How to play Null Meridian

Null MeridianFracture Command
Public command reference

No account is required to read this page. Exact live costs, timings, visibility, and outcomes remain ruleset-authoritative.

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
Phase I

Commission

Anchor and establish

Aim of the season

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.

First 24 ticks

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.

Playable powers

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.

Selectable
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
Selectable
Veilbound Houses

Intelligence dynasties that treat identity and route knowledge as territory.

Strengths
High initiative · Disruption · Concealment
Tradeoffs
Fragile hulls · Composition-sensitive damage
Selectable
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
Selectable
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
Selectable
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.

Phase II

Read

Chart the frontier

The frontier is known to exist, but not yet understood. Read what is public; date everything else.

Uncharted planets

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.

Asteroid Fields

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.

Phase III

Commit

Compose and time

Fleets and scans

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.

Battle logic

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.

Home raids compared with territorial field battles
QuestionRaid WorldAsteroid 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 resultRaid victory, defensive victory, or draw—never conquest.Territory may transfer and fund future operations.
Phase IV

Resolve

Coordinate objectives

Systems and Alliances

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.

Victory and the Core

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.

Phase V

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.

Concise glossary

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.

Orientation copy only. Server validation and the active ruleset remain authoritative for exact costs, timing, visibility, and outcomes.