Build
The war at Castor
Fifty-one light years out, two houses of one alien people, the Ascendancy and the Free Fleet, have been fighting over Castor for two hundred years. Their station changes hands as the war swings, and now you can swing it.
- Clashes: watch the houses fight, or join in. Lances hurt most when you sit still, scatter-cannons up close, torpedoes can be shot down by your flak, and a harpoon reels you in until you shoot its bow gun or burn hard enough to break the line.
- Standing: each house rates you from Hostile to Honoured. Docking, contracts, the better wares and finally the house’s own gear open as you climb. Every favour to one costs you with the other.
- House contracts: escorts, strikes on the other side’s supply line, supplies for the siege and rescues from the Battlefield, where the wrecks are worth stripping too. While the station is under siege, the battle round it is open to anyone.
- Flagships: one for each house, back about a day after you beat it. Very rarely one drops a piece of named gear, like the Throne lance, Herald plate, Long line or Widowmaker. Your Collection log keeps track.
- House hulls: reach Honoured and a house’s shipwrights will fit your mind into one of their own hulls.
Also new: your guns fire from their own turrets. Rings of stars out from Sol show how dangerous each one is, and deliveries pay more the further they go, up to 1.6 times as much. Research has a Combat branch, and the Mk V engine and drone bay are now clearly better than the Mk IV. The Map opens full screen with a System and Galaxy switch. Station storage holds any amount, and the grappler is back for Mk I and II, with the tractor beam from Mk III. Flying is quieter too: the autopilot only speaks up when it has something new to say.














