Command reference / fracture-alpha-v5
Field Manual
Build one planet. Read the lattice. Commit fleets before the battle. Become the ally your System remembers.
- Season window
- 1,008 ticks / 42 days
- Opening protection
- 24 ticks
- Command
- 1 planet · 1 Home Guard · 3 mobile Fleets
- Resolution
- Every 60 minutes
Commission
Anchor and establish
Build strength that matters beyond your planet.
Finish with a leading planet, System, or Alliance by combining Development, Renown, Influence, Asteroid Field control, and Meridian objectives. The final contest is designed to converge on the Meridian Core; the scope line above marks which parts are playable today.
Eliminating another commander is not a victory condition. Territory, coordination, and recorded contribution decide the season.
Use protection to establish options.
- Allocate population and choose an opening Doctrine.
- Queue useful structures, research, and production.
- Inspect your System, public fields, routes, and arrival ticks.
- Prepare the Home Guard and mobile Fleets before protection ends.
Hostile launch and arrival both recheck protection. Defend missions remain legal. Exact expiry shown by command is authoritative.
Choose how your Fleet survives contact.
This frozen ruleset accepts commanders from 5 of the setting's five powers. This choice sets your Fleet identity; it is not a morality alignment.
Helion Compact
Continuity-law fleets built to hold formation under direct fire.
- Strengths
- Armoured hulls · Reliable kinetic fire · Formation discipline
- Tradeoffs
- High construction cost · Lower initiative
Veilbound Houses
Intelligence dynasties that treat identity and route knowledge as territory.
- Strengths
- High initiative · Disruption · Concealment
- Tradeoffs
- Fragile hulls · Composition-sensitive damage
Keth Fabricators
Distributed machine workshops whose ships are temporary modular arrangements.
- Strengths
- Drones · Fast production · Repair and conversion
- Tradeoffs
- Exposed modules · Reliance on fleet synergy
Ossuary Exchange
Salvage guilds that price history by the tonne and ransom what survives.
- Strengths
- Salvage · Boarding · Economic pressure
- Tradeoffs
- Asymmetric logistics · Capture needs setup
Lumen Communion
Post-human collectives that cancel conflict as interference.
- Strengths
- Disruption · Shielding · Coordinated defence
- Tradeoffs
- Lower finishing damage · Formation dependence
Combat registry complete: all five powers accept planetary commands under fracture-alpha-v5.
Read
Chart the frontier
The frontier is known to exist, but not yet understood. Read what is public; date everything else.
A coordinate is not complete intelligence.
Remote NPC planets begin as anonymous contacts. Their coordinate is visible, but identity, power, Development, protection, and artwork remain withheld.
The first successful Planet Scan permanently charts the planet, reveals its type and rarity, and unlocks Fleet travel to its orbit. Those identity traits do not expire. Economic, structural, and protection detail still does. Hidden Fleets are never included.
Public sites, temporary ownership.
Fields always show their location, resource, richness, and ownership state. They do not require a Planet Scan and can be targeted directly.
Control the resolved battle window and retain at least one surviving Harvester to establish a new claim.
Commit
Compose and time
Compose for the mission; commit for the arrival.
Your Home Guard never travels. Three mobile Fleets receive Attack or Defend orders. Locality and the slowest participating ship determine travel; the shown arrival tick comes from the same rule used at launch.
Scans are dated evidence, not permanent truth. Refresh expiring detail before a high-risk order, and share private intelligence only with consent.
Collector expeditions require an idle mobile Fleet with Harvester capacity. Survey may enter an uncharted coordinate; recovery contracts require a charted target. Results resolve remotely, but resources credit only at the displayed return tick. No route may be committed past Collapse.
Timing and composition outrank reflex.
Initiative, target roles, disruption, capture, wreckage, and surviving Harvester capacity all shape an outcome. A well-timed Defend Fleet may decide a battle planned hours earlier.
Reports distinguish destroyed, disabled, captured, recovered, and stolen values. Read the report before issuing the next order.
| Question | Raid World | Asteroid Field battle |
|---|---|---|
| What is contested? | The immediate orbital battle window. | A public resource claim. |
| Can ownership change? | No. Owner, coordinate, power, System, structures, and protected income remain. | Yes, after victory with surviving Harvester capacity. |
| What can be lost? | Ships, permitted captures, limited exposed stores, and brief output. | Ships, wreckage priority, income, and field control. |
| Strategic result | Raid victory, defensive victory, or draw—never conquest. | Territory may transfer and fund future operations. |
Resolve
Coordinate objectives
Local obligation first; long operations second.
Your System is the local route neighbourhood you receive. Faster Defend travel, a shared operation board, treasury, coordinator, and limited defence signals make it useful before you join any Alliance.
Alliances span Systems. Leaders and officers coordinate roles, tax, treasury, and operations whose commitments may resolve hours or days later.
Fields fund the war. Nodes open it. The Core resolves it.
Development records what you sustain. Renown records proportionate combat, defence, and objectives. Influence records support, System service, and Alliance commitments.
In the complete season design, Meridian Nodes alter access toward the Core. The Core is a consensus engine, not a superweapon: it shapes recognised routes, stable anchors, and what enters the archive before Collapse. Exact live scoring belongs to the active ruleset.
Archive
Preserve the record
Collapse closes the strategic theatre. Fleets, stockpiles, and territorial claims do not cross into the next Fracture. Command identity, records, honours, and selected outcomes remain.
Command terms / archival equivalents
- Season / Fracture
- One temporary six-week strategic theatre.
- Tick
- The hourly Canticle pulse when authoritative change resolves.
- Arrival tick
- The exact window when a Fleet reaches its destination.
- Planetary anchor
- The link that binds one home planet to its commander.
- Home Guard
- The permanent defensive Fleet that cannot travel.
- Planet Scan
- A dated intelligence capture; archival term: World Survey.
- Expedition
- A collector route with fixed resolve and return ticks; cargo credits on return.
- Asteroid Field
- A public orbital resource site that can change ownership.
- Raid World
- A home-planet attack that can never become a conquest.
- System / Cell
- A local group of planets with faster mutual defence.
- Alliance / Coalition
- A cross-System player organisation.
- Meridian Node
- A routing construct that changes access through the lattice.
- Meridian Core
- The consensus engine at the strategic centre of a Fracture.
- Collapse
- The end of the theatre; material power cannot cross seasons.