W.E.B. — Rules Reference

Warp Empire Battles — collected rules, edge cases, and important restrictions

The Galaxy Awakens

Aeons ago, a great galactic war shattered civilization across the stars. The conflict was so devastating that entire sectors were reduced to silence. Warp lanes went dark. Worlds that had once traded freely across light-years found themselves isolated, cut off from neighbors they could no longer reach. Over the millennia that followed, knowledge faded. Technologies were forgotten. The galaxy slid into a long barbarism, and the war that caused it passed out of memory entirely.

No one remembered the ancient highways between the stars — until explorers from a handful of resurgent civilizations ventured beyond their own systems and discovered something extraordinary: warp gates. Massive ring-like structures orbiting near every star, built by a forgotten race in an age no one can date. The gates were dormant but intact, connected to one another in a vast web-like network spanning the galaxy. With enough study, engineers learned that a ship equipped with a specialized warp field generator could activate a gate, opening a near-instantaneous corridor to the next gate along the network.

This discovery changed everything. Civilizations that had spent centuries rebuilding on single worlds suddenly had access to the stars again. But expansion brings need: the advanced industries and infrastructure required to sustain interstellar society demand far more resources than any one planet can provide. Minerals, population, production capacity — the hunger for growth is insatiable, and every neighboring system is a prize worth claiming.

You are one of these resurgent empires. Your scientists have cracked the secret of the warp gates, and your fleets are ready to push outward along the ancient lanes. But you are not alone. Other empires have made the same breakthrough, and they have the same ambitions you do.

Scattered among the stars you will also find independent civilizations — worlds that have rebuilt enough to field local defense fleets but have not yet unlocked the secret of the gates. They cannot project power beyond their own system, but they are far from helpless. Some may welcome you as liberators; others will fight to the last ship. How you treat them will shape your reputation across the galaxy.

And in the dark spaces between the civilized belts — the Dead Systems and drifting asteroid fields at the galaxy's edge — pirates lurk. These lawless fleets prey on any system rich enough to plunder, raiding along the warp lanes from hidden bases in regions too remote or too dangerous for legitimate settlement. They answer to no empire and respect no treaty (see Pirates). Left unchecked, a pirate armada can grow powerful enough to threaten even a well-defended frontier.

Victory

The war ends when one empire establishes dominance. There are three paths to victory:

Galactic Ranking

Win or lose, every finished game earns you a score based on how many players you beat. In a 9-player game, the winner beat 8 rivals and scores 8 points. Second place beat 7 and scores 7. Last place scores 0.

Bigger games mean bigger scores. Coming in 2nd out of 9 players (7 points) is worth more than winning a 4-player game (3 points). This rewards commanders who test themselves in the largest wars the galaxy has to offer.

Your Galactic Ranking in the Hall of Fame is your average score across all finished games. You need at least 3 completed games to appear on the ranked leaderboard.

Empires that are eliminated during a game are ranked by how long they survived — holding out to turn 20 places you above someone knocked out on turn 5. Empires that abandon a game (AI takeover) receive last place for that game, scoring 0 points. There is always something to play for, even when the war turns against you.

Vanquished — Defeat & Ship-to-Pirate Conversion

When an empire loses its last star system, it is vanquished. All of its surviving ships — fleets still in transit, raiding forces, stragglers at enemy systems — are absorbed by the galaxy’s pirate empire and drift toward the nearest Dead System or Asteroid Field. They raise the black flag and become part of the pirate threat.

Every surviving player receives an in-game announcement naming the fallen empire and the empire that delivered the killing blow. The vanquished player is locked out of the game — no orders, no map access — until the game ends. Once the game finishes, the full map is revealed and the vanquished player can review the final results.

Victory Rewards

Winners earn credits that can be used to join future games:

Skilled commanders can sustain their campaigns through victory alone. The bigger the war, the greater the spoils.

Strategy Overview — Explore, Expand, Secure

The early game is a race to explore the galaxy and expand your borders. Every habitable system you claim serves two purposes: it increases your production capacity (more factories building more ships) and it secures mineral income to feed those factories and keep your fleet supplied with Ion-9 crystals.

But production alone won't sustain a growing empire. You need a steady flow of minerals — the raw material behind everything you build and everything that keeps your ships in the fight. There are three sources of minerals in the galaxy:

Smart commanders don't just build fleets — they build supply chains. Use Freighters to shuttle minerals from mining systems and asteroid operations to your production centers and home world. A powerful fleet without minerals behind it is a fleet that will slowly starve.

1. System Types

RULE-001

The galaxy is made up of many different kinds of locations. Some are thriving worlds with populations and industry; others are barren wastelands or hazardous phenomena left behind by the ancient cataclysm. Understanding what you'll find at each type of system is essential before committing your fleets.

1a. Star Systems (Quality A–E)

Star systems are habitable worlds with populations, industry, and natural resources. Each is rated by quality from A (best) to E (poorest), which determines its population capacity, industrial base, and growth potential.

Interestingly, the most developed worlds are not always the richest in raw materials. Higher-quality systems spent centuries building up their infrastructure before rediscovering the gates — their mines are well-established but increasingly depleted. Lower-quality systems, while less developed, often sit on untapped mineral wealth that fuels rapid expansion for any empire willing to invest in their growth.

QualityPop LimitMinerals/TurnTypical IndustryGrowth RateCharacter
A (Gaia)124410%Rare, powerful — major strategic prize
B1022–38%Well-developed, strong foundation
C6226%Moderate — reliable but not exceptional
D5214%Frontier world — underdeveloped but functional
E4312%Primitive but mineral-rich — excellent mining outpost
Tip: Don't overlook Class E systems. While their populations are small and industry is minimal, they produce 3 minerals per turn — more than any other quality except Gaia Systems. A Class E with a few factories built up can become a powerful production hub.
Independent systems keep producing: While a system is still independent (not yet part of your empire), it continues to generate minerals on its own each turn — those minerals accumulate in the system's stockpile. Class D and E systems are particularly attractive targets for this reason: a Class D produces 2 minerals per turn and a Class E produces 3 minerals per turn even while independent. When the system eventually joins your empire — through diplomacy or conquest — you inherit the full mineral stockpile that has been building up since game start.

Most star systems you encounter will be controlled by independent civilizations — worlds that have rebuilt enough to field local defense fleets but have not yet unlocked the secret of the warp gates. Their reaction to your arrival depends on your empire's reputation (see Independent Systems).

1b. Home Systems

Every player begins the game with a home system — a Class B world that serves as the heart of your empire. Home systems are better-established than typical colonies, with higher starting population, industry, and planetary defense.

PropertyValue
QualityB
Population5.0 (limit 10)
Industry4.0
Minerals/Turn2
Starting Minerals20
Planetary Defense8
D-Sats2
Starting Fleet2 CR + 5 DD + 1 Fr
Key: Losing your home system doesn't eliminate you from the game, but capturing 3 enemy home worlds is one of the victory conditions. Defend yours and target your rivals'.

1c. Dead Systems

Scattered across the galaxy are worlds that bear the scars of the ancient war — planets blasted so thoroughly by the devastating weapons of those forgotten empires that they can no longer sustain life. Their atmospheres burned away, their surfaces reduced to irradiated glass, these Dead Systems are silent monuments to the destruction that ended the previous age.

Tip: Dead Systems make excellent forward operating bases. Placing a Starbase not only creates a formidable defensive position controlling the surrounding warp lanes, it also claims the system for your empire — and claimed systems count toward the Galaxy Domination victory condition. Don't overlook these lifeless worlds; they can be the difference between falling short and crossing the threshold.
Tip: Look for Dead Systems with pirate fleets — the bigger the garrison, the more likely the ruins hold something valuable. Clear out the pirates, build a Starbase, and let your archaeologists get to work. The Precursors left powerful things behind in these forgotten places. Finding them first could change the course of the war.

1d. Asteroid Fields

Asteroid fields are resource-rich but dangerous locations. Fleets stationed there face ongoing hazards, and only Freighters can mine minerals from the debris.

Debris Damage:

Ships in an asteroid field take damage from collisions with debris each turn:

EventChance per ship
On arrival (entering the field)5%
Each subsequent turn (stationary)5%

Freighter Mining:

Freighters stationed in an asteroid field automatically mine minerals:

Combat restriction: If combat occurs at an asteroid field during a turn, no mining takes place that turn. Your Freighters are too busy dodging fire to collect minerals. This applies to all fleets at the location, regardless of which empires were involved in the fighting.

Movement & Trapping:

Only Cruisers (CR) and Destroyers (DD) carry warp field generators powerful enough to activate the ancient warp gates. All other ship types (Freighters, Missile Ships) require a Cruiser to activate the gate for them. Novas carry a small generator that can only move themselves.

Trap warning: If all your Cruisers at an asteroid field are destroyed — by debris or combat — your remaining ships are stranded. They cannot leave until a Cruiser arrives to activate the gate for them.
Tip: Always keep spare Cruisers with any asteroid mining fleet. Losing your only CR to a debris strike means your Freighters (and their cargo) are stuck indefinitely.

Combat in Asteroid Fields:

Pirate fleets may also lurk at asteroid fields. They are immune to debris damage and use asteroid fields as staging areas for raids into nearby systems (see Pirates).

1e. Nebulas

Nebulas are dense clouds of interstellar gas and charged particles that drift between the stars. Ships can pass through freely, but the electromagnetic interference disrupts targeting systems and makes sustained operations impossible.

1f. Ion Nebulas

Ion nebulas are far more dangerous than ordinary nebulas. The intense ion storms surging through these regions disable ship shields entirely, stripping away the energy barriers that normally protect hulls from weapons fire.

Warning: Ion nebulas are the deadliest combat terrain in the game. Every ship has 1 HP, meaning a single hit destroys even a Cruiser. Battles here are fast and brutal — bring numbers, not expensive ships.

1g. Black Holes

Black holes are gravity wells of absolute destruction. Any fleet that enters a black hole is instantly and completely destroyed — ships, cargo, and all. There is no combat, no intel gathered, no survivors. Just total annihilation.

Tip: A black hole adjacent to your territory can be a strategic asset. Enemies can't attack from that direction, and the warp lanes around it create natural chokepoints. Just don't accidentally send your fleet through it.
systems asteroid nebula mining combat movement

2. Independent Systems & Diplomacy

RULE-002

Scattered across the galaxy are independent systems — star systems controlled by minor factions that are not aligned with any player empire. They have their own fleets, defenses, and attitudes. How they react to you depends on your reputation and a bit of luck.

2a. First Contact

When one of your fleets arrives at an independent system for the first time, a reaction roll determines how that faction feels about you. The result is permanent for that system and is specific to your empire — other players get their own separate rolls.

The reaction roll is a d10, modified by your current reputation:

ReputationHostileNeutralRogue JoinJoin
Revered 60% 10% 30%
Honored 70% 10% 20%
Trustworthy 80% 10% 10%
Neutral 80% 10% 10%
Questionable 20% 70% 10%
Dangerous 30% 70%
Menacing 40% 60%
Reviled *100% *

* At Reviled reputation no d10 is rolled — every first contact is automatic hostility unless your fleet outnumbers the garrison 3:1 (intimidation auto-join), and Type A (Gaia) systems refuse to be intimidated regardless. See the full explanation under Section 2d — Reputation.

Tip: The worse your reputation, the more likely independent systems are to be immediately hostile. Avoid needless aggression early in the game.
Exception — Gaia Systems (Class A): Very high-quality Class A independent systems are always Neutral on first contact, regardless of your reputation. These powerful factions cannot be intimidated, but they also won’t attack you on sight. More importantly, diplomacy will never move them — they are permanent neutrals that can only be acquired through military conquest. See Section 2c for full details.

2b. Ongoing Diplomacy

When an independent system is Neutral toward you, diplomacy is ongoing. Each turn that you have at least one ship stationed there, a diplomacy roll occurs automatically.

The system tracks a hidden diplomacy level (2–8) that shifts each turn based on a d10 roll:

The diplomacy level has named stages so you can track how things are going:

LevelStatusOutlook
2AngryDangerous
3DisgruntledPoor
4CoolBelow average
5NeutralDefault starting point
6WarmPromising
7CordialGood
8FriendlyVery good
Tip: Honored and Revered both use d10 + 2 for the effective roll — Revered does not stack an additional bonus on top. Trustworthy gives d10 + 1. A Neutral reputation has no modifier. Worse reputations make successful diplomacy progressively harder. Revered's distinguishing perk is a fleet maintenance discount — see Fleet Maintenance.
Important: You must keep at least one ship at the system for diplomacy to continue. If you withdraw all ships, the diplomacy level freezes where it is until you return.

2c. Gaia Systems — Permanent Neutrals

Class A systems — known as Gaia Systems — are the rarest and most powerful independent worlds in the galaxy. They boast the highest population limits, the strongest industry, the most defense satellites, and the fastest population growth of any system type. They are major strategic prizes. They are also the only independent systems that diplomacy cannot touch.

The rules that govern every other neutral independent system do not apply to Gaia Systems. Every aspect of the diplomatic process — first contact rolls, ongoing diplomacy shifts, aggression ripple, pirate-fighting relation bonuses — is either fixed or skipped entirely for these worlds. Understanding exactly what that means is critical before you build a strategy around one.

First Contact: Always Neutral, Without Exception

When your fleet arrives at a Gaia System for the first time, no d10 is rolled. The outcome is determined before the dice even hit the table: the system is always Neutral. It does not matter how good or how bad your reputation is.

This also means that a Reviled empire cannot use overwhelming force to intimidate a Gaia System into submission. Even if your fleet outnumbers the Gaia garrison three to one, the defenders will not surrender. These civilizations are old, proud, and do not yield to tyrants.

Ongoing Diplomacy: Frozen in Place

After first contact, other neutral independent systems enter the ongoing diplomacy cycle — each turn you station ships there, a diplomacy roll shifts the relationship level up or down until the faction eventually joins or turns hostile. Gaia Systems are entirely exempt from this cycle.

Key Rule: A Gaia System’s relationship level is permanently locked at Neutral. It cannot improve. It cannot worsen through diplomacy. No amount of time, fleet presence, or good reputation will ever move it.

Immune to Aggression Ripple

When you attack a Neutral independent system, a solidarity ripple can spread to other neutral systems you’ve visited, dropping their diplomacy levels (see Section 2e). Gaia Systems are immune to this ripple. Even if you go on a rampage against every other independent system in the region, the Gaia System’s relationship with you does not change as a result.

Immune to Pirate-Fighting Bonuses

Destroying pirate fleets near a neutral system can boost that system’s diplomacy level by +1 as a reward for protecting the region (see Section 5 — Pirates). This bonus does not apply to Gaia Systems. Their relationship level is fixed and cannot be shifted upward by any diplomatic mechanism.

The Only Path to Control Is Conquest

Because diplomacy can never move a Gaia System’s relationship level, the system will never voluntarily join your empire. There is no diplomatic endgame here. The only way to take control of a Gaia System is to attack it, destroy its defenses, and invade.

  1. Destroy the fleet. Gaia Systems have large NPC garrisons and can support up to 20 Defense Satellites — the highest of any system type. You will need a substantial combat force to crack their defenses.
  2. Eliminate the Defense Satellites. D-Sats fire on attacking ships each turn as long as they survive. Bring enough firepower to eliminate them quickly.
  3. Invade. Once all defending ships are destroyed, land your ground troops. Gaia Systems have high populations, so expect a tough ground fight.
  4. Pay the reputation cost. Attacking a Gaia System that is Neutral toward you costs you one reputation step, exactly as it would for attacking any other neutral independent system. Plan for this before committing — if your reputation is already low, a Gaia conquest can push you into territory where other systems become even harder to deal with.
Reputation Warning: Attacking any Neutral independent system — including a Gaia System — damages your reputation by one step. Since Gaia Systems are always Neutral, you can never make them Hostile first to avoid this cost. Every Gaia conquest is a reputation sacrifice. Factor this into your long-term strategy.

The One Exception: Cultural Hegemony

There is a single path that bypasses the conquest requirement: the Cultural Hegemony Tier 4 Political advantage card. When you complete this card, every independent system in the galaxy — including Gaia Systems — immediately joins your empire. This is the only diplomatic mechanism that can acquire a Gaia System peacefully, and it is deliberately rare and difficult to achieve.

Outside of Cultural Hegemony, military force is your only option.

About Gaia Systems

Gaia systems are rare survivors of the great war. They have turned inward to study the arts and the universe and desire to be left alone. They have built up large enough defenses to keep Pirates away and until recently — smaller feudal empires such as your own. They judge all smaller empires and are waiting for a peaceful and benevolent unifier. They will join that hegemony freely with a shared goal of unifying the galaxy under one Imperium of peace and prosperity.

2d. Reputation

Your reputation is a permanent, empire-wide score that tracks how you have treated independent systems. It is shown in the top bar of your player portal. Everyone starts at Neutral.

ReputationEffect on Initial EncountersEffect on Diplomacy RollsOther Bonuses
Revered30% Join, 10% Rogue Join+2 bonus to effective rollFleet maintenance −1 crystal/turn (min 1); +3 effective PD vs unrest; pirate diplo capped at Lvl 1, −6 standing penalty (cumulative on top of Honored), cannot Bribe to Raid
Honored20% Join, 10% Rogue Join+2 bonus to effective roll+2 effective PD vs unrest; pirate diplo capped at Lvl 1, −3 standing penalty, cannot Bribe to Raid
Trustworthy10% Join, 10% Rogue Join+1 bonus to effective roll+1 effective PD vs unrest
Neutral10% Join, 10% Rogue JoinNo modifier
Questionable20% Hostile−1 penaltyCultural Hegemony T4 mission: +1 extra system required
Dangerous30% Hostile−2 penalty10% chance/turn of disruptive event; unrest buffer reduced; Cultural Hegemony: +2 extra systems
Menacing40% Hostile−3 penalty20% event chance; pirate diplo +5 standing bonus, can climb to Brother of the Black Flag (Lvl 3) and Bribe to Raid; Cultural Hegemony: +3 extra systems
Reviled *100% Hostile *No rolls *40% event chance; pirate diplo +10 standing bonus (cumulative — +5 over Menacing), can climb to Brother of the Black Flag (Lvl 3) and Bribe to Raid; Cultural Hegemony: blocked entirely
* Reviled reputation — diplomacy is closed. When you reach Reviled, diplomacy stops working entirely — both first contact and ongoing diplomacy are overridden by automatic hostility: The practical effect is that a Reviled empire conquers or it stagnates — there is no diplomatic path forward until reputation recovers (e.g. by destroying pirate fleets, see Section 5).

The pirates see things upside down. Where the independent races read your reputation as a measure of trust, the brethren of the Black Flag read it as a measure of how easy it will be to do business with you. The worse you look to the independents, the better the pirates like you — Menacing empires earn a +5 standing bonus in pirate diplomacy and Reviled empires earn a cumulative +10 (another +5 on top of Menacing), and both may climb all the way to Brother of the Black Flag. Honored empires carry a −3 penalty and Revered empires carry a cumulative −6 (another −3 on top of Honored); both are capped at Tolerated Patrons (Lvl 1). Climbing high with the brethren requires a willingness to keep your hands dirty in front of the galaxy at large; you cannot have it both ways.

What damages your reputation:

What improves your reputation:

Warning: Reputation never decays on its own. Attacking independent systems has permanent consequences that can only be undone through patient diplomacy. The best reputation you can achieve is Revered.

2e. Consequences of Attacking Neutral Systems

If you attack an independent system that is currently Neutral toward you and score at least one hit, several things happen:

  1. Your reputation is damaged by one step.
  2. That system's reaction flips to Hostile — they will fight you from now on.
  3. Any ongoing diplomacy with that system is destroyed (diplomacy level reset to Hostile).
  4. Solidarity rolls occur at nearby independent systems (see below).
  5. Diplomacy levels at all other independent systems you've visited may drop.
Solidarity: When you attack a Neutral independent system, each adjacent independent system where you have a Neutral relationship rolls to see if they also turn Hostile in sympathy. The chance depends on your reputation — the worse your reputation, the more likely neighbors are to turn against you. This can create a cascading wave of hostility across the map.

2f. Hostile Independent Systems

Once an independent system is Hostile toward you, there is no going back:

2g. Joining & Integration

When an independent system joins your empire (via a Join reaction roll or completing diplomacy), the transfer happens on the following turn:

Inherited stockpile: Independent systems produce minerals every turn even before they join you. A Class D or E system that has been sitting independent since the start of the game may have accumulated a substantial mineral reserve by the time you acquire it. The longer diplomacy takes, the larger the windfall — patient empires are rewarded.
Strategy: Peaceful expansion through diplomacy is slower but has compounding benefits. Each successful integration improves your reputation, which makes future encounters and diplomacy rolls more favorable. A warlike approach does the opposite — each attack makes every subsequent independent system harder to deal with.

2h. Player-to-Player Communication

The sections above cover diplomacy with independent (NPC) systems. Diplomacy with other players is entirely up to you.

The Comms panel in the game UI lets you send pre-written diplomatic messages to other empires — Non-Aggression Pact proposals, threats, trade offers, and more. These canned messages are delivered when the turn processes.

For free-form, real-time conversation, W.E.B. can create a private Discord channel for your game where you can write your own messages, negotiate in your own words, and scheme to your heart’s content. See Appendix B — Discord Integration for details on how game channels work, who has access, and privacy policies.

2i. Player-to-Player Formal Diplomacy

Every pair of player empires has a formal diplomatic state, visible in the Diplomacy panel. The state changes at turn rollover, not instantly, so both sides have at least one turn's warning before a transition takes effect.

StateEffect
NeutralDefault. No combat restrictions between you. You can attack each other's systems freely.
WarActive war declared. No gameplay difference from Neutral — war is a signal, not a restriction — but it is shown to all players.
N.A.P. (Non-Aggression Pact)A signed pact between two empires, visible to all players. Neither side's ships can fire on the other, and neither side triggers Ambush fire. No intel is shared — both empires retain full fog of war.

Actions

ActionFrom StateEffect at Rollover
Declare WarNeutralState becomes War. The target is notified immediately when you queue the action. You must End a Non-Aggression Pact first before you can declare war on that empire.
Propose PeaceWarIf the other empire also proposes peace (or accepts), state becomes Neutral at rollover. Proposals expire after 2 turns. A 5-turn commitment must be met before you can propose peace — you cannot end a war declared less than 5 turns ago.
Propose N.A.P.NeutralIf the other empire also proposes (or accepts), state becomes N.A.P. at rollover. Proposals expire after 2 turns.
End N.A.P.N.A.P.State returns to Neutral at rollover. A 5-turn commitment must be met before you can end it — you cannot end a pact signed less than 5 turns ago.

Cooldowns

Two cooldowns prevent diplomatic whiplash:

Cooldowns are shown on the Diplomacy panel and enforced server-side — the buttons disable automatically when a cooldown is active.

Surprise Attacks — Declare First or Pay the Price

Declaring war takes effect at the end of the turn, after combat resolves. That means the turn you queue a war declaration, you are still Neutral during that turn's battles. If your fleets attack an enemy system on the same turn you declare, the galaxy sees it as a Surprise Attack:

The clean play is to declare war first and attack the following turn: your declaration lands at rollover, the state flips to War, and from the next turn onward your offensives carry no reputation penalty. Surprise Attacks are available — they're not prevented — but they come at a cost that follows you across the rest of the game.

2j. Sending Minerals to Other Players

You can gift minerals to any met human-player empire directly from the Diplomacy panel. Each empire's card has a Send button; click it, enter an amount, and confirm. The transfer is queued as an order and resolves at turn rollover — you can cancel it any time before then.

How it works

Restrictions

Both sender and receiver see an event-log line after a completed (or cancelled) transfer. No mid-turn preview is shown to the recipient — they only learn of it when it arrives.

2k. Lifetime Credibility — Your Reputation Across All Games

Reputation (Section 2d) tracks how you have behaved in this game. Lifetime Credibility is a separate score that tracks how you have treated other human players across every game you have ever played. Other players see your tier next to your empire name in the Diplomacy and Comms panels — so if you build a reputation as a treaty-honorer or a serial backstabber, that reputation follows you from game to game.

Lifetime Credibility is only affected by your dealings with other human players. Independent (NPC) and Pirate interactions do not change it. Practice / solo games do not change it. Co-op alien invader games do not change it. Only ranked, multiplayer human-vs-human actions matter.

The Eight Tiers

Everyone starts at Pragmatic (0 points) — the neutral middle. Your points can climb up or fall down without limit. Long histories of good behavior build a cushion that absorbs occasional bad acts; long histories of betrayal take a long, slow climb to repair.

TierPoint RangeWhat It Means
Loyal Friend20+ pointsYou consistently honor pacts and resolve conflict cleanly. A trusted ally across many games.
Honorable10 to 19Strong record of treaty-keeping with occasional pragmatic warfare.
Dependable3 to 9Generally reliable. Your word can be taken at face value.
Pragmatic (default)−2 to 2The neutral middle. New players start here. Your dealings have been balanced.
Opportunist−9 to −3Willing to pick fights when it suits you. Treaties last only so long as they help.
Schemer−20 to −10Has burned treaties to seize an opening. Trust at your own risk.
Treacherous−40 to −21Pacts mean nothing to you. Other players sign with you at their peril.
Diabolical−41 or worseA serial backstabber. Recovery will take many games of disciplined diplomacy.

Color key: Green = above the neutral middle (you've earned trust) · White = Pragmatic, the neutral default · Amber = one step below neutral (Opportunist) · Red = two or more steps below neutral (Schemer / Treacherous / Diabolical). These are the same colors used in-game so you can recognize a player's standing at a glance.

What earns you Credibility points

A perfect pacifist who never declares war, never breaks a pact, and never fires without a declaration earns the full +3 end-of-game bonus in addition to any +1's they earned along the way for signing pacts.

What costs you Credibility points

War declarations are always either −3 (had a prior pact) or −1 (never had one) — never both. Breaking a pact and declaring war are separate actions: if you End N.A.P. one turn and Declare War on a later turn, you pay both costs (−2 then −3). Declaring war while still in a pact pays only the −3.

Where you can see it

Privacy: Your Lifetime Credibility tier is tied to your empire name in that game, never to your display name. No public leaderboard or Hall of Fame surface shows your credibility. Other players can only judge you through the empires you choose to play.

AI takeover details

If your empire goes inactive long enough that the AI takes over, the trust system stops counting individual actions for or against you from that point forward. Any Credibility points you earned or lost while you were still in control — signing pacts, breaking pacts, declarations of war, firing without warning — are kept in your lifetime ledger. The AI's later moves do not add or subtract anything.

However, the three end-of-game peaceful bonuses (+1 each) require you to finish the game yourself. If your empire is taken over by the AI at any point, you forfeit all three bonuses for that game, even if no warlike action ever occurred during your tenure. Finishing what you started is part of the reward.

Strategy: Lifetime Credibility is a slow-moving signal. One bad game won't ruin a long good record; one good game won't lift you out of a deep negative. Other players reading your tier are seeing the weight of everything you have ever done in W.E.B., so play each diplomatic move with that long arc in mind.
diplomacy independent reputation credibility combat expansion trade

3. Fleet Movement

RULE-003

An ancient, long-forgotten race once built a vast network of warp gates near the stars of every inhabited system. These gates are connected in a web-like pattern — the warp lanes shown on your star map. The gates still function, but they require a warp field generator to activate. Once a gate is powered up, nearby ships are accelerated along the warp lane to the gate at the destination star almost instantaneously. Most of the travel time is actually spent generating the warp field and activating the gate.

Movement is always one hop per turn: you pick a connected system and your ships jump there when the turn processes.

Restoring the Ancient Network — Active Warp Lanes: The warp gates were originally designed to stay permanently open, held alive by massive computer intelligences that calibrated both ends of every lane in real time. When the ancients vanished, those calibration computers fell silent and the lanes collapsed into dormant rings of metal — passable only by ships carrying their own portable warp field generator (Cruisers, Novas, and lone Destroyer probes).

Your engineers have rediscovered the secret. By building a Starbase at a system, you install a reactor and AI core powerful enough to restore one end of an ancient gate's calibration. To light up a lane you need a Starbase at both ends of that specific lane — meaning two of your Starbases in adjacent systems that are directly connected by a warp lane on the map. Starbases in systems that aren't connected to each other do nothing for each other; only the lane linking two neighbouring Starbase systems comes alive. When both endpoints are yours, the resonance is fully restored: that lane wakes up, glows mint green on your star map, and becomes an Active Warp Lane.

Once a lane is active, any of your ships can travel along it freely — no Cruiser required, no escort needed. A lone Freighter, a single Missile Ship, a stray Destroyer, or any mixed group can move from one end to the other on its own. The gate itself does the work, exactly as the ancients intended. Build out a network of Starbases at adjacent owned systems and you progressively restore the ancient highway, removing the Cruiser bottleneck across more and more of your empire. Full details are in section 3h below.

3a. Warp-Capable Ships

Not every ship carries a warp field generator. A valid move order requires at least one ship equipped with a generator to activate the gate:

ShipWarp Field GeneratorCan Gate OthersNotes
Cruiser (CR)Full-sizeYesPrimary fleet mover — activates the gate for any number of ships
Destroyer (DD)MicroNoCan activate a gate alone as a probe (see below); cannot gate other ships
Nova (N)SmallNoHas a small warp field generator that can only move itself through a gate
Missile Ship (Mi)NoneNoRequires a Cruiser to activate the gate
Freighter (Fr)NoneNoRequires a Cruiser to activate the gate
Starbase (SB)NoneNoCannot move once placed
Defense Sat (DS)NoneNoStationary; cannot move
Key rule: Cruisers are the backbone of fleet movement. A single Cruiser's warp field generator can activate the gate for any number of Freighters, Missile Ships, and other ships without generators in the same move order. Novas carry a small generator that can only move themselves — they cannot gate other ships through.

3b. Destroyer Probes

Destroyers carry only a micro-scale warp field generator — not powerful enough for sustained gate travel. When a lone Destroyer activates a gate by itself (without a Cruiser in the same move order), it overloads its power plant to force the gate open. The surge generates just enough field strength to hurl the ship through, but the strain is catastrophic: the Destroyer's systems burn out shortly after arrival. In its final moments, the ship transmits a full sensor sweep back through the gate before breaking apart. This is a probe — a one-way reconnaissance mission:

Tip: Probes are cheap (1 BP) and expendable. Use them to scout unknown systems before committing your main fleet. A single DD can reveal everything you need to know about a system without risking a fight.

3c. How to Issue Move Orders

There are three ways to initiate a fleet move from the player portal:

  1. Move link: Click the "Move" action link on any system card where you have warp-capable ships. This opens the move modal with that system as the origin.
  2. Dropdown menu: Click the menu icon on a system card header and select "Move" from the dropdown. Same result as above.
  3. Drag and drop: Drag a CR or N ship chip from the ships section of a system card and drop it onto one of the warp lane pills (the destination system names shown on the card). The move modal opens with the destination and ship type pre-filled.

All three methods open the same move modal, where you choose exactly which ships and cargo to send.

3d. Cargo & Transport

Ships can carry cargo during movement. Each ship type has different capacity:

ShipCargo Capacity
Freighter (Fr)3 minerals OR 1 population OR 1 starbase (mutually exclusive)
All othersNone

3e. What Happens When You Move

Movement is processed as Phase 3 of the turn, between the two rounds of combat. Here's the sequence:

  1. Combat Round 1 — Your ships that are staying behind fight normally. Ships marked for movement do not fire in round 1 (they're preparing to jump). If enemies destroy all your staying ships, overflow damage hits the departing ships as withdrawal fire.
  2. Movement — Surviving ships warp to the destination.
  3. Arrival checks — If the destination is an asteroid field, each ship has a 5% chance of being destroyed by debris on arrival. If it's an independent system you haven't visited, a reaction roll is triggered.
  4. Combat Round 2 — Ships that just arrived have arrival immunity: they cannot be targeted by normal fire (only ambush fire can hit them).
Withdrawal fire: If you're leaving a system where enemies are present, your departing ships are at risk. They don't shoot in round 1, and if your staying ships are wiped out, the enemy's remaining hits carry over to your moving ships. Moving out of a contested system is dangerous.
Tip: Newly arrived ships are protected from normal combat fire in round 2. This means moving into an enemy system is safer than you might expect — your fleet gets a turn to settle in before taking fire. Only ambush stances can hit arriving ships.

3f. Black Holes

If you move a fleet into a black hole, all ships and cargo are instantly destroyed. There is no combat, no intel gained — just total loss. Black holes are visible on the map, so this is entirely avoidable.

3g. Stranded Fleets

If all ships with warp field generators (Cruisers, Destroyers, and Novas) at a system are destroyed — whether by combat, debris, or withdrawal fire — any remaining ships without generators (Freighters, Missile Ships) are stranded. They have no way to activate the warp gate and cannot leave until a Cruiser arrives to gate them out.

Trap warning: This is especially dangerous at asteroid fields, where debris can randomly destroy your only Cruiser. Always keep spare ships with warp field generators alongside any fleet that includes Freighters or Missile Ships.

3h. Active Warp Lanes (Starbase Network)

The warp gates of the ancients were never designed for individual ships. They were built as a permanent network — pairs of gates locked in a continuous resonance, the warp lane between them held open by a vast computer intelligence calibrating both ends in real time. When the ancients vanished, the calibration computers fell silent and the lanes collapsed back into dormant rings of metal — passable only by ships equipped with their own warp field generator.

A Starbase is the only modern structure massive enough to host the AI cores and reactor banks needed to wake a gate and hold it open. Activating a lane requires two of your Starbases in adjacent systems — that is, in the two systems sitting at opposite ends of the same warp-lane line on your star map. Starbases in systems that aren't directly connected to each other don't form a lane; only a pair of neighbouring Starbase systems does. When both endpoints of a lane are yours, the resonance is restored: the lane snaps alive, glowing on your star map in mint green. While that lane is active, any of your ships — in any combination, with or without a Cruiser — can travel along it freely. Lone Freighters, lone Missile Ships, mixed groups, anything goes.

The rule: A warp lane is active for you when the two systems it connects both contain one of your Starbases. The two Starbases must be in adjacent systems (directly linked by that warp lane on the map) — Starbases in non-adjacent systems have no effect on each other. No Cruiser is needed to escort ships through an active lane; the gate itself does the work.

Enemy active lanes are rendered on your star map in red (visible only when both endpoints have been scouted). A red lane signals strategic threat: an enemy with a working Starbase logistics network can move freight and combat ships freely along it without needing Cruisers, and is dangerous. Cutting an enemy's network by destroying one of their Starbases will instantly collapse every active lane that depended on it.

Lore: A Cruiser can’t hold a gate open the way a Starbase can. What it carries instead is a tactical warp field projector — a clever hack that briefly tricks the gate’s beacon data into wrapping the Cruiser and any ships flying in its formation in a localized warp envelope. The lane never truly opens; the fleet just rides a temporary bubble along the same ancient routing. A Nova carries a one-shot version of the same hack, small enough to envelop only itself.

Tip: Build your Starbase network outward from your home system, placing Starbases at adjacent owned systems to chain active lanes together. A single new Starbase can light up two or three lanes at once if it sits between existing Starbase systems.
movement warp cargo probe combat freighter starbase active-lanes

3i. Local Traders (Passive Mineral Flow)

Every inhabited system has its own merchant captains, bush pilots, and gray-market haulers. They don’t report to Fleet Command, they don’t take orders, and they don’t file manifests. Give them a safe warp lane and a buyer on the other side, and a handful of mineral crates find their way across every week. It isn’t a supply line — it’s a rumor that happens to be true. When fighting breaks out, they vanish until the shooting stops.

Once you have active warp lanes (see 3h above), local traders will automatically move a small trickle of minerals along each active lane every turn — no orders required, no cost, fully passive.

The rule: For each of your active warp lanes, one mineral moves one direction per turn. Minerals flow mostly toward your home system, and also toward other systems that are running low on stockpile. Traders never leave your empire's network. Captured Dead Systems with a Starbase participate too — the Starbase warehouse holds the minerals and acts as a normal node in the network.

Losing your home matters. Trader flow is loyal to your ancestral home — the system you started the game in — not any re-anchored capital. If your ancestral home is captured, the entire Local Traders network goes dark for your empire until you recapture it. Freighters and other mechanics still work normally, but the civilian trade network stays loyal to the original.

Tip: A long, connected chain of active warp lanes reaching back to your home is a quiet economic multiplier. Systems in the interior stay fed without you spending a single Freighter order on them, freeing your shipping orders for the front line.
economy minerals trade warp active-lanes starbase home

4. Combat

RULE-004

Combat occurs when hostile fleets share a system. Each turn has two rounds of combat (Phases 2 and 4), with fleet movement happening in between. Understanding stances, firing order, and screening is key to winning battles.

4a. Combat Stances

Every fleet has a combat stance that determines when and how it fights:

StanceBehaviorWhen It Fires
Conditional Default stance. Only fires if attacked first. Both rounds, but only in retaliation
Attack Actively targets a named enemy empire. Initiates combat. Both rounds
Ambush Lies in wait watching specific warp lanes. Fires on ships arriving from those lanes. Round 2 only
Ambush restrictions: Ambush cannot be set in nebula or ion nebula systems. Additionally, Freighters, Defense Satellites, and Starbases do not participate in ambush fire — only combat ships (CR, DD, Mi, N) can ambush.
Tip: Conditional is often the safest stance. If no one attacks you, you don't waste ships in unnecessary fights. Switch to Attack only when you intend to conquer a system or destroy an enemy fleet.

4b. Turn Structure & Two Rounds

Combat fits into the broader turn sequence like this:

  1. Phase 1 — Load/Unload cargo, place Starbases
  2. Phase 2 — Combat Round 1 — Fleets fire; moving ships take withdrawal fire (see below)
  3. Phase 3 — Movement — Surviving ships warp to their destinations
  4. Phase 4 — Combat Round 2 — Fleets fire again; ambush fires; newly arrived ships have arrival immunity; invasion resolved
  5. Phases 5–13 — Production, mining, growth, ownership changes, etc.
Key insight: Because movement happens between the two combat rounds, you can move ships out of a system after round 1 (risking withdrawal fire) or move ships into a system before round 2 (gaining arrival immunity).

4c. How Firing Works

Each ship rolls a d10 to hit. If the roll meets or exceeds the ship's to-hit number, it scores a hit. Modifiers can make hitting harder.

ShipTo-Hit (base)Shots per RoundNotes
Starbase (SB)3+2Best accuracy, fires twice
Missile Ship (Mi)5+1Fires first in sequence
Cruiser (CR)5+1
Defense Sat (DS)5+1
Destroyer (DD)6+1
Nova (N)8+1Hard to hit with, but instant-kill on hit
Freighter (Fr)101Almost never hits

To-hit modifiers (each adds +1 to the number needed, making it harder):

Modifiers stack, but the final to-hit is capped at 10. A natural 10 always has a chance to hit.

4d. Fire Order

Ships don't all fire simultaneously. They fire in a strict sequence, and hits are applied immediately — meaning early-firing ships can destroy enemies before those enemies get a chance to shoot.

The firing sequence each round is:

  1. Missile Ships — fire first, can eliminate threats before they shoot
  2. Starbases — fire twice (2 shots)
  3. Cruisers
  4. Destroyers
  5. Defense Satellites
  6. Novas
  7. Freighters — fire last
Tip: Missile Ships fire first, which makes them excellent for picking off fragile ships (like enemy Missile Ships) before they can shoot. Starbases are devastating — they fire twice with the best accuracy in the game.

4e. Screening Order & Damage

When your fleet takes hits, damage is absorbed by ships in screening order. The front-line ship absorbs all incoming hits until it's destroyed, then the next ship type in line takes over.

PriorityShipHit PointsRole
1stDestroyer (DD)2 HPExpendable screen
2ndNova (N)2 HP
3rdMissile Ship (Mi)1 HP
4thCruiser (CR)3 HPTough, protected by screen
5thD-Sat / Starbase3 / 10 HPHeavily armored
6thFreighter (Fr)1 HPLast to take damage

Hits are applied one at a time. Each hit reduces the front-line ship by 1 HP. When a ship reaches 0 HP, it's destroyed, and the next hit moves to the next ship in the screening order.

Example: Your fleet has 2 DD (2 HP each) and 2 CR (3 HP each) and takes 7 hits. The DDs absorb the first 4 hits (2 × 2 HP), then the CRs start taking damage — the first CR takes 3 hits and is destroyed. Total losses: 2 DD + 1 CR, with 1 CR undamaged.

4f. Nova Instant-Kill

The Nova-class warship represents the cutting edge of military technology. Its anti-matter beam weapon is a breakthrough that will eventually make conventional armaments obsolete — a single focused beam can annihilate any vessel, regardless of size or armor. Military strategists agree that Novas will one day become the standard warship in every fleet. But that day hasn't arrived yet. The technology is still new, the beam targeting systems are unstable, and the anti-matter containment required makes them significantly more expensive to produce than conventional ships. For now, Novas are built for specialty roles — high-value strikes where one perfect shot can change the course of a battle.

In game terms: when a Nova scores a hit, it instantly destroys one random enemy ship, regardless of how many hit points that ship has. The target is chosen randomly from all enemy ships in the system (weighted by count).

High risk, high reward: Novas are expensive (2 BP) and have the worst accuracy in combat, but a single lucky hit can take out the most valuable ship in an enemy fleet. A Nova strike on an enemy Starbase (10 HP, worth 4 BP) is one of the most devastating outcomes in the game. Even more tactically, Novas can destroy enemy Cruisers — the only ship with a full-size warp field generator. If all of an enemy’s Cruisers are destroyed, most of their remaining ships become stranded with no way to activate the gate and leave the system.

4g. Outnumber Penalty

If your combat ships are outnumbered more than 2-to-1 by enemy combat ships, all your ships receive a +1 to-hit penalty (harder to land hits).

Example: You have 3 combat ships facing 7 enemy combat ships. 7 > 3×2 = 6, so the penalty applies. All your ships get +1 to their to-hit number. Your Cruisers now need 6+ instead of 5+.

4h. Withdrawal Fire

When ships are ordered to move out of a system where combat is happening, they face withdrawal fire in round 1:

Warning: Moving out of a contested system is risky. Your moving ships can't shoot back, and if your rear guard falls, the departing ships take the remaining fire. Make sure you leave enough staying ships to absorb damage, or accept the risk.

4i. Arrival Immunity

Ships that arrive at a system during the movement phase (Phase 3) receive arrival immunity in combat round 2:

Strategy: Arrival immunity makes offensive movement relatively safe against normal defenders. But beware of ambush — a well-placed ambush fleet can fire on your arriving ships before they can react.

4j. Defense Satellites & Starbases

Defense Satellites (DS) are fixed defenses attached to a system (not a fleet):

Starbases (SB) are the most powerful defensive unit in the game — massive orbital cities housing weapons platforms, command centers, repair bays, and the millions of crew and their families needed to keep them running. Constructing a Starbase is a monumental undertaking that permanently draws workers and their dependents away from the planet below.

Tip: A Starbase turns a system into a fortress. With 10 HP it's extremely hard to destroy through normal fire, and its 2 shots at 3+ accuracy make it a consistent damage dealer every round. Prioritize building one at key defensive positions — but remember the population cost. Building a Starbase at a small colony will noticeably reduce its future production capacity.

Immobile platforms cannot initiate combat. Starbases and D-Sats are fixed installations locked to a system's orbital infrastructure — they cannot maneuver to engage hostile fleets. Enemy ships in the same system can simply keep their distance, staying beyond effective weapons range of stationary platforms. However, the moment an enemy fleet commits to an attack, they must close range and enter the platforms' engagement envelope — at which point Starbases and D-Sats fire back with full force. To dislodge an enemy fleet camping in a system defended only by fixed platforms, you must send in mobile warships to force the engagement.

4k. Invasion & Conquest

One invasion round per turn: There is only ever a single invasion round in a turn, and it happens in place of Combat Round 2. If conditions for invasion aren't met, Round 2 plays out as normal combat instead and the invasion is deferred to a later turn.

Invasion happens in Combat Round 2, but only when the system has no active defenses capable of firing at the start of the round. Specifically, an invasion begins when:

If the defender has anything that can fire at the start of Round 2 — ships, a Starbase, or D-Sats — Round 2 is spent on normal combat. The invasion is deferred until next turn. Your fleet was engaged fighting active defenses and could not simultaneously bombard the planet.

Once the invasion begins, your ships fire at the system's Planetary Defense (PD) to take control:

Invasion RatingShipsTo-Hit vs PDDamage Per HitCollateral Damage
A (best)CR, Nova6+1None
A (best)Freighter6+2None
BDestroyer8+1On hit: chance of industry or population damage
C (worst)Missile Ship9+1On hit: higher chance of collateral damage

Each PD unit has 2 hit points and must absorb that much damage before it is destroyed. Freighters deal 2 damage per hit — enough to take out a PD unit in a single shot. All other ships deal 1 damage per hit and need two successful hits per PD unit.

Not all ships are created equal when it comes to ground operations:

Invasion tip: Freighters are your best invasion ships — their marines deal 2 damage per hit, taking out a full PD unit in a single shot. Cruisers and Novas (also rating A) need two hits per PD unit but cause no collateral damage. Missile Ships are the worst: their warheads weren't meant for ground targets, so they rarely hit (need 9+) and devastate everything around the impact zone. Destroyers fall in between — more accurate than missiles (8+) but still rough on the local infrastructure.

4l. Special Terrain Effects

Nebula:

Ion Nebula:

Asteroid Field:

Ion nebula warning: Ion nebulae are the deadliest combat terrain. Every ship has 1 HP, meaning a single hit destroys even a Cruiser. Battles here are fast and brutal — bring numbers, not expensive ships.
combat stances ambush invasion screening nova starbase

5. Pirates

RULE-005

Pirates are a hostile NPC faction that threaten all players equally. They cannot be negotiated with, allied with, or controlled. Pirate fleets appear in red on the map and in ship reports. There are two types of pirate activity: local pirate fleets that lurk in dangerous locations, and raider fleets that actively hunt player systems for plunder.

5a. Local Pirate Fleets

Pirate fleets may be present at Dead Systems and Asteroid Fields. There is no way to know whether pirates are waiting at one of these locations until you arrive. A typical pirate fleet consists of a Cruiser and a group of Destroyers. They will remain in the system and fight any player ships that enter.

Rogue NPC fleets (from failed diplomacy) may also end up joining pirate forces, merging into any existing pirate fleet at their destination.

5b. Pirate Raiders

Beginning in the early turns of the game, organized Pirate Raider fleets will begin launching raids from Asteroid Fields, targeting player-owned systems that have accumulated mineral stockpiles. Raids become more frequent as the game progresses.

Pirate Raiders appear as a separate fleet from any local Pirates in a system. You may see both “Pirates” and “Pirate Raiders” listed under Ships Present — they are tracked independently.

When a raider fleet enters civilized space, all players will receive a warning: “Traders are reporting a large Pirate Raiding fleet approaching civilized space.” If you have ships present at the asteroid field where the raiders originate, you will receive a more specific sighting report.

5c. Raider Targeting

Pirate Raiders will head toward the closest player-owned system that has a meaningful mineral stockpile. They move one system per turn along a direct path, avoiding Black Holes.

If the raider fleet arrives at its target and finds the minerals have been depleted (fewer than 5 remaining), it will redirect to the next closest eligible target. Systems that have already been plundered will eventually become valid targets again if no fresh targets remain.

Strategic note: Raiders move one hop per turn, so you have a window to respond — if you see them coming. Station a Destroyer or Starbase in the systems one and two hops out from your home world. If a raider fleet passes through, you’ll get a sighting report and a turn or two to react. The moment you spot them, recall your ships home and set the fleet to Ambush. Raiders arriving into a prepared defense will walk straight into a trap of your choosing.

5d. Plundering

If a Pirate Raider fleet has been at a system for at least one full turn (it cannot plunder on the turn it arrives) and there are no owner ships, Defense Satellites, or Starbases to oppose them, they will attempt to plunder the system instead of fighting.

The outcome of a plunder depends on your Planetary Defense (PD) relative to the size of the raider fleet:

If your PD equals or exceeds the raider fleet’s Destroyer count:

If the raider fleet overpowers your PD:

Blocking Raids with Fleet Defense

Stationing your own ships at a threatened system is the strongest defense against a raid. The rules are strict:

Defense playbook: When the raid warning fires, identify the likely target (your richest exposed system, one or two hops from the asteroid field), then get a fleet there this turn — before the raider arrives. Even a modest screen of Destroyers will block plunder and force a stand-off. If your fleet outlives two turns of pirate combat, the raid ends with zero minerals lost. A Starbase is even better — it permanently blocks plunder until destroyed.

You will receive a detailed report when raiders attempt to plunder one of your systems, whether they succeed or are repelled.

No last-minute evacuations: Once a pirate raider fleet has arrived over a system and that system is its target, Load and Unload orders at that system are blocked until the raid resolves. You cannot lift minerals onto freighters to evacuate them ahead of a raid — the minerals on hand are what the raiders have come for, and the raiders get a shot at taking them.

Tip: A strong PD garrison can completely block a plunder and prevent unrest. Investing in PD at mineral-rich systems is one of the best defenses against pirate raids, even if you cannot station a fleet there.

5e. Pirate Combat

Pirates fight using standard combat rules with some important differences:

Warning: The capture mechanic makes pirates especially dangerous. A fleet that is barely strong enough to win may find itself losing as the pirates grow mid-battle by capturing your ships. Bring overwhelming force when engaging pirates, or you risk feeding them reinforcements.

5f. Raider Growth

The brethren do not breed in their lairs. Every Destroyer that flies the Black Flag was bought with someone’s coin, dragged out of a smoking wreck, or sailed home with a hold full of plunder. There is no quiet, automatic build-up between turns — the pirate war chest grows only when the galaxy feeds it. Three streams do that feeding, listed in order of how much they actually move the needle:

Two consequences fall out of these rules. First, raider fleets do not grow while sitting idle — if no one feeds them, they do not strengthen. Second, every raider you destroy before it returns home is a permanent loss to the brethren’s war chest, ships and loot both. Early-game raids are manageable threats; if the galaxy keeps paying, late-game raids can field substantial fleets that require coordinated defense.

5g. Defending Against Pirates

Effective pirate defense strategies include:

5h. Rewards for Fighting Pirates

Empires that fight valiantly against pirate forces earn tangible rewards. The galaxy remembers those who stand against lawlessness, and independent systems take notice when nearby empires show the courage to engage pirates in battle.

Reputation Boost: If your forces completely destroy a pirate fleet — every last ship annihilated — your galactic reputation improves by one step. This applies whether the pirates were stationed at a Dead System, lurking at an asteroid field, or caught in transit. If they don’t survive the turn, it counts. This reward is granted once per turn regardless of how many pirate fleets you destroy.

Diplomatic Relations Boost: If your fleet deals significant damage to pirate forces during a turn, nearby independent systems that are currently Neutral toward you will warm to your empire. Their diplomacy level improves by one step as word of your campaign against the pirates reaches their councils. Only independent systems within a couple of warp lane hops of your battle sites are affected.

Cooperation Pays: If multiple empires fight the same pirate fleet together, each empire can earn these rewards independently. Independent systems respect any empire willing to take the fight to the pirates, and joint operations are no exception.
The brethren keep their own ledger. While the independent races and your galactic reputation reward you for hunting pirates, the brethren themselves do not forgive it. Combat with a pirate fleet inside an Asteroid Field costs you −2 pirate diplo points per engagement; combat in a Dead System costs −1. Fights anywhere else — open space, your own systems, or in transit — carry no pirate-diplo penalty, and an Ambush leaves no witnesses to report it. If you are climbing toward Tolerated Patron, Marked Friendly, or Brother of the Black Flag, raiding the brethren’s lairs will drag you back down even as your reputation rises. (Full rules: 5i. Pirate Diplomacy — Attacking Pirates in Their Lairs.)

5i. Pirate Diplomacy

For all their bluster about answering to no one, the brethren of the Black Flag are merchants in the end. They have favored ports, captains they trust, and old debts they honor. An empire that approaches them with the right coin — and the right reputation — can buy a measure of peace, perhaps even a measure of cooperation. But every coin pressed into a pirate captain’s palm sails right back out as powder, sail-cloth, and crews. Tribute does not buy the brethren’s silence; it buys their patience, and pays for the next raid landing somewhere down the lane.

This section covers your standing with the pirates — how it is earned, what it grants, and what it costs.

First Contact

You begin the game with no relationship to the pirates and you will hear nothing from them until your ships have crossed paths with one of theirs. The first turn after any of these events:

… a contact message arrives from the Black Flag, and a Pirate Diplomacy panel appears at the top of your diplomacy view. Until first contact the panel is hidden — you do not yet exist to them.

Diplomacy Tiers

Your standing with the pirates is measured in diplomacy points. Every empire begins at 0. Crossing certain thresholds promotes you to a named tier with its own protections and privileges:

TierNameThresholdWhat it grants
0Strangers0 pointsNo relationship. Pirates raid your worlds and fire on your ships normally.
1Tolerated Patrons10 pointsPirate raids skip your worlds and target other empires instead.
2Marked Friendly20 pointsPirate fleets will not fire on your ships in shared systems. You may build a Starbase at a pirate-occupied Dead System without first destroying the pirate fleet.
3Brother of the Black Flag30 pointsPirate fleets in your systems fight on your side against your attackers. You may bribe the brethren to raid another empire. Other empires cannot bribe a raid against you.

Points come from two sources: tribute (one mineral paid = one point, banked permanently) and reputation (your standing with the independent races shifts how the pirates see you — see below).

Reputation Caps Your Standing With the Brethren

Pirates respect outlaws and brawlers. They do not trust saints. The cleaner you look to the independent races, the lower the ceiling the pirates will let you climb to:

ReputationMaximum pirate tier reachable
Revered, HonoredTolerated Patrons (Lvl 1)
Trustworthy, Neutral, Questionable, DangerousMarked Friendly (Lvl 2)
Menacing, ReviledBrother of the Black Flag (Lvl 3)

Reputation also adjusts your point total directly. The more feared you are, the better the pirates like you — Menacing and Reviled reputations grant a standing bonus toward your pirate diplo total, and Honored and Revered reputations carry a penalty. Your banked tribute is never lost when reputation shifts; only the displayed tier and the reputation portion of your total move.

If your reputation rises high enough to drop the cap below your current tier, the higher tier’s privileges are revoked at end of turn. Lower your reputation back into the eligible band and the tier returns to whatever your points support. (See Section 2d. Reputation for the full reputation chart.)

Pay Pirate Tribute

The Pay Pirate Tribute button on the Pirate diplomacy card opens a modal where you choose how many minerals to send. Each mineral paid is +1 to your pirate diplo points, banked permanently.

Of the empires that have not paid the brethren at all, those who have given the least are first to feel the brethren’s hunger. And when every empire has bought peace, the brethren turn back to the independents until fresh marks emerge.

Tribute is a dangerous path. The brethren do not hoard the coin you send them. Every mineral you pay is poured into shipyards, powder, and crews — fueling new raids on the next mark down the lane. The empire you saved with tribute today may pay for the raid that lands on your neighbor next turn, or back on your own worlds the turn after. The galaxy that pays the most pirates has the most pirate raids in the air.

Bribe to Raid

At Brother of the Black Flag (Lvl 3) you unlock the Bribe to Raid button: pay the brethren a small fee and the next pirate raid is redirected onto an empire of your choosing.

The strongest practical reward for climbing all the way to Lvl 3: no other empire can bribe a raid against you. The brethren do not raise blades against their own.

Attacking Pirates in Their Lairs

The brethren take it personally when their old anchorages are violated. Combat with pirate fleets in their home turf carries a permanent diplomacy cost:

The penalty applies to every player who participated in the combat, not just the empire that fired first. Two empires fighting the same pirate fleet in an Asteroid Field both pay −2.

At Lvl 0 or Lvl 1 you do not need to give attack orders to incur this penalty: pirates in their lairs are hostile on sight and will fire on you even at Conditional stance. Combat happens whether you wanted it or not, and the rule is “had combat with pirates,” not “chose to fight pirates.” Friendlier tiers (Lvl 2+) are spared this trap because the pirate fleet will not fire on them — combat only occurs if the player gave explicit attack orders, and the penalty applies for that choice.

Common Cause

If your fleet fires on another player’s fleet that the pirates are also firing on — and you do not trade fire with the pirates yourself — the brethren reward the courtesy with +1 pirate diplo point, capped at +1 per turn no matter how many qualifying combats you fought. The Council of Captains marks the shared target.

Practical access usually requires Lvl 2 standing or higher (otherwise pirates fire on your ships on sight and the “no exchange of fire with pirates” condition collapses). One useful exception: in a system where pirates are mid-raid, they fire only on the system owner. An opportunistic attacker showing up to fight that owner — not the pirate fleet — can earn the bonus even at Lvl 0 or Lvl 1.

Permanent Decay

Captains die. New captains demand fresh tribute. Every 8 turns, every empire’s pirate diplo points fall by 1 — a slow, permanent erosion that cannot be prevented. The brethren’s leadership is fractious; standing slips just by sitting still. Plan to top up your tribute periodically if you want to hold a tier long-term.

Starbases at Pirate-Held Dead Systems

At Marked Friendly (Lvl 2) and above, you may place a Starbase at a Dead System garrisoned by a pirate fleet without first destroying that fleet. The brethren let a Friend set up shop. (Previously this perk required the Retired Pirate Empire Advantage card; it is now folded into the tier system, and Retired Pirate inherits the ability via their Lvl 2 floor — see Appendix A.)

Reading the Pirate Diplomacy Card

Your total pirate standing is shown in white when nothing is shifting it. Amber means a transient modifier (usually your reputation) is dragging your total down; green means it is lifting you up. Hover the modifier list under the progress bar for the per-source breakdown and a “what if?” preview of how a reputation shift would change the picture. A red vertical line on the progress bar marks a tier border you cannot currently cross because of your reputation cap.

If You Reach for the Crown

Lead at your peril. The pirates have one rule above all others: no banner shall fly over the entire galaxy. If your empire grows powerful enough that the brethren see a Galactic Sovereign on the horizon, no payment, no friendship, and no flag will keep them from coming for you. Brother of the Black Flag is the strongest practical safeguard against this late-game crackdown; the Retired Pirate Empire Advantage card grants the same lifelong pact. Outside those two protections, the strongest empire in the galaxy will always be the brethren’s next mark.
pirates raiders combat plunder NPC reputation diplomacy

6. Economy & Production

RULE-006

Your empire runs on three interconnected resources: population, industry, and minerals. Mastering the economy is just as important as winning battles — fleets must be built, systems must grow, and resources must flow where they're needed most.

6a. Build Points (BP)

Everything you build costs Build Points. Each BP requires:

Your BP output at a system equals min(population, industry, minerals on hand), rounded down for fractional industry. All three resources are consumed equally — if you have 5 population, 3 industry, and 10 minerals, you produce 3 BP that turn.

Key: Minerals unloaded at a system during Phase 1 (Load/Unload) are available for production that same turn. Time your freighter deliveries to maximize output. However, population unloaded at a system cannot work that same turn — they spend the turn being assimilated into their new home and will be available for production and mining starting next turn.

6b. What You Can Build

ItemBP CostNotes
Destroyer (DD)1
Missile Ship (Mi)1
Freighter (Fr)1
Defense Satellite (DS)1Immobile system defense; max varies by quality (A:20, B:15, C:10, D:8, E:5)
Cruiser (CR)2
Nova (N)2
Starbase (SB)4Max 1 per system; requires empty Freighter; removes 1 population. The Freighter placing the Starbase cannot move or load cargo that turn.
Planetary Defense (+1 PD)1Capped at population limit + 4
Industry Upgrade (+0.2)1Gradual factory expansion
Ion-9 Crystal1Fleet supply. Build only at original home systems and Gaia (Quality-A) systems — see Fleet Maintenance.
Tip: If you don't issue build orders at a system, it will automatically build Destroyers with its available BP. This ensures idle systems still contribute to your fleet strength.

6c. Mining

Population not used for production automatically mines minerals:

Systems with high minerals/turn but low industry will stockpile resources quickly. Use Freighters to transport those minerals to your production centers.

6d. Population Growth

Population grows each turn based on system quality:

QualityGrowth Rate
A (Gaia)10% per turn
B8% per turn
C6% per turn
D4% per turn
E2% per turn

6e. Unrest

Systems enter unrest when conquered or when population significantly exceeds planetary defense. During unrest:

Unrest clears gradually as you build up Planetary Defense relative to population. Keeping PD close to your population level prevents unrest from triggering.

Warning: Unrest is triggered when population exceeds PD + 2. Each point above that threshold has a 10% chance of sparking unrest each turn. Build PD alongside your population to keep systems stable.

6f. Production Disruption

Production is cancelled if an enemy fleet with ATTACK orders is present at your system and you have no defending ships, D-Sats, or Starbases. Your workers cannot operate factories under threat of orbital bombardment.

6g. Fleet Maintenance — Ion-9 Crystals

Every ship in your fleet is powered by Ion-9 crystals — rare, high-energy lattices refined at your home world's processing facilities. Ion-9 crystals degrade with each warp jump and every weapons discharge. Without regular replacement, a ship's power core loses output: targeting systems drift, shield generators falter, and weapons fire weakens. A fleet running on stale crystals is a fleet fighting at a disadvantage.

Ion-9 crystals are a stockpile resource — a discrete, per-system count that you produce, hold, and draw down. They are not automatically refined from minerals each turn. You must deliberately build crystals, just as you build ships, and store them at the systems where they are produced.

Producing Crystals

Crystals are produced through the Build modal at any original home system or Gaia (Quality-A) system you control. Each crystal costs 1 Build Point, drawn from the same pool you use for ships, PD, and industry upgrades. No other system type can produce or hold Ion-9 crystals.

Capturing an enemy's home system grants you crystal production there too — the new owner can build crystals on any captured original home, exactly as they would on their own. Existing crystal stockpiles transfer with the system on conquest.

Supply Cost

Each turn your fleet consumes a fixed number of crystals based on its size:

Fleet Size (total ships)Ion-9 Cost (crystals/turn)
1–501
51–1002
101–1503

The cost increases by 1 crystal for every additional 50 ships. All ship types count toward this total — Cruisers, Destroyers, Missile Ships, Novas, Freighters, D-Sats, and Starbases.

Supply is all-or-nothing. Each turn the game sums your crystal stockpile across every system you own. If the total is at least the supply cost, you pay it and your fleet is in supply. If the total is less than the cost, no crystals are spent and your fleet goes unsupplied for that turn. There is no partial payment.

Combat Penalty

If your fleet is unsupplied (maintenance unpaid), all your ships suffer a 10% combat penalty (to-hit number increased by 1) until supply is restored. Ships with degraded Ion-9 crystals simply cannot aim or fire as effectively.

Stockpile & Deduction Order

Crystals are stored on the system where they were built. They cannot be loaded onto Freighters and cannot be moved between systems — the lattices are too unstable to ship. To keep a forward outpost stocked, you must build crystals there directly (which means it must be a home or Gaia system you own).

When the supply cost is paid, crystals are drawn down starting from the systems furthest from your original home system first, working back toward the core. This naturally consumes crystals at distant outposts before depleting your main reserve, and leaves your strongest stockpile defended at the heart of your empire.

Holding Multiple Producers

Any home or Gaia system you own contributes to your supply. If you control more than one — for example, your starting home plus one or more Gaia systems — their stockpiles are pooled for the supply check, and the deduction order described above governs which systems are drawn from first.

If you lose your home world entirely, owned Gaia systems can keep the fleet supplied. You can also produce crystals at any Gaia you hold, so a Gaia stockpile can serve as long-term insurance against losing your capital. If you control no home and no Gaia, your fleet will run dry and fight at reduced effectiveness until you recapture a producer.

Key: Crystals are produced and stored only at original home systems and Gaia (Quality-A) systems. They cannot be transported. Your fleet’s supply each turn is the sum of crystals across every such system you own — if that sum is below the supply cost, your whole fleet fights at reduced effectiveness until you build more.

Maintenance Reductions

Two effects can reduce your Ion-9 crystal cost below the standard table:

When both are active simultaneously, the Catalyst divisor is applied first, then the Revered flat reduction is subtracted, floored at 1 crystal.

Checking Your Supply Status

Your current crystal stockpile is shown directly on each home or Gaia system card — look for the Ion-9 crystal icon in the Economy stats bar. The system card also shows a usage line indicating how many crystals you spend per turn and roughly how many turns of supply you have remaining (which pulses Amber at 2 turns or fewer, and Red when you are out of supply).

Your per-turn supply cost is also displayed in the top bar next to your total ship count — for example, Ships 73 (2×crystal/turn) means a 73-ship fleet consumes 2 crystals per turn. The Ships Present box on every system card shows a small crystal icon next to each empire that is currently in supply, or a pulsing “–1 to hit” indicator if that empire’s fleet is unsupplied.

Tip: Treat crystals as a strategic reserve. Producing one costs the same Build Point as a Destroyer, so each crystal you build is a ship you didn’t. Keep a buffer of several turns’ supply at all times — running out before a major battle can turn a winning fleet into a losing one. Owning a Gaia System gives you a second producer and a second stockpile, valuable insurance if your home world is besieged. Watch the Amber pulse on your system card and Build modal — that is your warning that supply is about to run dry.
economy production mining population unrest

7. Ships Reference

RULE-007

Your fleet is composed of seven ship types, each with distinct roles. Understanding their strengths and limitations is the foundation of effective strategy.

ShipHPTo-HitBP CostRole
Cruiser (CR)
35+2Fleet backbone — gates other ships through warp lanes
Destroyer (DD)
26+1Expendable screen & probe scout
Missile Ship (Mi)
15+1Fires first in combat — fragile but accurate
Nova (N)
28+2Anti-matter beam — instant-kill on hit
Freighter (Fr)
1101Transport: 3 minerals OR 1 pop OR 1 Starbase
Defense Sat (DS)
35+1Immobile system defense
Starbase (SB)
103+4Fortress — fires 2x per round, max 1 per system

Cruiser (CR)

The Cruiser is the backbone of every interstellar navy. It carries a full-size warp field generator — the only ship class powerful enough to activate the ancient gates for an entire fleet. Without a Cruiser, no fleet can move. With one, an unlimited number of ships can ride its warp field through the gate in a single movement order.

In combat, Cruisers are tough and reliable: 3 hull points absorb sustained punishment, and their twin-battery turrets hit on 5+ (60%). They sit in the middle of the screening order, shielded by Destroyers and Novas but protecting the Freighters and fixed defenses behind them. They can also ferry a single mineral in an onboard cargo pod — useful for topping off a system in a pinch.

When the fleet turns to ground operations, Cruisers excel. Their precision orbital bombardment platforms (Invasion Rating A) can knock out planetary defense installations with surgical strikes and zero collateral damage. A Cruiser over your world is both a shield and a scalpel.

Tip: Lose your last Cruiser at an asteroid field and every ship without its own generator is stranded. Always keep a spare.

Destroyer (DD)

Cheap, fast, and expendable — the Destroyer is the workhorse of the fleet. At just 1 BP each, Destroyers are built in volume and thrown into battle as the first line of defense. In the screening order they absorb hits before any other ship type, buying time for heavier vessels to fire.

Destroyers carry a micro-scale warp field generator — not powerful enough to gate other ships, but just enough to activate a gate for themselves alone. This makes them ideal for probe missions: a lone Destroyer overloads its power plant to force the gate open, hurling itself through in a blinding surge. The strain is catastrophic — the ship's systems burn out shortly after arrival — but in its final moments it transmits a full sensor sweep back through the gate: fleet composition, population, industry, defenses. The defending player never knows the probe was there. One ship sacrificed for intelligence that can change a war.

In ground operations (Invasion Rating B), Destroyers can manage rough surface strikes but lack precision targeting — a hit on 8+ with a chance of collateral damage to industry or population. Use them to invade only when better options aren't available.

Tip: Every home system starts with 5 Destroyers. They're your scouts, your shields, and your first line of expansion. Don't neglect them.

Missile Ship (Mi)

Missile Ships carry long-range guided warheads and one critical advantage: they fire first. Before Starbases, before Cruisers, before anything else — Missiles launch. A coordinated salvo can eliminate fragile targets before they ever get a shot off, making Missile Ships devastating alpha-strike platforms in the opening moments of an engagement.

The trade-off is fragility. At just 1 HP, a single hit destroys them. And they carry no warp field generator — a Missile Ship requires a Cruiser to activate the gate for it. In asteroid fields, spinning iron-nickel asteroid cores create chaotic magnetic fields that overwhelm their guidance systems, raising their to-hit from 5+ to a near-useless 10.

On the ground they're the worst option (Invasion Rating C). Their warheads were designed to track ships in open space, not hit fixed ground installations — and a missed warhead can level a city block. Avoid using Missile Ships for invasion if you want anything left to conquer.

Tip: Missiles excel in early-game fleet actions where the enemy lacks heavy armor. A Missile-heavy fleet wins the first volley — but struggles if the battle drags on.

Nova (N)

The Nova-class warship represents the cutting edge of military technology — a breakthrough so profound that strategists agree it will one day become the standard bearer of every civilized navy. Its weapon: an anti-matter beam, a needle-thin lance of absolute destruction capable of annihilating any vessel regardless of size or armor. When a Nova scores a hit, the target is instantly destroyed — hull points are irrelevant. A single beam can vaporize a 3-HP Cruiser or even a 10-HP Starbase in one shot.

But the technology is still new, unstable, and expensive. Anti-matter containment systems are finicky (2 BP to build), and the beam's targeting arrays are maddeningly unreliable — the worst accuracy in the fleet at 8+ (30% hit chance). Novas also fire last among combat ships, meaning they must survive the opening volleys before they can return fire. And their targeting is indiscriminate: a Nova hit strikes a random enemy ship, weighted by ship count. You cannot choose the target.

Novas carry a small warp field generator — enough to move themselves through a gate, but not to carry others. In ground operations (Invasion Rating A), their pinpoint antimatter beams excel at neutralizing planetary defense with zero collateral damage.

Tip: Novas bypass the normal screening order entirely — their beam strikes a random target in the enemy fleet. Even a small Nova contingent is feared because any hit is catastrophic.

Freighter (Fr)

Freighters are the economic lifeline of your empire. Their cavernous cargo bays can carry 3 minerals, 1 population unit, or 1 Starbase (mutually exclusive) — making them the only ship that can transport population to new colonies, deliver minerals to production centers, and deploy Starbases to claim Dead Systems.

In asteroid fields, Freighters become miners. After sitting stationary for one full turn, each Freighter with free cargo space extracts +1 mineral per turn — a dangerous but lucrative operation in the debris-strewn belts. Smart commanders build supply chains: Freighters shuttling minerals from asteroid mines and Dead Systems to home worlds and factories. A powerful fleet without minerals behind it is a fleet on borrowed time.

In combat, Freighters are nearly helpless — 1 HP, to-hit of 10 (10%), and they fire dead last. But the screening order protects them behind every other ship type, and they are excluded from ambush calculations. Lose a Freighter, though, and you lose its cargo with it.

Freighters are actually your best invasion ships (Invasion Rating A). Their vast cargo bays harbor multiple marine divisions, and their drop pods deliver precision landings on defense installations with zero collateral damage. Critically, each Freighter hit deals 2 damage to Planetary Defense — enough to destroy a full PD unit in a single shot. Cruisers and Novas only deal 1 damage per hit and need two hits per PD unit. When conquest is the mission, load up on Freighters.

Tip: Don't just build fleets — build supply chains. A Freighter hauling 3 minerals per trip is the engine that keeps your shipyards running.

Defense Satellite (DS)

Defense Satellites are immobile orbital platforms anchored to a system's gravity well. They cannot move, cannot be transported, and cannot participate in invasion or ambush fire. What they can do is fight. At 3 HP and a to-hit of 5+ (60%), a Defense Satellite hits harder and survives longer than most mobile warships — and they cost just 1 BP.

D-Sats are generated automatically when the galaxy is created, their numbers determined by system quality. You can also build more D-Sats using Build Points, up to the maximum for that system's quality class:

QualityMax D-Sats
A (Gaia)20
B15
C10
D8
E5

The pirate homeworld fields a formidable ring of 8. Once in place, D-Sats fire alongside the owning player's fleet — a permanent garrison that never needs reinforcement.

In the screening order, D-Sats sit deep behind mobile ships, meaning attackers must chew through your fleet before reaching them. Like all fixed platforms, D-Sats cannot initiate combat — enemy fleets can maneuver to avoid stationary defenses — but they fire back with full force the moment an attacker commits to an engagement. They are the silent guardians of your empire — always watching, always ready.

Starbase (SB)

The Starbase is the most powerful unit in the game — a massive orbital fortress with firepower rivaling entire fleets. At 10 HP, a to-hit of 3+ (80%), and two shots per combat round, a single Starbase can shred attacking fleets. It costs a steep 4 BP to build and consumes 1 population from the system during construction (the thousands of engineers and crew permanently stationed aboard).

Starbases are immobile — once placed, they cannot be moved. They must be built via a build order, then loaded onto a Freighter for transport and placement at their destination. Only one Starbase may exist per system. They are the only way to claim ownership of a Dead System, making them essential for accessing those irradiated mineral stockpiles left over from the ancient war. Because a Starbase is locked to its orbital position, enemy fleets in the same system can keep their distance and avoid engagement — but the moment they attack, they enter the Starbase's devastating weapons envelope.

For all their power, Starbases have a terrifying vulnerability: a single Nova hit — that needle-thin anti-matter beam — destroys a Starbase instantly, regardless of its 10 hull points. Every fortress, no matter how mighty, has a weakness.

Against ordinary weapons fire, however, Starbases are remarkably resilient. Hull damage accumulates between rounds and between turns — a battered Starbase does not magically heal — but the onboard repair bays mend 1 hit point at the start of every turn until the station is back to full strength. Throughout that recovery, the Starbase keeps fighting at full capability: both shots, full accuracy, undiminished firepower right up until its last hull point falls.

Tip: Place Starbases at Dead Systems to claim their minerals, at strategic chokepoints to control warp lanes, and at your home world for a nearly impenetrable defense. But always keep Nova-hunters nearby — one lucky beam can undo everything.

7a. Invasion Ratings

When invading a system, different ship types have different effectiveness against Planetary Defense. Each PD unit has 2 hit points and must absorb that much damage before it is destroyed. Freighters deal 2 damage per hit — the only ship type that can destroy a PD unit in a single shot. All other ships deal 1 damage per hit.

RatingShipsTo-Hit vs PDDamage/HitCollateral
A (best)CR, Nova6+1None
A (best)Freighter6+2None
BDestroyer8+1May damage industry/pop
C (worst)Missile Ship9+1Higher collateral risk
Tip: Freighters are your best invaders — their marines deal 2 damage per hit, taking out a full PD unit in one shot. Cruisers and Novas are clean too (no collateral) but need two hits per PD unit. Avoid Missile Ships if you want anything left to conquer.
ships fleet combat invasion

8. Turn Order

RULE-008

Each turn is processed in a fixed sequence. Understanding this order helps you time your actions — minerals unloaded in Phase 1 are available for production in Phase 5, ships that move in Phase 3 arrive before Combat Round 2 in Phase 4. Note that population unloaded in Phase 1 is not available to work that turn — newly arrived colonists need a turn to assimilate before they can produce or mine.

  1. Phase 1 — Load / Unload / Place Starbases
  2. Phase 2 — Combat Round 1 (withdrawal fire, then phased ship fire)
  3. Phase 3 — Movement (fleets warp to destination systems)
  4. Phase 4 — Combat Round 2 (ambush fire, then phased ship fire; invasion resolved)
  5. Phase 5 — Production (build ships, PD, industry)
  6. Phase 5b — Fleet Maintenance (Ion-9 crystals deducted from your stockpile, farthest systems first)
  7. Phase 6 — Mining (unused population mines minerals)
  8. Phase 7 — Population Growth
  9. Phase 8 — Unrest Check
  10. Phase 9 — Asteroid Damage
  11. Phase 10 — Ownership Changes (NPC systems joining your empire)
  12. Phase 11 — NPC Join Check (diplomacy results applied)
Key insight: Movement happens between the two combat rounds. Ships leaving a system face withdrawal fire in round 1 but escape before round 2. Ships arriving at a system skip round 1 entirely and have arrival immunity in round 2 — unless the defending fleet has ambush fire set on the gate they arrived from. Timing your movements around this sequence is critical.
turns phases timing strategy

9. The Star Map

RULE-009

The star map is your primary strategic view of the galaxy. It displays all known systems, the warp lanes connecting them, fleet positions, and empire territories. Learning to read the map quickly is essential.

System Symbols

Each system is drawn as a circle on the map. Inside the circle, a letter or short code tells you the system type at a glance:

SymbolMeaningColor
AQuality A star system (best)Green
BQuality B star systemLime
CQuality C star systemAmber
DQuality D star systemOrange
EQuality E star system (worst)Red
AFAsteroid FieldBlack
NNebulaHot pink
IonIon NebulaMagenta
BHBlack HoleRed
DWDead SystemGray

If you haven’t fully explored a star system yet, the quality letter may not appear. Star system circles also scale in size based on population limit — larger circles mean bigger worlds.

Circle Colors (System Ownership)

The fill color of each system circle tells you who controls it:

System Name Labels

The name label below each system is also color-coded:

Home System Star

Home systems are marked with a five-pointed star outline drawn around the circle, in the empire’s color. This makes capitals easy to spot at any zoom level.

Warp Lanes

Thin lines connecting systems represent warp lanes — the only routes your fleets can travel. The galaxy is displayed on a sphere, so lanes wrap naturally around the globe with no artificial edges.

Fleet Orbit Dots

Small colored dots orbiting a system show fleets present there. Each dot represents one empire’s fleet at that system.

If a fleet has more than one ship, the count appears inside the dot.

Pulsing Threat Alerts

Systems under threat display a pulsing ring around the circle:

Empire Borders

Soft, glowing colored blobs in the background show approximate empire territory. These borders connect your owned systems along warp lanes, giving you a quick sense of where each empire’s space begins and ends.

Fog of War

You can only see systems you have explored. Unexplored systems appear very dark and dim, with muted warp lanes. A system becomes visible when:

Using the Map

Hover over any system to see a tooltip with details: system name, type, owner, population, industry, minerals, and your fleet composition (if present). The tooltip appears after a brief delay.

Click a system to select it. The selected system gets a bright ring highlight, and its detail card opens in the side panel.

Search using the search box at the top of the map. Type a system name and matching systems will highlight. Press Enter to jump to the best match and center the map on it.

Zoom with the +/− buttons, or use your mouse scroll wheel. Rotate the globe by clicking and dragging on empty space. The Reset button rotates back to your home system and restores the default zoom.

Quick navigation: Use the search box to jump to any system instantly rather than scrolling around the map. This is especially useful in large galaxies with many systems.
map navigation symbols fog-of-war interface

10. Missions

RULE-010

Missions are short-term objectives handed to your empire by one of four galactic factions. Completing them earns you ships, minerals, and Victory Points — and at the highest tier, permanent empire-wide bonuses that can swing the entire game.

Every game deals you up to 19 missions across four tiers:

TierSlots DealtVP EachUnlock Condition
Tier 1 — Early Empire5 (drawn from a pool of 7)0 VPActive from Turn 2
Tier 2 — Rising Power5 (fixed)1 VPComplete any 3 of 5 Tier 1
Tier 3 — Galactic Dominion5 (drawn from a pool of 9)2 VPComplete any 3 of 5 Tier 2
Tier 4 — Legacy4 fixed (one per faction type)0 VPComplete any 3 of 5 Tier 3

Maximum mission VP in a game is 15 (5 + 10 from Tiers 2–3). Tier 4 awards no VP — the permanent reward is the payoff.

Tip: You don’t need to clear a tier to advance. Three completions out of the five active missions in any tier is enough to unlock the next tier. Pick the three that best fit your strategy.
Mission progress is retroactive. Progress is tracked from the start of the game, not from the moment a mission becomes active. Pirate kills already count toward Pirate Hunter, Defense Satellites built early count toward Outer Bulwark, systems explored count toward Warp Cartographer, player-empire kills count toward War Toll and Conqueror’s Crown, and so on across every tier. When a mission’s tier unlocks, the mission completes on its first eligible check (the turn after the tier opens, not the same turn).

Sole exception: Industrial Supremacy (Tier 4 Trade) measures a single turn’s mineral output and only counts turns that occur strictly after Tier 4 is reached. Production from before Tier 4 unlocked does not carry forward.

10a. Faction Types

Every mission is sponsored by one of four faction types. The type is shown by a colored dot on the mission card and dictates the flavor of the mission, the named faction sending it, and (at Tier 4) which permanent reward you can claim.

Faction TypeColorTheme
MilitaryRedNaval establishment, defense, offense, fleet power
ScienceBlueExploration, scientists, discovery, archaeology
TradeAmberMerchants, logistics, industry, commerce
PoliticalGreenDiplomacy, alliances, expansion through influence

Each faction draws its named sponsor from a pool of in-game factions (e.g. the Iron Talon Marshals for Military, the Helion Conclave for Science). You see the faction name in flavor text; the colored dot tells you the underlying type.

10b. The 25 Missions

Mission Tier / VP Objective Reward Faction
Tier 1 — Early Empire (5 of 7 dealt per game, 0 VP each)
Colony ShipT1 / 0Transport population to a non-home system using a Freighter.+1 CRTrade
Supply RunT1 / 0Deliver minerals to your Home System via Freighter.+1 FR, +2 MinTrade
First ContactT1 / 0Reach diplomacy level Warm with any Independent system.+2 DDPolitical
First ExpansionT1 / 0Control one star system other than your Home System.+1 DD, +1 MinMilitary
Diplomatic OutreachT1 / 0Conduct diplomacy at 2 different Independent systems in a single turn.+1 CRPolitical
Far HorizonT1 / 0Have a ship reach a system 3+ warp lane hops from your Home.+2 MinScience
Fleet MusterT1 / 0Have at least 25 ships across all your fleets.+2 MinMilitary
Tier 2 — Rising Power (1 VP each, unlocks after any 3 T1)
Outer BulwarkT2 / 1Build 3 Defense Satellites at a single non-home system.+4 MinMilitary
Peaceful AnnexationT2 / 1Convert an Independent system to your empire via diplomacy (level 9+).+3 MinPolitical
Iron ConquestT2 / 1Capture an Independent system by force.+5 MiMilitary
Lane AwakeningT2 / 1Activate a warp lane by holding two linked Starbases.+3 FRTrade
Bones of the AncientsT2 / 1Haul 3+ minerals from a Dead System back to your Home System.+3 Min, +3 MiScience
Tier 3 — Galactic Dominion (5 of 9 dealt per game, 2 VP each, unlocks after any 3 T2)
Pirate HunterT3 / 2Destroy 25 pirate ships (cumulative).+8 MinTrade
Warp CartographerT3 / 2Explore 15 unique systems.+3 CRScience
Expansive EmpireT3 / 2Control 9 systems simultaneously.+3 NPolitical
Ancient SecretsT3 / 2Plant a Starbase on a pirate-held Dead System to start an archaeological dig.+3 NScience
Asteroid ExtractionT3 / 2Mine 10 minerals from asteroid fields (cumulative).+4 FR, +1 CR, +3 DDTrade
Raid AnnihilatorT3 / 2Destroy an entire Pirate Raid fleet without help from other players.+3 N, +3 CRMilitary
Hostile TakeoverT3 / 2Conquer a star system from another player empire by force.+10 DDPolitical
War TollT3 / 2Destroy 30 ships belonging to other player empires (cumulative).+5 NMilitary
Invasion ForceT3 / 2Have 60+ combat ships (excl. Starbases & D-Sats) at a non-owned system at end of turn.+10 MinMilitary
Tier 4 — Legacy (4 fixed, exclusive race, 0 VP — reward is the payoff)
Conqueror’s CrownT4 / 0Capture and hold another player empire’s Home System AND destroy 65+ ships belonging to other players (excludes Pirates and NPCs; cumulative over the game).Permanent: All your ships fire +1 accuracyMilitary
Cultural HegemonyT4 / 0Own a Quality A (Gaia) system plus one additional Quality A or B system (not your Home).Permanent: All independents (incl. Gaia) join with their fleet on contactPolitical
Industrial SupremacyT4 / 0Produce or mine 25+ minerals in a single turn from all sources. Must occur after reaching Tier 4.One-time: +50 minerals, +50 Ion-9 crystals, and +2 industry at Home SystemTrade
Dead System NetworkT4 / 0Have 4 Starbases stationed on Dead Systems simultaneously.One-time: Full galaxy map revealed (no fleet data)Science

Reward abbreviations: CR Cruiser, DD Destroyer, FR Freighter, N Nova, Mi Missile, Min Minerals.

10c. Tier 4 — Legacy Missions (Exclusive Race)

Tier 4 is fundamentally different from the lower tiers. It is a race — the first empire to complete a Tier 4 mission of a given faction type claims that type’s reward, and no other empire can ever claim it for the rest of the game.

Auto-complete protection: If you already met the condition for a Tier 4 mission before Tier 4 unlocked (for example, you were already holding a captured enemy Home System when your third Tier 3 cleared), the mission auto-completes the following turn — not the same turn it activates. This gives every player one full turn to react before the race begins. Exception: Industrial Supremacy must happen strictly after Tier 4 is reached — minerals produced before Tier 4 unlocked do not count.

The Four Legacy Rewards

Conqueror’s Crown (Military) — Permanent. Every ship in your fleet, present and future, fires with +1 accuracy. Your battle-hardened crews have forged elite officers in the fires of conquest, and morale across your armada has never been higher. This stacks with all other to-hit modifiers (advantage cards, ship type bonuses, etc.). A natural roll of 1 on the d10 still always misses, regardless of stacked bonuses.

Cultural Hegemony (Political) — Permanent. Every Independent system you have already met, and every Independent you contact in the future, immediately begins joining your empire with their fleet (a positive Join event, not Rogue Join). This is the only mechanism in the game that can acquire a Quality A (Gaia) system without conquest — Cultural Hegemony overrides their normal join immunity (see Section 2c).

Industrial Supremacy (Trade) — One-time. 50 minerals and 50 Ion-9 crystals are delivered to your Home System, and 2 permanent industry slots are added. The new industry is normal — it still needs population and minerals to produce.

Dead System Network (Science) — One-time. The full galactic map is revealed: every star system, adjacency, system card, and defensive installation (Starbases and Defense Satellites) becomes visible. Fleet compositions remain hidden — revealed systems show "Deep space network — no ship data" in the fleet section, the same pattern used by Ancient Archives.

Reputation Gating — Cultural Hegemony

Cultural Hegemony is the one Tier 4 mission affected by your reputation. As your reputation worsens, the system requirement increases — and at Reviled, the mission becomes impossible:

ReputationCultural Hegemony Requirement
Neutral or better1 Quality A + 1 additional A or B (target = 2)
Questionable+1 extra high-quality system (target = 3)
Dangerous+2 extra high-quality systems (target = 4)
Menacing+3 extra high-quality systems (target = 5)
ReviledBlocked entirely — cannot complete

This makes Cultural Hegemony a path that doves and statesmen can pursue but tyrants cannot. See Section 2d — Reputation for the full reputation table.

Galaxy-Wide Announcements

When a Tier 4 mission is completed, every other player in the game receives a turn report entry naming the empire and the legacy they have claimed. Once the announcement fires, that path is closed for everyone else.

Strategy: Pick your Tier 4 path early in the game and orient your Tier 1–3 choices toward it. The Trade and Science legacies have one-time payoffs that can be game-changing if you reach them first. The Military and Political legacies confer permanent advantages that compound every turn for the rest of the game. There is no “safe” choice — the right legacy depends on which path the rest of the galaxy is sleeping on.
missions tiers legacy factions victory-points

Appendix A — Empire Advantage Cards

APPENDIX-A

At the dawn of each game, fate deals you two Empire Advantage cards. You must choose one — and that choice will define your empire’s identity for the entire war. These are not minor bonuses; they are fundamental asymmetries that shape your strategy, diplomacy, and destiny. Choose wisely. There are no second chances.

Cards fall into four categories: Combat (red), Economic (amber), Intelligence (blue), and Command (purple). Each category reflects a different philosophy of empire-building. There are 18 cards in total.

CardCategorySummary
Elite TroopsCombatDouble PD HP, no conquest unrest, halved pirate plunder
Nova ResearchCombatNovas get +1 to-hit
Bastion ProtocolCombatStarbase & D-Sat +1 to-hit, Starbase +2 HP
Shield HarmonicsCombatCruisers & Novas absorb 1 extra hit
Focused Beam ResearchCombatDestroyers get +1 to-hit
Merchant EconomyEconomicFreighter deliveries add 50% more minerals
IndustriousEconomicSystems with 4+ factories produce +1 BP
Asteroid ImmunityEconomicNo asteroid damage, double asteroid mining
Salvage ExpertsEconomicGain 20% of destroyed enemy ship value as minerals
Galactic Spy NetworkIntelligenceAuto-plant spies at Independents, permanent intel; named details on every empire’s pirate-diplomacy events
Enhanced SensorsIntelligenceAmbush all lanes safely — no penalty, fire splits only on actual arrivals
Ancient ArchivesIntelligenceStart with intel on all systems within 2 hops
Nebula CloakingIntelligenceInvisible in Nebulas, full intel while cloaked
Appealing RaceCommand+1 initial reaction, +2 ongoing diplomacy, half-tier head start with the pirates
Retired PirateCommandStart at Marked Friendly with pirates (Lvl 2 floor) + 10 banked tribute, immune to late-game crackdown; rep starts Dangerous, capped at Neutral
Advanced StarbasesCommandDead Systems w/ Starbase +1 mineral, free adjacent probes
Call in a DebtCommandOnce per game: summon pirate reinforcement fleet
Wormhole TechnologyCommandOnce per game: permanent wormhole between 2 systems
Warp Lane DisrupterCommandOnce per game: permanently sever a warp lane
Combat Cards

Elite Troops

Elite Troops card art

Your planetary defenses are fortified — each PD unit takes 3 hits to destroy instead of 2. Your Freighters carry elite marines that deal 3 damage per hit instead of 2, making them the most effective invasion force in the galaxy. Upon capturing systems, the conquered population does not start the next turn in a state of unrest. Unrest is less likely and recovers faster when it does occur. Pirates plunder only half of the minerals.

Long before the warp lanes connected the galaxy’s great empires, your people fought a hundred colony wars across their home cluster. Generation after generation was forged in the crucible of planetary assault — orbital drops into hostile atmospheres, urban warfare through alien megacities, the grim calculus of occupation.

Other empires rely on automated defenses and orbital bombardment. Your soldiers do the work face-to-face. They’ve learned how to pacify a world in days rather than months, how to turn a conquered population into productive citizens before the smoke clears. Your planetary defense garrisons dig in so deep and fight so ferociously that attackers often break before the fortifications do.

Even the pirates have learned: raiding your worlds yields slim pickings. The garrisons are ready, the stockpiles are hidden, and the local population fights alongside their occupiers rather than against them. Your people have made an art of holding ground.

Nova Research

Nova Research card art

Nova ships get a +1 to-hit modifier (d10), lowering the required roll by 1.

The anti-matter beam was the most destructive weapon ever conceived — a lance of annihilation that could crack a starship’s hull in a single discharge. But the technology was crude, wasteful. Most of the beam’s energy scattered into space, lighting up entire sectors with each firing.

Your empire poured three generations of research funding into Project Helios, a classified weapons program buried deep in an asteroid laboratory. The breakthrough came from an unlikely source: a junior physicist studying Precursor artifacts recovered from a Dead System. She discovered that certain crystalline lattice structures could focus an anti-matter beam with almost zero energy loss.

The result was terrifying. Where other empires’ Nova ships fire a blinding flash that might hit its target, yours fire a needle-thin beam of absolute destruction. Your Nova captains don’t hope to hit — they choose where to hit.

Bastion Protocol

Bastion Protocol card art

Starbase and D-Sat get a +1 to-hit modifier (d10), lowering the required roll by 1. Starbases have +2 hit points, making them significantly harder to destroy.

Your empire’s military philosophy was born from necessity. Surrounded by hostile neighbors in the early expansion era, your admirals couldn’t afford to project power — every ship sent raiding was a ship not defending the homeland. So they built walls instead.

The Bastion Protocol began as a set of defensive engineering standards: reinforced hull plating, redundant shield generators, predictive targeting arrays that could track and destroy incoming ordnance before it reached the station. Over centuries, these standards evolved into a doctrine. Your Starbases aren’t just orbital platforms — they’re self-sustaining battle stations with armored cores designed to absorb punishment that would vaporize lesser structures.

“Let them come,” the old admiral’s saying goes. “The anvil does not fear the hammer.” Your enemies have learned the hard way that assaulting a Bastion station is like throwing ships into a furnace. The targeting arrays lock on faster, the guns hit harder, and the station is still firing long after it should have been destroyed.

Shield Harmonics

Shield Harmonics card art

Cruisers and Nova ships absorb 1 extra hit before being destroyed.

Standard shield technology works on a simple principle: a projected energy field absorbs incoming weapons fire until it collapses. Every empire uses the same basic design, and every empire’s shields fail at roughly the same threshold.

Your scientists discovered something different. By synchronizing multiple shield generators to oscillate at precisely matched frequencies, they created a resonance effect — a harmonic standing wave that reinforced itself. When one generator weakened under fire, the others compensated, pouring energy into the gap faster than weapons could drain it.

The synchronized shields shimmer with an iridescent quality that enemy captains have learned to dread. A ship wreathed in harmonic shields can wade through fire that would shred an unprotected vessel, absorbing hit after hit while its own weapons continue to fire.

Focused Beam Research

Focused Beam Research card art

All your Destroyers have a +1 modifier to hit, striking with surgical precision.

Admiral Kessler was a heretic. While every other military mind in your empire obsessed over bigger ships — heavier armor, more powerful Nova beams — Kessler argued that the future of naval warfare was the Destroyer.

“Give me a hundred precise knives over ten blunt hammers,” she famously told the War Council. She redirected your empire’s entire military-industrial complex toward a single goal: perfecting the Destroyer’s beam weapon.

Kessler’s program produced a focused-aperture beam with a targeting system so precise it could hit a specific hull plate from across a system. Your Destroyers don’t fire salvos and hope — they fire single, surgical shots that find their mark. A swarm of Kessler-doctrine Destroyers fills space with a web of perfectly aimed beams, each one threading through shield gaps and striking critical systems. Quantity has a quality all its own — especially when every shot counts.

Economic Cards

Merchant Economy

Merchant Economy card art

Freighter deliveries add 50% more minerals (minimum +1). A full freighter is worth more in your empire.

While other empires built warships, yours built trade routes. The Merchant Guilds were the true power in your civilization long before the first warp lane was mapped — vast trading houses that controlled the flow of every mineral, every resource, every finished product across your home cluster.

When the warp lanes opened and the galaxy beckoned, the Guilds saw not an empty frontier but the greatest marketplace in history. They invested heavily in Freighter technology: optimized cargo holds, mineral compression techniques, automated loading systems that could strip-mine an asteroid and have the cargo moving within hours.

A Freighter bearing your empire’s Guild insignia carries more than raw materials. It carries an entire logistical ecosystem — traders who know how to extract maximum value from every ton, compression technology that packs more into every hold, and trade networks that ensure nothing is wasted. Where other empires move rocks, your Guilds move wealth.

Industrious

Industrious card art

Systems with 4 or more factories produce +1 Build Point per turn (no extra minerals needed).

Your people are born builders. It’s in the blood — literally. Three thousand years of selective social structure created a civilization where the most respected members of society aren’t warriors or politicians, but engineers and fabricators.

Your orbital shipyards run triple shifts around the clock. Where other empires lose efficiency to shift changes, maintenance downtime, and bureaucratic delays, your factories hum with a continuous rhythm of production. Quality never drops because the workers take personal pride in every hull plate welded, every circuit board placed.

Visitors to your industrial worlds describe it as almost eerie — the perfect choreography of thousands of workers moving in synchronized efficiency, the complete absence of idle machinery, the relentless pace that never seems to exhaust anyone. Your people don’t work hard because they’re forced to. They work hard because building things is who they are.

Asteroid Immunity

Asteroid Immunity card art

Immune to asteroid damage. Mine 2 minerals per turn (instead of 1) for each freighter present.

Your ancestors didn’t evolve on a planet. They evolved in the Shattered Ring — a vast debris field left behind when an ancient moon was torn apart by its gas giant’s tidal forces. For millennia, your people lived among tumbling rocks the size of continents, navigating by instinct through fields of spinning death that would pulverize any outsider’s ship.

What other species see as an asteroid field — a navigation hazard to be avoided — your pilots see as home. They read the spin patterns of thousand-ton boulders the way a sailor reads ocean swells, threading through gaps that close in seconds with a casual confidence that terrifies their passengers.

Your mining technology is equally advanced. Where other empires carefully extract minerals from a single asteroid at a time, your extraction rigs clamp onto multiple rocks simultaneously, processing ore at speeds that would be suicidal for anyone else. The galaxy’s asteroid fields aren’t obstacles for your empire. They’re the foundation of your economy.

Salvage Experts

Salvage Experts card art

After surviving a battle where enemy ships are destroyed, gain 20% of total ship value destroyed as minerals. At your own systems, minerals are added directly. At other systems, requires freighters with available cargo space.

Every battle leaves a field of twisted metal, vented atmosphere, and drifting hulls. Most empires see a graveyard. Your recovery teams see a warehouse.

The Salvage Corps evolved from your empire’s early days, when resources were so scarce that every scrap of metal was precious. Specialized recovery vessels would follow your war fleets into battle, hanging back at safe distance until the shooting stopped, then swarming the debris field with cutting torches and tractor beams.

Over centuries, salvage recovery became a science. Your teams can strip a destroyed cruiser to its frame in hours, sorting useful components from irradiated waste with practiced efficiency. Hull plating gets reforged. Intact circuits get repurposed. Even the exotic alloys in Nova beam focusing arrays can be reclaimed and recycled.

“War is expensive,” your Fleet Marshal once observed, “unless you’re shopping in the debris.” Your enemies have learned that defeating your empire in battle doesn’t just cost them ships — it funds your next fleet.

Intelligence Cards

Galactic Spy Network

Galactic Spy Network card art

Auto-plant spies at Independent systems whenever you have at least 1 ship over the system and is not given move orders that turn. Permanent intel even after withdrawal. 50% spy loss on ownership change. 50% chance gain a spy when you lose a system to another Empire. Your spies also report on pirate-diplomacy activity galaxy-wide — you learn the named details of every other empire’s payments, tier crossings, and bribes to the brethren. Your spies will alert you of all incoming Pirate raids!

Your empire’s intelligence services don’t operate like other nations’ spy agencies. There are no dramatic infiltrations, no single master spies risking everything behind enemy lines. Instead, your operatives work like a fungal network — quiet, patient, everywhere.

Wherever your fleets linger, even for a single rotation, agents slip into the local population. They set up shop as traders, mechanics, bartenders — unremarkable people in unremarkable positions who happen to notice everything. They recruit locals with modest payments and smaller promises. They tap into communication networks with devices no larger than a grain of sand.

The brilliance of the Whispering Web is its persistence. Long after your warships jump to the next system, the agents remain. They report through encrypted subspace bursts disguised as background radiation — invisible to anyone not listening for them. A system you visited three turns ago still whispers its secrets to you.

Even when empires change hands, the Web endures. Agents go dark, wait for the occupation forces to settle in, and resume their work. Only the most thorough purges root them out — and even then, only about half the time.

The Web reaches further than the independents. Your operatives have followed the coin into pirate ports too — the dock-masters who tally tribute, the bookkeepers who record bribes, the crews who whisper over their cups about which captain is sailing for which patron. Every payment passed across a pirate captain’s palm is logged twice: once by the brethren, once by you.

Enhanced Sensors

Enhanced Sensors card art

Your ships detect stargate activations on the far side of each warp lane. When ambushing, you may safely select all lanes — fire only splits across lanes where fleets actually arrive (not all watched lanes). Additionally, your ambush fire suffers no accuracy penalty since your crews know precisely when and where to expect arrivals. Ships normally immune to ambush fire (e.g. cloaked ships) retain their immunity.

Standard ambush tactics are a gamble. You pick the lanes you think the enemy will use, spread your guns across them, and hope you guessed right. Get it wrong, and half your firepower is pointed at empty space while the real attack comes from the other side.

Your scientists solved this problem by studying the subspace resonance patterns that propagate along warp lanes when a stargate activates. Every gate activation sends a distinctive energy pulse back along the lane — a signature your tuned arrays can detect in the seconds before ships emerge. Your ambush crews don’t have to guess anymore. They know exactly which gate is about to open, exactly when the first ship will materialize, and exactly where to aim.

The result is devastatingly efficient ambush fire. While other empires scatter their guns and fire blind into the flash of an opening gate, your crews are already locked on target, timing their volleys to the millisecond. Nothing gets through your lanes unannounced.

Ancient Archives

Ancient Archives card art

Start with full intel on all systems within 2 hops. Get waypoint trails toward nearest Asteroid Field and Gaia System.

Deep beneath your home world’s oldest mountain range, your archaeologists discovered something that changed the course of your civilization: a Precursor data vault, sealed for longer than your species has existed.

The vault contained star charts — not of the galaxy as it is now, but as it was when the Precursors walked among the stars. Most of the data was corrupted beyond recovery, eaten by entropy over the eons. But the charts of your local region were still readable, preserved in crystalline storage matrices that defied time itself.

More intriguing were the navigation logs. The Precursors had marked certain systems with priority designations — resource caches and what the translation algorithms rendered as “garden worlds.” By cross-referencing the ancient coordinates with modern stellar cartography, your scientists identified probable locations of Asteroid Fields rich in minerals and Gaia Systems teeming with life.

The archives don’t provide complete maps — too much has shifted in the intervening millennia. But they provide something almost as valuable: direction. While other empires stumble blindly into the void, your ships launch with ancient wisdom guiding their course.

Nebula Cloaking

Nebula Cloaking card art

Invisible in Nebula systems. Cannot fire or be fired upon. Full intel on all ships present while cloaked. Ambush immune when exiting a nebula.

Nebulas are anathema to most navies. The ionized gas clouds wreak havoc on sensors, scramble communications, and play tricks on navigation systems. Standard military doctrine is simple: avoid nebulas when possible, transit them quickly when not.

Your engineers saw something else entirely. They discovered that your hull alloy — a composite developed centuries ago for a completely different purpose — resonated with nebula ionization fields in a peculiar way. Instead of reflecting sensor pulses, your hulls absorbed them, scattering the energy harmlessly into the surrounding gas.

The effect was absolute invisibility. Not reduced sensor signatures, not electronic countermeasures — true disappearance. A fleet sitting in a nebula becomes indistinguishable from the gas cloud itself. No scanner in the known galaxy can find them.

The downside was equally absolute: the same resonance effect that hid your ships also scattered your own weapons fire. You couldn’t shoot while cloaked. But your sensors worked perfectly — better than perfectly, in fact, since the nebula’s energy amplified your passive detection arrays.

“The ghost fleet sees everything,” the saying goes. “And nothing sees the ghost fleet.”

Command Cards

Appealing Race

Appealing Race card art

+1 to initial Independent System reaction rolls. +2 to ongoing diplomacy rolls. You begin the game halfway to Tolerated Patrons standing with the pirates — word of your charm has reached the Drift, and the brethren are inclined to give you the benefit of the doubt.

Something about your species puts other races at ease. Xenobiologists have debated the reason for centuries — is it your body language, your vocal harmonics, the subtle pheromone signatures that even alien biochemistry seems to respond to? Whatever the cause, the effect is undeniable: doors open for your ambassadors that remain firmly shut for everyone else.

Independent systems that would greet other empires with suspicion or hostility receive your envoys with curiosity and cautious optimism. Trade negotiations that would take other species months conclude in days. Even the most isolationist worlds find themselves warming to your overtures, as if some deep evolutionary instinct recognizes your people as… safe.

Word of your charm has even reached the Drift. Pirate captains who would shake down anyone else’s envoys instead pour your delegates a drink and ask after their health. “The pretty ones are easy to talk to,” the saying goes in the brethren’s ports. “Hear them out before you reach for the knife.” Your captains arrive at the Black Flag’s table with a measure of goodwill already extended — nothing earned, nothing owed, just an opening hand the rest of the galaxy will not be dealt.

Retired Pirate

Retired Pirate card art

You begin the game at Marked Friendly (Lvl 2) with the pirates, and your standing with the brethren can never fall below this floor. You also begin with 10 points of banked tribute — old debts the brethren have not forgotten — trimming the climb toward Brother of the Black Flag. Pirate raids skip your worlds, pirate fleets will not fire on your ships, and you may build Starbases at pirate-occupied Dead Systems without first destroying the garrison. The brethren consider you one of their own — even should your empire come to dominate the galaxy, the Black Flag will not turn on you. Your Reputation starts at Dangerous (−2 to diplomatic rolls) and can never rise above Neutral — no matter what good you do, the independent races will never trust a former Brethren captain that far.

You were once feared across a dozen systems. Before your empire discovered the warp lanes, before diplomacy and governance replaced plunder and intimidation, your people were raiders. Your ancestors boarded merchant ships, sacked orbital stations, and held entire colonies for ransom.

Those days are over — officially. Your empire has reformed, built legitimate institutions, joined the galactic community as a respectable power. But the pirate clans remember. Captain Drake, the ancient AI that coordinates the pirate empire’s endless raids, has your species flagged in its deepest protocols: “Do not engage. Former kin. Standing truce.” The Council of Captains will never raise a blade against you, and the brethren extend the courtesies due a Friend — their fleets stand down at sight of your hulls, their dock-masters wave your Starbases through to anchor at the old Dead Systems they hold.

This cuts both ways. Every Independent system in the galaxy also remembers what you were. Your ambassadors arrive at NPC worlds and find cold shoulders, locked doors, and trade terms weighted against you. No matter how many decades pass, no matter how many good deeds your envoys can list, the door to genuine trust never opens past Neutral. “Once a pirate, always a pirate,” they mutter, and they will not be moved.

And maybe they’re right. But when your fleets glide past pirate armadas without a shot fired, when Dead Systems other empires wouldn’t dare approach become anchorages for your Starbases, when the brethren stand by you even as the rest of the galaxy turns against your rising banner — it is hard to argue that the old ways don’t still have their advantages.

Advanced Starbases

Advanced Starbases card art

Dead Systems with Starbase gain +1 mineral/turn. Gain free probe reports every turn from any systems adjacent to your systems with Starbases.

Other empires build Starbases as weapons platforms — floating gun emplacements to defend key systems. Your engineers had grander ambitions.

Your Starbases are engineering marvels — self-sustaining platforms packed with mineral recyclers, subspace telescope arrays, and autonomous maintenance systems. When deployed at a Dead System — a blasted, lifeless ruin that other empires write off as worthless — your Starbases can extract trace minerals from the debris field, recycling the remnants of whatever catastrophe killed the world into usable resources.

More impressively, each Starbase bristles with long-range sensor arrays that continuously sweep adjacent warp lanes. The data these arrays collect is equivalent to a full probe report — fleet compositions, system status, ownership changes — all gathered passively and beamed back to your command network in real time.

Your empire doesn’t just control the systems where your Starbases orbit. You see everything around them, turning each station into a node in a vast surveillance web. An approaching enemy fleet might pass through three or four sensor zones before reaching your borders — giving you ample warning to prepare your defense.

Call in a Debt

Call in a Debt card art

Once per game: call in a Pirate reinforcement fleet of 2 Cruisers + (5 + 2 per turn after turn 2) Destroyers to a system where you are present. Fleet arrives next turn. This Pirate fleet will attack all ships except your own and cannot be moved.

Before you built an empire, before the warp lanes and the diplomacy and the grand strategy — you did someone a favor. A very dangerous someone.

The details are classified at the highest levels of your government. The official record simply notes a “strategic intervention” during the Pirate Consolidation Wars, when the scattered pirate clans were being unified under a single AI coordination network. What actually happened involved your special forces, a stolen encryption key, and a desperate rescue operation deep in hostile space.

Captain Drake — the ancient tactical AI that now commands the pirate empire — doesn’t forget debts. It can’t; debts are tracked in its core priority matrix alongside targeting solutions and raid schedules. Your empire holds the only outstanding marker in Drake’s ledger.

One transmission on a specific encrypted frequency is all it takes. Drake will marshal a personal fleet — Cruisers from the elite guard, Destroyers pulled from a dozen raid groups — and dispatch them to any system you specify. They’ll arrive fast, they’ll attack everything that isn’t you, and they’ll hold position until they’re destroyed.

It’s a one-time deal. Once the marker is called, the debt is paid. Use the marker wisely. You only get one.

Wormhole Technology

Wormhole Technology card art

Once per game: activate a permanent wormhole between any two systems where you have at least one Cruiser. The two systems become neighbors for all purposes (fleet movement, probe detection, map rendering). This connection is usable by all factions.

In the cold vault of a Dead System orbiting a fading red dwarf, your archaeologists found it: a device of terrifying elegance, wrapped in stasis fields that had held for longer than your star had been burning.

The Precursors — that ancient, vanished race whose ruins litter Dead Systems across the galaxy — had mastered technologies that modern science can barely comprehend. Warp lanes, the galaxy’s great highways, are believed to be their creation. But this device was something more: a key to creating new lanes.

Your scientists spent decades studying the artifact, and their conclusions were both thrilling and sobering. The device could punch a permanent hole in the fabric of space-time, linking two distant points as if they were neighbors. A wormhole — stable, traversable, eternal. But the device would burn out after a single activation. The Precursors built it to last forever, but they built it to fire once.

Activating the device requires an immense energy anchor at both endpoints — only the reactor core of a Cruiser-class warship can provide sufficient power. The two Cruisers must remain stationary during activation, channeling their entire energy output into the forming wormhole. The process takes a full turn cycle, during which both ships are completely vulnerable.

The result is a shimmering tear in space — a permanent gateway that any ship from any faction can traverse. The wormhole doesn’t care about politics or allegiance. It is a door, and doors open both ways. Choose the moment wisely. The galaxy’s geography is about to change — permanently — and not just for you.

Warp Lane Disrupter

Warp Lane Disrupter card art

Select a system where you have a Cruiser with no move order, then choose one of its warp lanes. When the turn processes, the targeted stargate is infected and the connection is destroyed permanently. Any fleet caught mid-transit across the lane loses its lead Cruiser and its move is canceled. The warp lane is gone forever. One-time use.

It came to you in a sealed containment case, carried by a xeno-archaeologist whose name you were never told. She would not let the case out of her sight, would not let you photograph its markings, and she disappeared the moment the transaction cleared.

Inside, suspended in null-gravity and shielded by fields whose principles your engineers could only partly reconstruct, was a single shard of crystalline code. Not data — something older. Something written in the same substrate the Precursors used to build the stargates themselves. A virus. A key turned backwards.

Your scientists dared not fully reverse-engineer it. They understood enough to know what it did, and enough to know they should be afraid. Once deployed into a stargate’s lattice, the virus will spread through the gate’s core in seconds — every shred of its structural code rewritten into null-state, every anchor point to the adjoining warp corridor unraveled. The gate doesn’t explode. It simply ceases to be a gate. The lane it anchored collapses after it, unravels, and is gone.

This is the only one. There will be no second. Choose the target with cold precision — the virus will reshape the galaxy’s map, and whatever lane you sever will never be reopened by any hand, now or ever.

advantage-cards combat economic intelligence command strategy

Appendix B — Discord Integration

APPENDIX-B

W.E.B. integrates with Discord to give players a direct communication channel during active games. While the in-game Comms panel provides canned diplomacy messages delivered on turn boundaries, Discord channels allow free-form, real-time conversation between the players in a game.

How It Works

  1. Link your Discord account on your W.E.B. profile page before joining a game. You only need to do this once.
  2. When a game starts, if more than half the players have linked Discord accounts, the system automatically creates a semi-private text channel on the official W.E.B. Discord server.
  3. Only players in that game (who have linked Discord) can see and post in the channel. Other server members cannot access it.
  4. The bot posts a welcome message with the game name, player list, and a link to the game.

What You Can Use It For

Tip: The in-game Comms panel sends pre-written diplomatic messages that are delivered when the turn processes. Discord lets you write your own messages in real time — use both for maximum diplomatic leverage.

Limitations & Policies

Privacy Notice

Important: Discord game channels are semi-private, not fully private. While only game participants can see the channel, be aware: For full details, see the Discord Integration page linked from your portal menu, and review Discord’s own Privacy Policy.

Notifications via Discord

Separately from game channels, W.E.B. can send you direct messages on Discord for game events — turn reminders, new turn results, diplomacy messages, and more. Configure which notifications you receive on your Profile page under Discord Notifications.

discord communication diplomacy

Appendix C — Carriers & Fighters

APPENDIX-C

Full rules coming soon. This section will cover Carriers (CV), the Fighter pre-combat round (Round A), CAP/Strike splits, manual targeting, the Ion-9 crystal maintenance surcharge, Veteran/Elite progression, Starbase- and System-Fighter-Base-launched fighters, and the two new Empire Advantage Cards (Advanced Fighters Tech, Armored Carriers).

For now, the short version:

carrier fighters round-a ion-9

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