01 · Fleet

FLEET & HARDPOINTS

Every ship is a hull with a fixed number of hardpoint slots — fixed mount points at specific positions on the model, each with a size class (small/medium/large) and a facing arc. What you assign to a hardpoint determines what it can shoot and in what direction; there's no generic "weapon power" stat separate from the actual mounts.

The ship builder shows the exact arc wedge for every hardpoint before you commit to a loadout — what you see there is what you get in combat.
02 · Sensors

SENSORS & DETECTION

Every ship has a sensor range. Contacts outside it simply don't exist to that ship — no radar blips, no guesswork, nothing. Combat AI can only engage what its own sensors (or a nearby AWACS-flagged ship's boosted range) can actually see.

03 · Combat

COMBAT

Combat runs in real time, not turns — ships pick targets, maneuver (presenting broadsides, juking, closing or holding range) and fire continuously based on hardpoint arcs and weapon type. A live tactical log streams every shot: who fired, with what, at whom, and whether it landed.

04 · Missions

MISSIONS

A mission is a scripted encounter — starting fleet composition, objectives, and scenario logic, written in Lua and run live in the browser. There's no procedural galaxy or persistent economy between missions; each one is a self-contained tactical puzzle.