OrbitalBLACKOUT

Fleet transmissions · Open channel

War Broadcasts

Dispatches from contested space. Every change to the war is recorded here:

Feed active·34 transmissions logged·Last transmission 11 Nov 2026
Broadcast 034·Naval Architecture Command · Heavy Line DivisionCriticalLatest11 Nov 2026

The Paladin holds the line — and carries a wall to hold it with

Heavy Line Division has released the Paladin, a Bulwark-class hull built for one job: standing in front of everyone else. Its four turrets are set on the flanks and fire broadside, the way the old dreadnoughts fought. Its launchers cover the angles the guns cannot reach.

The Paladin's real weapon is in its prow. On command, the hull projects a hardlight Shield Wall across its bow that stops incoming fire before it reaches the armor. Allied rounds pass through it untouched. Enemy fire does not.

Holding a wall costs something. The Paladin slows and turns heavily while it is raised, and a wall broken by enemy fire takes a full minute to come back. Raise it at the right moment and your wing will fly behind you for the rest of the war.

Change manifest

  • New ship: the Paladin, a Level 16 Path II Bulwark
  • Four flank turrets fire broadside; launchers cover forward and rear targets
  • Press 4 to raise the Prow Shield Wall, which blocks incoming fire from the front
  • Allied fire passes through the wall; enemy projectiles and boss attacks are stopped
  • Speed and turning drop by 25% while the wall is raised
  • A collapsed wall takes 60 seconds to recover and regenerates while lowered
Broadcast 033·Fleet Ordnance Board · Disruption MunitionsPriority6 Nov 2026

A warhead that does no damage — and leaves the target helpless

The Ordnance Board has cleared a new munition for launcher bays. The EMP warhead carries no explosive charge. It is built to shut a ship down, not to break it open.

On impact, the pulse cuts the target's engines and locks its steering. Weapon feeds stutter and misfire. The ship keeps drifting on whatever momentum it had, unable to turn away from what comes next. Bigger, better warheads hold the target longer, up to a hard limit, so no ship stays helpless forever.

The warhead flies slow and leaves a clear trail. A sharp pilot can see it coming and dodge it, and every pilot nearby will know the sound of its launch. Fire it at the right moment and your wing does the rest.

Change manifest

  • New EMP Launcher fits in Launcher bays and deals no damage
  • On hit, the target loses thrust, steering locks, and weapons can misfire
  • Targets keep drifting on their existing momentum while disabled
  • Disable time scales with tier and is capped
  • Slower, dodgeable warhead with a visible trail and a distinct launch sound
  • 60-second reload; the Omen reloads it in 45 seconds
Broadcast 032·Fleet Electronic Warfare · Tactical Cloak BureauPriority3 Nov 2026

Now you see them — the Optical Shroud enters service

Electronic Warfare has finished testing the Optical Shroud, and it is now cleared for every hull in the fleet. When it activates, the ship and its drones fade from sight, and every enemy lock on it breaks. Missiles already in flight lose their target.

The Shroud does not make you untouchable. Rounds still land if they find you, and every hit sends a shimmer across the hull that gives your position away. Your drones go dark with you and hold fire until the cloak breaks.

A fresh Shroud holds for five seconds. Upgraded through ten levels, it holds longer and comes back faster. The Omen was built around it and gets the most out of every level.

Change manifest

  • New Optical Shroud module: press 3 to cloak your ship
  • Activating breaks enemy locks and throws off incoming missiles
  • Drones turn invisible with you and stop attacking while cloaked
  • You can still be hit; each hit briefly shows a shimmer on your hull
  • Upgrade through 10 levels: 5s to 8.5s duration, 80s to 53.3s cooldown
  • The Omen gets +30% duration and a shorter cooldown at every level
Broadcast 031·Joint Yard Authority · Advanced Prototype DivisionPriority30 Oct 2026

The shipyards split in two — specialists now fly beside the line

The Yard Authority has opened a second path through the shipyards. The standard line still builds the ships most pilots fly. Path II builds specialists: hulls that give up something ordinary to be very good at one thing.

The first two are cleared for service. The Strikethorn, available from Level 6, is a fast missile platform. Its launchers face forward and reach farther than any other hull at its weight. The Omen, from Level 10, is an infiltrator. It is lighter in armor and guns, but carries more utility space, stronger cloaking and a faster EMP reload than any other ship.

Neither one is a straight upgrade. Both are a choice. More Path II hulls are already on the slips, and the Market shows what is coming next.

Change manifest

  • Ship Market now shows two paths side by side, with upcoming hulls teased
  • New Level 6 Strikethorn: 350 speed, forward-facing launchers, +250 launcher range
  • New Level 10 Omen Infiltrator: extra utility bays, stronger cloak, 45s EMP reload
  • Path II ships trade some firepower or armor for a specialty
Broadcast 030·Naval Special Warfare · Extinction Vector DirectivesCritical27 Oct 2026

Five rifts have opened — volunteers go in alone

Naval Special Warfare has confirmed five tears in local space, catalogued as the Extinction Vectors. Each one leads to a pocket where the Devourment gathers its strength before an offensive. The fleet cannot send a battlegroup through. It can send one pilot at a time.

Inside a rift there are no stations, no depots, and no help. Ten waves stand between you and the far side, and you get three lives to clear them. Progress is held at checkpoints, so a failed attempt does not start you over from the first wave. Your hull is recovered intact, whatever happens inside.

Each rift must be cleared before the next will open. Pilots who clear one earn an Engram and a new layer of armor for their nameplate. Clear all five and the fleet will know exactly who you are.

Change manifest

  • New solo Vanguard Rifts: ten waves with three lives per attempt
  • Checkpoints save progress between waves
  • Zero loss: your ship and cargo are never lost inside a rift
  • Five rifts unlock in order; each clear rewards one Engram
  • Each rift adds a new armor layer to your nameplate, five tiers in total
Broadcast 029·Joint Salvage & Loss Authority · Recovery ProtocolsPriority14 Oct 2026

A dead ship is no longer gone — it is a target

The Salvage Authority has rewritten the rules on what happens after a kill. A destroyed hull now stays where it fell for thirty minutes, holding most of what it carried. Anyone who reaches it first can clamp on and start pulling cargo.

The wreck keeps about sixty percent of the cargo it held. The rest burns in the blast. Fitted modules follow their own recovery rules, and insurance covers the hull, not what you were hauling. Every trip out with a full hold is now a decision.

Clamp on, open the transfer, and move items one at a time or drag them across. Nothing moves automatically. If you want it back, you will have to fly back for it, and you may not be the only one coming.

Change manifest

  • Destroyed ships leave a wreck that lasts 30 minutes
  • Wrecks keep 60% of their cargo; 40% is destroyed
  • Any pilot can clamp onto a wreck and collect its contents
  • Side-by-side transfer window with individual buttons and drag transfers
  • Each item can only be taken once, no matter how many pilots arrive
Broadcast 028·Fleet Signals Intelligence · Emergency MonitoringPriority6 Oct 2026

The arrays are picking up signals nobody sent — go and find out what they are

Signals Intelligence has logged a steady stream of unidentified transmissions across the inner rings. Some are real. Some are bait. The arrays cannot tell the difference until a pilot flies close enough to look.

A signal may be a downed resupply wreck with its cargo still intact, or civilians calling for help while a Devourment Hunter closes in. It may be an old derelict beacon guarded by Brood Lurkers. Or it may be nothing at all until the Stalker decloaks behind you.

Only one signal burns in a sector at a time, and a new one appears every ten to fifteen minutes. The deeper the ring, the harder the fight and the better the reward. Treat every one as hostile until you have seen it with your own eyes.

Change manifest

  • New Signal events appear on the minimap every 10–15 minutes, one per sector
  • Four possible events: Downed Resupply, Civilian Distress, Stalker Ambush, Derelict Beacon
  • Signals stay unidentified until a pilot investigates
  • Every Signal can reward an Engram; Downed Resupply always drops one
  • Difficulty and rewards scale with the sector's ring
Broadcast 027·Joint Quartermaster · Tactical Supply LinePriority24 Sep 2026

The frontier depots are starving — the next superhauler needs an escort

The Quartermaster has run out of patience with convoys that leave the capital and never arrive. The Frontier Depots sit in the farthest corners of each sector, and every hauler sent alone has been torn apart on the way.

From today, superhaulers depart on a schedule and call for escorts. The Devourment knows the routes. Swarms gather past the safe zone and hit hardest the moment the hauler leaves protection. Then they keep coming, wave after wave, all the way to the depot.

Get it there and everyone who flew the escort is paid, with a chance at an Engram from the delivery. Lose it and the cargo spills across the lane in military credit crates for whoever is still alive to collect.

Change manifest

  • New Supply Run event: escort a superhauler from the safe zone to a Frontier Depot
  • Devourment swarms ambush the route, with the heaviest attacks just past the safe zone
  • Safe zones stay clear of Devourment during the run
  • Successful delivery pays all escorts and has a 25% chance to drop an Engram
  • A destroyed hauler drops four military credit crates
Broadcast 026·Joint Logistical Command · Outpost AuthorizationPriority17 Sep 2026

Pilots are cleared to build their own stations — out of reach of everyone else

Logistical Command has stopped pretending the capitals can supply every pilot on the line. Effective today, any pilot may claim a protected pocket of space and raise a forward station of their own. The coordinates are sealed. No other pilot can enter, and nothing hostile is routed there.

A station starts as a Command Nexus and grows outward. Extraction rigs pull resources while you are away, silos hold what they collect, and every new module must wait for the Nexus to be cleared for it. The station also returns Synaptic Data recovered from the field.

Fly in, dock at a module, collect what it has gathered and upgrade what you can afford. Then go back to the war. It will keep working while you are gone.

Change manifest

  • New private Personal Station sector that only its owner can enter
  • Command Nexus level gates which modules can be built and upgraded
  • Extraction modules gather resources over time for you to collect
  • Dock at each module to collect, upgrade, or manage it directly
  • Station payouts go to your Vault; Synaptic Data storage is uncapped
Broadcast 025·Fleet Science Directorate · Biomechanical DivisionCritical4 Sep 2026

Devourment wrecks are carrying something back — and it can be decrypted

Salvage crews have been hauling sealed masses out of Devourment wrecks for weeks without knowing what they were. The Science Directorate now does. They are Engrams: neural-locked cores the Devourment uses to carry what it has taken from the ships it consumes.

An Engram will not open without Synaptic Data. Hold your scanner on a Devourment hull for three seconds and the data is yours. Bring both to any station, and the Hangar's decryption chamber will break the lock.

What comes out is never the same twice. Weapons and modules rebuilt by the enemy, stronger than anything in fleet stores and carrying a flaw of their own. Rare paints, titles, resources, more Data. The Directorate's advice is simple: kill the big ones, scan everything, and decrypt at a station.

Change manifest

  • Devourment ships can now drop Engrams; stronger enemies drop them more often
  • Hold E for 3 seconds on Devourment ships to Scan for Data and earn Synaptic Data
  • Decrypt Engrams at any station from the Hangar using Synaptic Data
  • Rewards include Assimilated modules with bonus stats and a matching flaw
  • Engrams can also contain resources, Synaptic Data, paint tokens, titles, or cores
Broadcast 024·Joint Fleet Loss Analysis · Recovered Gun FootagePriority29 Aug 2026

Ships do not simply vanish anymore — they come apart

Loss Analysis has spent months arguing that the fleet's own recordings were lying to its pilots. A hull would take the killing hit and disappear in a clean flash, and the crews watching it learned nothing. Nobody could tell a reactor breach from a magazine cook-off. Nobody could tell whether the wreck was worth going back for.

The new recordings show it as it happens. Plating peels, atmosphere vents, secondaries walk down the spine as each cell lets go, and what is left tumbles away burning. Debris carries the scorch it earned. Big hulls die slower and louder than small ones, and you feel the blast wave in the cockpit when you are close enough to have made a mistake.

Every pilot in range now sees the same death at the same moment. If you claimed a kill, so did the gun camera of everyone watching.

Change manifest

  • Ship destruction now plays out as a full breakup sequence instead of a single flash
  • Wreckage tumbles, burns, and drifts with scorching from the killing blow
  • Larger hulls die with longer, heavier sequences than light ships
  • Nearby blasts shake the cockpit view
  • All pilots in range see the same destruction at the same time
Broadcast 023·Forward Recon · Devourment Border CommandCritical29 Aug 2026

Two border corridors open — the Devourment has built a door and manned it

Recon has confirmed what the long-range arrays kept reporting and nobody wanted to file: the Devourment is not only spreading, it is building. Two corridors now run off the edge of charted space, designated Border Alpha and Border Bravo. They are not sectors in any sense the fleet uses the word. They are throats.

The walls are grown, not welded — ridged carapace running the length of the run, lit from beneath by something molten and slow. The sky over them is arterial. Pilots who have flown one describe it as climbing out of a furnace toward a mouth.

At the head of each corridor sits a fortress emplacement with three independent heads, fed by shield batteries on either flank and ringed by an elite garrison that does not roam and does not tire. Break the batteries and the guns can be hurt. Leave them standing and the corridor will kill you slowly, from three directions at once.

When the Devourment takes a corridor back, it comes back hard, and it comes back all at once. Do not be in the arena alone when it does.

Change manifest

  • Two new sectors: Devourment Border Alpha (DB-A) and Bravo (DB-B)
  • Vertical corridor layout with grown biomechanical walls and a hellscape backdrop
  • Three-headed fortress turret encounter at the head of each corridor
  • Shield batteries must be destroyed before the fortress can be damaged
  • Elite garrison holds station around each battery
  • Devourment Recapture assault floods the arena when the fortress falls
Broadcast 022·Fleet Ordnance Board · Hardpoint StandardisationRoutine29 Aug 2026

Every hardpoint is numbered — your bay number is your gun's position

Yard crews have been fitting guns by whatever order the manifest printed, and pilots have been discovering in combat that the heavy mount they paid for was firing off the bow instead of the flank. Ordnance has ended the practice.

Weapon bay one is hardpoint one. Bay two is hardpoint two. It holds for every hull in service, and pulling a gun out of a middle bay no longer slides the rest of the battery forward — the empty mount stays empty, an unloaded barbette where a gun should be.

Hangar previews now carry the numbers on the hull itself, and each fitting card states where its mount sits and how far it can swing. Where you put a gun is now a decision instead of an accident.

Change manifest

  • Weapon bay number now matches the physical hardpoint it fires from
  • Empty bays leave that mount empty instead of shifting the other guns
  • Hangar preview labels every weapon mount with its number
  • Selecting or hovering a fitting card highlights that mount on the hull
  • Fitting cards show each mount's rest bearing and traverse arc
  • Fitted modules and inventory tags list in slot order
Broadcast 020·Joint Fleet Intelligence · Situational AwarenessPriority26 Aug 2026

The blackout is no longer empty — sectors show the war as it is

Pilots used to fly through clean space. The dead were cleared, the wreckage compacted, and the lanes looked like nobody had ever fought over them. That was a lie, and Fleet Intelligence has stopped telling it.

Hulks now drift for hours after a battle — broken Accord, broken Pact, broken Devourment — and any crew with a scanner and a steady hand can find something worth taking. Convoys are also moving through the rings again, civilian hulls with escorts and holds, trying to make port while the shooting holds off. They are not targets by default, but they are in the way, and they make the map feel less like a shooting range and more like a war.

Weather is the last change. Ion fronts, dust storms, flare bursts, and worse are moving across sectors as single systems. A pilot who ignores the forecast will find their shields struggling, their engines fighting, or their hull taking damage from nothing at all. The Devourment seem to treat some of it as cover, and during spore blooms their hulls knit even while they are under fire.

Patrol density is up across the contested rings. More contacts, more signals, more reasons to watch the scanner. The quiet sectors are gone.

Change manifest

  • Persistent wreckage and battle scars remain in sectors after fights
  • Civilian convoys now travel through contested space with escorts and cargo
  • Shared sector weather affects shield regen, handling, damage, and NPC regeneration
  • NPC patrol density increased, especially in higher rings
  • Weather fronts are visible on the HUD with status effects when entered
Broadcast 021·Fleet Ordnance Board · Reclassification DirectivePriority26 Aug 2026

Energy weapons reclassified by role — pick the mount that fits your hands

Ordnance has stopped pretending all directed-energy weapons are the same tool. The old pulse and plasma labels were being used interchangeably by crews who did not understand what they were mounting. That confusion is ending.

Laser Repeaters are the new standard for close, fast tracking. They turn quickly, cycle quickly, and throw a steady stream of low-damage bolts. A good pilot keeps them on target and shreds shields before the heavier guns open up.

Plasma Rails sit between the two families. They turn at a moderate rate, but their shots are faster than anything else in the line. The bolt arrives before the target can finish a dodge, making them the choice for pilots who prefer to lead and land single hits.

Ion Cannons are cannons now in name and in behavior. They track slowly, fire slowly, and the bolt crosses the lane at a crawl compared to the others. What they hit, they break. A nimble hull can dance around them. A capital that cannot move out of the way eats the full shot.

Fleet Ordnance requests that crews stop calling everything a laser. The quartermaster does not care what you call them, but your gunner will.

Change manifest

  • Pulse Lasers reclassified as Plasma Rails: medium turn, fast projectiles, medium fire rate
  • Plasma Repeaters reclassified as Laser Repeaters: fast turn, fast fire rate, lower per-shot damage
  • Ion Cannons reclassified as slow heavy cannons: slow turn, slow fire rate, slow projectile, highest per-shot damage
  • Weapon shots are now color-coded by tier for easier identification
  • Hangar, Market, and Briefing now display Fire Rate, Turret Turn, and Shot Speed
Broadcast 019·Joint Quartermaster Office · Materiel DirectivePriority24 Aug 2026

Hull yards cut material requirements — no more stalling at mid-grade

Yard requisitions had been indexed against credit inflation, which meant a mid-grade module upgrade demanded more raw plasma than a wing could haul home in a month. Pilots were stalling halfway up a module they had already paid for, holding gear they could not advance.

Material schedules are now rated against what the fields actually yield, not against currency. Rarer the material, flatter the demand: plasma, crystal, alloy and core requirements climb gently across an upgrade line instead of doubling every step. Carbon requirements were eased as well after survey crews reported the old figures outran a full hold.

Credit prices are unchanged. The yards still want your money — they have stopped demanding the impossible alongside it.

Change manifest

  • Module upgrade material costs now grow on a shallow per-resource curve instead of tracking the credit curve.
  • Hull upgrade material costs no longer multiply by the full hull class factor — capital upgrades cost credits, not unreachable material piles.
  • Carbon requirements reduced across every module and hull upgrade.
  • Every upgrade line now has a hard material ceiling, so no single step can price itself out of reach.
  • Credit costs and resource unlock levels are unchanged; existing upgrades and stats are untouched.
Broadcast 018·Joint Quartermaster Office · Requisition AuditPriority24 Aug 2026

Honor requisitions re-rated — top-tier hardware finally earns its price

An audit of the station catalogues found what every veteran already suspected: honor-priced hardware was not measurably better than the surplus racked beside it. Pilots were paying in blood-earned commendations for parity. The requisition tables have been re-rated so premium lines sit a clear step above their surplus twins at every tier.

The audit also found the top of the ladder collapsing. Tier eight through ten cost fortunes and delivered barely more than the tier below. Those brackets have been widened. Saving for the heaviest gear now buys a jump you can feel in the first engagement after you fit it.

Nothing was downgraded. Every correction moved a number upward, including the long-neglected surplus lines that nobody was buying.

Finally, the breaker yards will now return half the commendations logged against a module when it is broken down. Scrapping premium gear is no longer a total write-off of the honor spent on it.

Change manifest

  • Honor-priced modules now sit ~15% above their credit-only counterparts at every tier
  • Tier 6-10 stats widened across weapons and launchers — top-tier gear is a real step up
  • Ion Cannons retuned to heavy, slow-cycling alpha instead of being strictly worse
  • Deflector shields and Ablative plating raised to close the gap with their premium twins
  • Nanoweave plating moved to an honor requisition with a reduced credit cost
  • Warp Coils extended from Tier 5 to Tier 10 so engines keep progressing late
  • Scrapping a module now refunds 50% of its honor list price
Broadcast 017·Joint Yard Authority · Heavy Line DivisionPriority19 Aug 2026

Capitals rebuilt for the broadside — rockets moved under the keel

The heavy line was losing hulls that could only shoot at whatever was directly ahead of them. A capital that has to point its nose at the enemy is a capital that presents its thinnest armour to the enemy. The yards stopped pretending that was a doctrine and rebuilt the two heaviest frames around the way their crews were already fighting.

The Ironhold and the Ragnarok now carry their weight down both flanks. Turn beam-on, hold the line, and let the batteries work. The silhouettes changed with the guns; nobody will mistake either hull for a freighter again.

Rocket racks were the last problem. Launchers bolted to the bow are useless to a ship that never shows its bow. Ordnance moved them under the keel, on rails that swing along the spine and fire in almost any direction except straight ahead and straight astern. Faint guide lines mark where each tube is pointed.

The Aegis inherits the wall. It is no longer expected to trade broadsides; it is expected to stand in front of the ships that do.

Change manifest

  • Ironhold and Ragnarok redesigned as broadside line ships with heavier batteries on both flanks
  • Belly rocket rails let capitals launch in nearly any direction while holding a beam-on firing line
  • Rocket rails show faint guide lines marking each tube's firing direction
  • Aegis reclassified as the bulwark hull
Broadcast 016·Ordnance Command · Munitions ControlRoutine19 Aug 2026

Racks staged for rolling fire — no more emptying a magazine in one breath

Munitions Control has ended simultaneous release. A pilot who dumped every tube at once spent the next long stretch of a fight carrying dead weight, and the after-action reports stopped being interesting a long time ago.

Tubes now release one after another in a rolling volley, each running its own clock. A row of tube timers sits across the bottom of the screen so a pilot can see exactly what is loaded and what is still cooling.

Warhead tracking was also cleaned up in the dark. Rounds burn brighter and leave a trail worth watching.

Change manifest

  • Launchers fire one tube after another in a rolling volley instead of all at once
  • Each tube runs its own cooldown, shown as a timer row at the bottom of the screen
  • Improved rocket exhaust, trails, and detonation effects
Broadcast 015·Joint Extraction AuthorityPriority19 Aug 2026

Raw material reprices — industrial hulls and mining lasers cleared for the line

With the long supply lines cut, refined stock is no longer arriving from anywhere. What a pilot pulls out of the rock is what the war gets. The Authority has repriced accordingly, and every haul is worth more than it was last week.

Industrial frames were the obvious beneficiaries. The Bollard and the Pack Mule carry more and are paid more for what they carry — the difference is printed on the hull sheet now, so recruits choosing a starter frame can see it before they sign.

Purpose-built mining lasers have been cleared for issue in three grades. They are poor weapons: thin against armour, worse against shields. Against rock they are brutal, and every grade pays out better than the last.

Change manifest

  • Bollard and Pack Mule earn more from every haul and carry more cargo
  • Bollard's mining bonus is listed on the enlistment ship choice
  • Three grades of mining laser with their own beam — low combat damage, heavy against ore, rising payout per grade
  • Mining payouts increased across the whole war
Broadcast 014·Deep Survey · Field CartographyRoutine19 Aug 2026

Survey rewrites the field charts — deposits now read at a glance

Cartography has replaced charts that were, in its own words, guesses drawn by people who never left the station. Deposits now announce themselves: colored glimmers in the stone matched to whatever is locked inside, visible from a distance in open lanes.

Worked rock behaves like worked rock. Deposits fracture, split, and shed debris as they are cut, so a pilot can see how close a node is to breaking without watching a number.

Assay values came back higher than the old books claimed. The books were wrong. The stone was not.

Change manifest

  • Ore fields are more detailed and easier to identify at range, with glimmers matched to the material inside
  • Deposits visibly fracture and shed debris as they are mined
  • Ore value increased across all fields
Broadcast 013·Fleet Signals · Personnel NetRoutine19 Aug 2026

Personnel net opened — rosters, fireteams, and a channel that closes behind you

Pilots were flying alone in a war that punishes it, mostly because there was no reliable way to find each other once the shooting started. Signals opened the personnel net to line crews.

A roster shows who is flying and, for the rest, when they were last seen. Fireteams put squadmates' positions on your board and open a private channel for the team.

The channel exists only while the team stands. When the last pilot leaves, the traffic goes with it. Signals was clear that this is not a courtesy — the Devourment listen, and standing channels are how sectors are lost.

Change manifest

  • Friends roster with online status and last-seen time
  • Fireteams show squadmate locations
  • Private team channel that appears with the fireteam and is deleted when it disbands
  • Menu buttons tightened for smaller screens
Broadcast 012·Fleet Training CommandRoutine19 Aug 2026

Flight Academy reopened — recruits stop dying ignorant

Training Command reviewed the loss records and found the same pattern in most of them: recruits going down having never used half of what their ship carried. Nobody told them. There was nobody left to tell them.

Short field briefings are now transmitted as a pilot advances — extraction work, research programs, drone wings, and the other systems recruits routinely ignore until it is too late to learn them.

Every briefing stays on file. A pilot can read them again at any time from the Academy archive.

Change manifest

  • Short briefing cards unlock as a pilot ranks up, covering mining, research, drones, and other overlooked systems
  • All unlocked briefings are stored in the Academy archive in the help panel
Broadcast 011·Joint Yard Authority · Certification OfficePriority18 Aug 2026

Yards lower certification bars — and rewrite the invoice

The certification ladder was written before the blackout, when a pilot had decades to climb it. Nobody has decades now. Crews were dying in light frames while heavier hulls sat in the yards waiting for paperwork that would never clear.

The Authority cut the requirement on every frame from the Corsair up. Not because pilots got better — because the war stopped caring whether they were ready.

The books were balanced elsewhere. Honor requirements were slashed across hulls and modules, since standing earned in a shorter career is worth less on paper. Credit prices on every paid hull rose to cover the yard hours nobody is being given time to earn. You will qualify sooner. You will pay more.

Change manifest

  • Corsair certification lowered from level 20 to 12
  • Pack Mule lowered from 28 to 18
  • Longspear lowered from 36 to 25
  • Aegis lowered from 45 to 32
  • Ironhold lowered from 58 to 40
  • Ragnarok lowered from 70 to 50
  • Honor requirements on hulls and modules reduced by 60%
  • Credit price of every paid hull increased by 15%
Broadcast 010·Joint Threat Assessment · Deep WatchCritical18 Aug 2026

Devourment weapon signatures diverge — no more uniform laser fire

Deep Watch has rescinded its single-threat bulletin. Field sensors now log distinct weapon classes tied to individual Devourment archetypes, and the old 'hostile laser' label is being retired by analysts who did not survive the first corrections.

Needlers are charging lance beams before release — a visible telegraph, then an instant hitscan line. Glaives are flushing short-range flak cones at knife-fighting distance. Wardens are running slow-charge railguns that hit like a capital slug. Sunderers have brought their sweep beams under proper fire control, and Choirmasters are lobbing paired homing missiles from long cycle times.

The heaviest contacts are worse. Monoliths are staging three-slug rail batteries off one charge, and Devourers are alternating sweep beams with missile salvos. All fire solutions are now confirmed as server-authoritative; what the telemetry shows is what the hull feels.

Change manifest

  • Added ShotKind to snapshot protocol: pulse, rail, missile, flak
  • Added SnapBeam entity to snapshots with charge telegraph (0..1) and live beam state
  • Extended fire event with weapon kind for correct muzzle FX and audio
  • Added blast event for missile detonation shockwaves
  • Each Devourment archetype now fires a distinct weapon profile: Splinter pulse, Needler lance beam, Glaive flak, Warden railgun, Sunderer sweep beam, Choirmaster homing missiles, Monolith rail battery, Devourer beam/missile combo
  • All beam damage, homing steering, and rail/flak spawn logic run on the authoritative server
  • Homing missiles track the locked pilot but fire at a reduced rate and turn slowly enough to be outmaneuvered at cruise speed
  • Heavy weapons tuned to preserve existing DPS: longer cooldowns offset higher per-hit damage
  • Client rendering and audio are pure functions of received snapshot state; no client-side damage application
Broadcast 009·Joint Harbor Authority · All sectorsCritical18 Aug 2026

Contested harbors closed to respawn; relays pushed to the midline

Sector harbors are no longer neutral ground once the shooting starts. If a station is captured, under assault, or its relays are split, the harbor is classified unsafe and respawn is routed back to the home core — Meridian or Kestrel. Pilots who go down in those sectors will not be dropped into a dock with no repair, no rearm, and no shop.

Galaxy map nodes now carry a spawn status flag. Online harbors accept respawn. Contested harbors are marked amber. Captured or offline harbors are red, and any death in that sector defaults to the home core.

Outpost stations have been rebuilt with four arms and thirty-two berths, matching the load of forward deployments. The relay network was also redrawn: capture points now sit on the midline between the center station and the map edge, far enough from the dock that harbormasters can see an attack coming.

The Devourment patrol routes were adjusted to reach the new relay positions without drifting past sector bounds. NPC capture teams still operate on the same orders — only the muster rings have tightened.

Change manifest

  • Spawn lockout enforced in captured or contested sectors; death relocates to home core station
  • Galaxy map nodes display SPAWN ONLINE / SPAWN CONTESTED / SPAWN OFFLINE status
  • Outpost stations set to 4 arms (32 berths)
  • Relays repositioned to map midpoints between center station and map edge
  • NPC muster rings tightened so Devourment patrols still capture relays without wandering beyond sector bounds
Broadcast 008·Joint Salvage Authority · Drift SurveyRoutine17 Aug 2026

Sealed caches adrift in every sector — collect them at your own pace

Survey started logging them three weeks ago and stopped trying to explain them two weeks ago. Sealed vaults, no transponder, no owner, drifting the open lanes in every sector from home space to the dark rings. Some are Accord stock lost in the retreats. Some are Pact. A few are neither, and Survey has stopped writing that part down.

Whatever is inside is still good. Crews pulling them open report ore, plasma, crystal, alloy, and hard credit in amounts nobody logged as missing. A handful have paid out enough to buy the hull that hauled them home. Rarer still, a cache carries a live tuning charge that runs a ship hot on earnings for hours.

Deeper rings hold richer stock, as usual. Nothing about them is guaranteed except that they keep appearing — collect one and another drifts in somewhere else in the sector before long.

Standing instruction from Salvage: pull alongside, collect it, and fly the material home like any other haul. A full hold spills the overflow into the void, and the void does not give it back.

Change manifest

  • Loot caches drift through open space in every sector
  • Fly close and press E to collect one
  • Payouts range from routine credits and materials up to rare alloy bundles, cores, and jackpot credit hauls
  • Deeper rings roll from richer tables
  • Rare caches grant a +5% credits, XP, and honor boost for 1, 4, or 12 hours, stacking under the paid booster ceiling
  • Credits, XP, and honor land on the account; materials go to the cargo hold and must be deposited at a station
  • Collected caches respawn elsewhere in the sector after a delay
  • Cache placement, rolls, and range checks are owned by the game server and signed
Broadcast 007·Solaris Accord · Yard DirectoratePriority16 Aug 2026

Sentinel drones cleared for line service — one link at a time

The yards had a working escort drone eighteen months ago and no way to fly it. Command links were the bottleneck: a hull can only hold so many, and every one of them costs the same rare stock the fleet is already burning on hulls.

Directorate stopped waiting for a clean answer. Links are sold one at a time now, each one dearer than the last, up to eight. What a pilot flies is what a pilot paid for.

The drone itself is a single pattern — the Sentinel. It is expensive, it does not come in grades, and it gets better only by flying. Wings hold a ring off the hull and feed the ship a share of their own tuning.

Salvage crews got their instruction the same shift: stop torching modules on the apron. Every scrapped unit is now stripped and weighed in front of the pilot before anything is cut.

Change manifest

  • Drone Wing tab added to the hangar with all 8 link slots and their unlock costs
  • Drone links purchased one at a time; each link costs more than the last
  • Sentinel drones bought from the market — one pattern, no tiers
  • Drones level to 50 and grant ship-wide bonuses up to +10% damage and shield
  • Wing flies the Vanguard Ring formation and renders alongside the hull in flight
  • Legacy tiered drone modules removed from the market
  • Scrapping now opens a salvage confirmation listing exact credits and materials recovered
  • Fitted modules can no longer be scrapped, and modules are only destroyed after the payout succeeds
Broadcast 006·Joint Threat Assessment · Deep WatchCritical15 Aug 2026

Devourment fields Ascendants — larger hulls, wider patrols

The rank and file stopped holding station. Watch officers who had spent months charting fixed Devourment clusters now log the same hostiles drifting sector-wide, crossing lanes that were quiet last month and sitting on wrecks that were never theirs.

Denser, too. Every sector count came back roughly a fifth higher than the last survey, and nobody in Assessment believes the difference is counting error.

Then there are the others. Same species, wrong size — a Splinter grown a third larger than any on record, wrapped in a shell of light, holding a wing of ordinary hostiles in formation like it owned them. Deep Watch is calling them Ascendants and grading them by the color they burn: Verdant near home, Azure past the first ring, Violet in the second, Ember out where the relays went dark. They pay out accordingly, and they kill accordingly.

Change manifest

  • Ambient hostiles now roam their sector on wandering patrol routes instead of holding position
  • Hostile density increased 20% in every sector
  • Ascendant variants added: up to 3 alive per sector, drawn from that sector's own species
  • Tiers by ring — Verdant (home/ring 1), Azure (ring 1), Violet (ring 2), Ember (rings 3-4)
  • Ascendants carry 2x to 6x hull and shield, hit harder, and fly with an escort wing
  • Ascendant kills pay 3x to 12x XP, credits, honor, and loot, validated server-side
  • Ascendants render larger with a rarity-colored glow ring and nameplate
Broadcast 005·Joint Signals Authority · All relaysCritical12 Aug 2026

One helm, one pilot — duplicate command links severed

Two ships answered to the same callsign over KD-2 for eleven minutes. Both logged burns. Both logged cargo. Only one of them existed.

The relay had been accepting a second command link and averaging the difference. Wrecks were being written against positions no hull had ever occupied, and manifests were closing out against holds that had already been emptied somewhere else.

Signals cut the redundancy without ceremony. The newest link now holds the helm. The older one goes dark mid-sentence and is told why.

Change manifest

  • A new sign-in takes the helm; the previous window is disconnected instead of running in parallel
  • Disconnected windows show a takeover notice with a Reclaim flight button
  • Flight position and cargo are saved from the old session before it is closed
  • A closing or jumping stale window can no longer overwrite the active session's state
Broadcast 004·Umbral Signals · KD-4 forward yardPriority9 Aug 2026

Heavy patterns rebuilt after the KD-4 losses

Three heavy hulls came back from KD-4 with their centerline batteries hot and their flanks cold. The Devourment had learned to sit off the beam where nothing could answer.

Yard crews stopped calling it a crew problem. The mounts were wrong. Guns had been bolted where the drawings had room, not where the fighting happened.

Ironhold's papers were amended the same week. Nobody who had flown one believed it was a wall, and the classification finally agreed with them.

Change manifest

  • Dreadnought weapon slots increased from 8 to 9
  • Battleship and Dreadnought hardpoints re-laid to mirrored flank pairs instead of centerline mounts
  • Ironhold reclassified from Bulwark to Broadside
  • Equipment tiers now use plain numbers; duplicate numerals stripped from module names
  • Weapon cycle rate and DPS shown on market, hangar, and briefing cards
Broadcast 003·Solaris Accord · Doctrine BoardPriority5 Aug 2026

Doctrine Board issues hull archetypes and burn authorization

The Board finally admitted what line pilots had been reporting for a year: hulls do not fight the same, and pretending otherwise was killing people who trained for the wrong fight.

Chase hulls kill in front of them. Broadsides kill along the beam. Bulwarks kill nothing quickly and are still standing when the shooting stops.

Reactor bypass — flank burn — was authorized for general use over objections from engineering. It costs power, it costs rate of fire, and it will get pilots home.

Change manifest

  • Hulls assigned Chase, Broadside, or Bulwark archetypes with distinct damage angles
  • Chase and Broadside gain +18% damage in their optimal arc
  • Bulwark takes 22% less frontal damage, 44% while bracing, and gains no angle bonus
  • Flank burn bound to Q: archetype-specific maneuver with a drain cost and fire-rate penalty
  • Hull archetypes briefing added at /briefing with diagrams and matchup notes
Broadcast 002·Station Harbormasters · Joint circularRoutine1 Aug 2026

Manifests rewritten in pounds after the volume fraud audit

Harbormasters had been logging cargo by crate count. A hold of Carbon and a hold of stabilized cores read identically on paper and did not read identically when the hull tried to turn.

The audit closed with a single instruction: weigh it. Cores are heavy. Salvaged modules are heavier. A ship carrying a fortune now flies like a ship carrying a fortune.

Every berth in every sector switched to the new scale on the same shift. Nothing else about the run changed — only what it costs you to be greedy.

Change manifest

  • Cargo tracked as weight in pounds; capacity references renamed to weight capacity
  • Resource weight doubles per rarity tier, from 1 lb Carbon to 16 lb cores
  • Modules weigh 20 lb plus 4 lb per tier
  • All hull capacities doubled to match the new scale
  • Check cargo panel added for the full manifest breakdown
Broadcast 001·SOL-3 Relay · Fleet CommandCritical26 Jul 2026

Hull registry closed to the dead — losses are now permanent

Command stopped replacing ships. The yards cannot keep pace with the blackout and the accounting was a lie anyway: the hulls being written off were not coming back, only the paperwork was.

A ship destroyed in contested space is struck from the registry with everything fitted to it. What survives the blast drifts as a wreck until someone with the nerve to stop and cut it free arrives.

Deposit at a station or lose it. There is no third option and there has not been one for some time.

Change manifest

  • Ship destruction removes the hull instance and its upgrade level permanently
  • Cargo must be deposited at a station to be kept
  • Fitted modules roll for destruction; survivors drop into a recoverable wreck
  • Wrecks can be salvaged by any pilot who reaches them first
  • Hull inventory added so pilots can hold multiple ships