / LOCK-ON / ORDNANCE

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
FIG. 4.6 — MISSILES
AUTOMATIC / INTERCEPT
Close-in guns that spend kinetic ammo on inbound munitions. Light, medium and heavy tiers scale with the Defence slot.
Point defence
FIG. 4.7 — POINT DEFENCE
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
FIG. 4.8 — GRAPPLE AND FIELD KIT