Fleet in Pieces / Find
Jump drives & interdiction.
A jump is something your ship prepares and performs under real constraints.
Current design & development build · reviewed October 11, 2026 · tuning and testing continue
How it works
What makes an escape possible?
A jump is something your ship prepares and performs under real constraints.
The drive needs a ship that can use it
Charge, available power, crew, loaded mass, range and working jump hardware all matter. A group order still asks each ship to meet its own requirements. Incapable ships can be left behind.
The enemy can contest the way out
Interdiction can deny a jump. A field ship such as LOCKKEEPER gives a formation a reason to hold ground—and an opponent a valuable target. Gate travel is separate: ships approach and pass through the gate using ordinary propulsion.
- 01Choose the destination
- 02Meet the drive requirements
- 03Charge under threat
- 04Depart if the route is viable