Systems field guide / Find

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.

  1. 01Choose the destination
  2. 02Meet the drive requirements
  3. 03Charge under threat
  4. 04Depart if the route is viable