Captain's Handbook

Getting Started

Everything you need before your first warp — what you start with, what actually costs a turn, and where to go next.

A trade ship powered up and ready to depart
Before You Undock

Getting Started

Every commander starts in a Runabout — 20 cargo holds, 30 fighters loaded, 200 max shields, and 300 starting credits by default — parked at their home plane's home sector, which always sits inside a safe zone. Nothing there can hurt you until you choose to leave it. (A host can change the starting hull, fighters, credits, or turns for their own galaxy — see Ships & Combat for every hull's real stats.)

Your turns
250 per day by default (a host can set a different number). Warping costs a turn; so does attacking, robbing a port, or destroying a beacon. Trading, banking, docking, and talking to anyone cost nothing — spend turns on getting somewhere or fighting, not on commerce.
Your first credits
Dock at any numbered port near home and sell whatever you're carrying, or just start exploring — an unclaimed planet or a lucky negotiation is free money nobody's beaten you to yet.
Where To Go Next

The Rulebook, By Topic

Each of these covers one system in full — the numbers, the formulas, the exact costs, not just the flavor text.

Before You Undock

Tips for New Captains

  1. 1Scout before you commit turns to a warp — the map's shape is never hidden, but what's actually sitting in an unvisited sector is, until you fly it.
  2. 2Don't dump your whole hold into one port in one visit — you'll move the price against yourself before you're done selling. Spread it across visits, or across ports.
  3. 3Bank credits you're not actively trading with. A destroyed ship costs you half of whatever you're carrying — money that's already banked isn't carrying.
  4. 4Committing fewer fighters than a fight needs is worse than not attacking at all — a target that survives your attack hits back with its full fighter count, not a reduced one.
  5. 5Watch your alignment if you plan on using the black market later, or want the Sovereign Flagship's cloak eventually — reputation is slow to build and just as slow to undo.
  6. 6A Corporation is the fastest way to punch above your own cargo hold's weight. Find one, or start one for 1,000cr.

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