Intelligence Dossier // Clearance: Commander

The Outer Line

Humanity reached the stars. Then it started fighting over them. Three powers, one frontier, and the commanders sent to hold the line nobody wants to acknowledge.

Your Role

You are a faction commander

You are a Faction Commander. You have your own Mobile Shipyard, a task force under your authority, and a record that precedes you. Your faction assigns you operations: defend this Gravity Well, raid that supply line, escort this convoy through contested space.

You serve your faction. In Skirmish, you choose your allegiance freely. In Campaign and Global War, your loyalty is fixed. That is the nature of the frontier: every power needs capable commanders, and the chain of command stretches thin across light-years.

Your Mobile Shipyard is your most valuable asset. It is your factory, your home, your capital. Lose it, and you lose everything: your fleet, your rank, your place on the frontier. Protect it at all costs.

Commander Assets

Mobile ShipyardYour capital ship and production hub
Task ForceYour fleet of warships and support vessels
Equipment Slots5 slots: Propulsion, Sensors, Hull, Hangar, Logistics
Faction AllegianceYour faction and standing within it
Command RankFrom Field Officer to Fleet Admiral

The Frontier

Where humanity's expansion meets reality

Humanity colonized the solar system and a handful of nearby stars within the last century. The core worlds are stable and urbanized. The Outer Line is everything beyond: the dangerous frontier where Jump Drive technology opens new territory faster than any government can secure it.

Three powers now compete for the same resource-rich frontier clusters. No one has declared war. Officially, these are "security operations" and "territorial surveys." In practice, fleets clash, stations burn, and Supply convoys vanish into the void. The governments maintain plausible deniability. Commanders like you do the actual fighting.

The Unwritten Rules (eroding)

  • - Do not shoot first. First strike is a diplomatic incident.
  • - Do not touch civilian cargo. Taboo, triggers war declarations.
  • - Concede rescue rights to damaged enemies. Increasingly ignored.
  • - What happens on the frontier stays on the frontier.
  • - Communication lag means field commanders interpret vague orders autonomously.

The Three Powers

Each justified. Each desperate. Each competing for the same prize.

United Solar Federation

[USF]

"Order follows the flag."

All stats baseline (1.0x). Standardized hulls, disciplined crews, reliable across all theaters.

Command Culture

Formal command structure with 40-page operational protocols. Bureaucratic but stable. Every order has a paper trail.

OriginCore worlds, Sol system
DoctrineBalanced
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Orion Industrial League

[ORI]

"We built this. Come and take it."

+15% Hull HP, -10% Speed. Heavy, durable ships built to take punishment and keep fighting.

Command Culture

Handshake leadership. Operational freedom. Results matter more than procedure. Good people, rough edges.

OriginFrontier colonies, mining operations
DoctrineArmored
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Nexus Energy Compact

[NEC]

"Energy is the only truth."

-10% Hull HP, +20% Shield HP, +15% Shield Regen. Shield-reliant ships with superior energy tech.

Command Culture

Rigid protocols, detailed reporting requirements. Cold professionalism. Efficiency above all else.

OriginResearch stations, scientific enclaves
DoctrineShields
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The Riftborn Collective

[RFT]

Environmental hazard. Non-playable.

Stateless irregular groups: defectors, exiles, failed colonists, mutineers. No unified command, no territory, no flag. Independent flotillas survive through raiding Supply Nodes, ambushing convoys, and disappearing into Deep Space before anyone can respond. They cannot sustain prolonged conflict, but they can ruin your day. Every faction deals with them. No faction controls them.

Command Culture

No chain of command. They hit your supply lines and vanish. Budget for losses or hunt them down early.

OriginDisplaced, Stateless
DoctrineHit and Fade
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Timeline

Key events leading to the present conflict

2089

Federation Charter

Earth's nations unify into the United Solar Federation following decades of climate stabilization and cooperative space initiatives.

2112

Inner Belt Colonized

Formal colonization of the asteroid belt begins. Shipyards are established in the Jovian shadow. The frontier opens.

2124

Jump Drive Discovered

A breakthrough in gravity manipulation enables ships to jump between celestial bodies. Space bends around Gravity Wells.

2127

First Interstellar Hop

The Pathfinder makes humanity's first interstellar jump to Alpha Centauri. The stars are no longer out of reach.

2131

Orion Industrial League Founded

Mining guilds, independent colonies, and frontier operators form the ORI to protect their claims from federal absorption.

2136

Nexus Energy Compact Established

Research stations and scientific enclaves unite under the NEC banner, pursuing energy technology superiority.

2142

The Riftborn Emerge

Displaced colonists, deserters, and exiles coalesce into loosely connected raider flotillas. No flag, no territory, no mercy.

2147

Anomalous Clusters Discovered

Gravity-dense regions rich with asteroids and strategic positions are detected on the frontier. All three powers take notice.

2149

The Outer Line

Three powers deploy task forces to the same frontier clusters simultaneously. Tensions escalate from incidents to open skirmishing. Field commanders are given broad authority. The war nobody declares has begun.