> SIGNAL LOCKED // DISPATCH #04

The Shipyard Walks

"Life aboard the biggest ship you've never seen"

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Outer Line
2149.128
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Orion Industrial League

"Iron endures."

Doctrine:Heavy armor, industrial resilience
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Interactive 3D Model

SCAN_COMPLETE: 100% | OBJECT_DETECTED: MOBILE SHIPYARD II

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ORI Mobile Shipyard Anvil - a factory that could flyFull specs →

About The Outer Line

The Outer Line is a tactical space RTS built around a ship that most strategy games would make a building. The Mobile Shipyard moves, jumps, and fights. This story takes you inside one.

The Mobile Shipyard - The heart of your operation. A capital ship, not a structure, that produces your fleet, carries your modules, and jumps between Gravity Wells with you. It comes in three tiers (I, II, III) with increasing module capacity and production capabilities. Losing it can cost you the war.

Modules - The Mobile Shipyard carries installable modules that shape your strategy: shield harmonics, weapons calibration, targeting arrays, production accelerators. Each module occupies a dedicated bay on the ship. Choosing which modules to install is one of the deepest strategic decisions in the game.

Ship production - Frigates, destroyers, cruisers, and heavier classes are built inside the Mobile Shipyard's fabrication bay using Supply harvested from nearby nodes. Production takes real time, and a half-built ship is a commitment you can't take back.

The Jump Drive on capital ships - When a Mobile Shipyard jumps between Gravity Wells, it's a major operation. The charge-up is longer than for combat ships, every system powers down to feed the drive, and the stabilization window on arrival leaves the entire task force vulnerable. Jumping a Shipyard is a strategic decision, not a casual move.