Learn how to play Starpoint Gemini.
Gemini star system is a former colony of the gigantic Earth Empire. 23 years ago the rule of the Gemini Colonial Directorate was challenged by the Gemini League; a group of young revolutionaries whose only goal was a unified, but more importantly free and independent Gemini. The League grew quickly and it wasn't long before the entire system was enflamed by the war for independence which was slowly, but surely leading to the defeat of the Directorate. The war ended abruptly however with the Starpoint incident which effectively sealed off the entire system from the Empire. The original ideas of the League were quickly lost and in almost no time, new players emerged on the scene: the Korkyran Triumvirate, the Baeldor Republic and the Nyxian Consortium. Countless spatial anomalies, which were a side effect of the incident, ripped many ships from the standard flow of time, only to bring some of them back over the course of those 23 years. Scientists however didn't just stand still all that time, but they diligently devised a way to find and pull back the stranded "Revenants" to normal space-time. You are one of these revenants who came back to find their entire world and all they believed in and fought for, has changed beyond recognition. You must find your way and place in this new Gemini which has fallen into chaos and disarray and relight old fires to finish what was started 23 years ago.
The Judiciary believes the Triumvirate has become powerful enough to start expanding through Gemini. The time for conquest is finally here and your primary targets are the two other powerful factions in the system: the Republic and the Consortium. Conquer all sectors under the control of the Republic and the Consortium to win this scenario.
Baeldor Republic must return to its former glory. The Senate has been ruining the republic for too long. It has become slow and inefficient and the new Representative has decided it is time to claim Gemini. Two powerful forces stand in their way: the Triumvirate and the Consortium. Conquer all sectors under the control of the Triumvirate and the Consortium to win this scenario.
Economic progress can only go on for so long. True and powerful economies never stop growing, but in order to do so, they must always expand further. The Council has come to an agreement. The long term plan has come of age and expansion must begin now. The Triumvirate and the Republic will no doubt have a lot against that so they should be neutralized as soon as possible. Conquer all sectors under the control of the Triumvirate and the Consortium.
Find your place in this new Gemini by whatever means you see fit. Perhaps working for one of the major factions will show potential, or maybe a civilian life will suit you more, or maybe smuggling or other illegal activities are what you fancy. Main storyline is disabled.
You come from a once prominent and wealthy family originating from Nyx, but your father's activities in the Free Traders Association have finally caught up with him. You were not spared either. Almost your entire family's wealth was taken from you and you were left with mostly a lot of nothing. You do however have a shabby looking ship and at least some credits on your account. What you do next is up to you. Main storyline is disabled.
After failing the psych exam for your local security force, you decided that wasn't going to stop you. Instead you went into entrepreneurship. All the credits you had, you've spent on this new ship and decided to try your luck as a gun for hire. Main storyline is disabled.
You were always free spirited; absolutely hating anything resembling a steady job. Scavenging seemed perfect for you and you sold all of your possessions to buy a small ship to get you started in your new career. Your intention is to search the system for derelict ships and salvage what you can from them to earn a profit and a living. Main storyline is disabled.
Your father was a miner, as was his father. As many similar stories go, you've become a miner as well. You inherited a large freighter ship from your father, but that didn't work all that well. After two years, your gambling debts caught up with you and you were left with almost nothing. After selling the freighter, you managed to scrounge enough credits to afford a small craft to get back on your feet. Main storyline is disabled.
For several years you have been onboard a pirate vessel, diligently serving your captain as an engineer until one day, he died. A precisely cut metal support beam fell on him while he was sleeping. Everyone agreed it was an accident. Whatever the case, you sat in the captain's set and took control of the vessel. Main storyline is disabled.
LOW
HIGH
ENSIGN
CAPTAIN
ADMIRAL
*Enemies inflict less damage
*Player and his fleet inflict more damage
*Experience gain is reduced
*Standard setting
*No changes in damage or experience gain
*Enemies inflict more damage
*Player and his fleet inflict less damage
Insufficient Credits!
Power core does not produce enough energy!
Your Rank is too low to purchase this vessel!
Reputation requirement is not met!
Insufficient space in cargo hold!
A particular vessel has been causing a lot of problems for us in the sector lately. A hefty reward is promised to any captain that puts an end to her.
The objective is to go to the designated location and eliminate the target and preferably the escort as well.
A wanted vessel has been spotted in this sector. Mission is to intercept and destroy, or capture the marked ship.
A local private contractor has issued a reward notice for a ship and crew operating in this area. The exact reason is unimportant. What matters is that the Guild will make sure the contractor fulfills his end of the bargain if the mission is carried out.
We've been having some trouble with a former member of ours and we need someone from the outside, someone who won't be immediately suspected to deal with the problem.
We've received a distress call from one of our allies, but we have no spare vessels to respond in time. Therefore interested freelancers will be contracted and paid after successfully assisting the ship.
We've lost all contact with one of our vessels a few weeks ago. Its signal has resurfaced today. Crews willing to go there, investigate and provide assistance if necessary will be rewarded.
Our attack group was ambushed a few hours ago. The lead ship hasn't reported back yet and the info it collected in the raid is crucial. We need willing and able ships to reach the last known location of the group flagship and assist if possible.
Undercover agent loyal to us has vanished. His safe return is vital if we are to continue our operations in this sector. Since we cannot afford losing yet another specialist, we call for the assistance of any capable captain.
Deep recon group has been dispatched to locate our missing scout vessel. They are now delayed by an enemy blockade. Therefore we offer a reward to any ship that can finish their initial mission.
Our enemies are moving large amounts of supplies under our very noses. That cannot be allowed to continue. An able commander is needed to "rearrange" the possession of those supplies.
Our recon team has identified an enemy convoy transporting banned military equipment. We are looking for a contractor that will intercept the convoy and inflict as much damage as possible.
One of our most prominent traders is offering a nice sum of credits for any captain that can make his opponent's convoy "disappear".
Our recent attack on an enemy outpost has failed, but has caused much damage to it. Now we need time to organize another decisive strike. The enemy has already dispatched a salvage convoy to the outpost. Prevent the convoy from reaching its destination and give us the much needed time.
Friendly faction sent us needed materials via a convoy a few days ago. They were ambushed and almost all ships were captured. Since our current situation does not allow us to attempt a recapture, all we have left is to hire a freelancer to go there and destroy the entire convoy. If those materials can't reach our position, then nobody will have them...
Several recent attacks left many of our ships damaged and unfit for battle. A smuggler from a distant sector has obtained necessary parts for repairs. We are searching for willing crews to provide escort for our convoy of salvation.
A private contractor has asked for help with escorting and protecting his merchandise through this dangerous sector. Apparently, there is another merchant claiming ownership of that merchandise.
A week ago, our command dispatched a convoy, carrying mining equipment, to a recently prospected asteroid field. Lead ship has reported strange vessels tailing them. A hefty reward is offered to any captain that can make his way to our convoy and help if needed.
Scientific convoy on a mission for us has been struck by a strange anomaly, similar to a stasis occurrence. They are damaged and are basically sitting ducks. The convoy needs assistance in case anyone decides to go in for the kill.
A well known trader of illegal goods is attempting to avoid capture by authorities. He is transferring his possessions to a new location and needs protection during transport. That particular individual has helped our cause many times in the past and it would not be nice to turn our backs on him now. However from obvious political reasons, we can't send one of our vessels. Hopefully, a big pile of credits will be enough to lure a capable captain into doing this for us.
Contracted science vessel has been conducting experiments on a new anomaly for us. Her equipment has been damaged and she cannot finish the research. Since we can't afford more delays, we seek any other ship with sufficient scientific equipment and knowledge to continue the research.
A ship belonging to one of our friendly envoys has gone missing due to powerful natural occurrences. We are required to provide explanation for the incident. Your mission is to go to the envoy's last known position and conduct some scans.
One of our ships has encountered a new type of space distortion. Before she could finish her final readings, the ship was attacked and destroyed. Another ship is needed to conduct the survey.
Long-range sensors have picked up interesting spatial harmonics, appearing in a somewhat unnatural order. We have no idea what we are dealing here with, but anomalies proved to be quite lucrative so far. Naturally we want a more detailed research of its potential. Beware, though... as you know yourself, anomalies are not to be taken lightly.
Another anomaly appeared nearby. Three ships have already been dispatched, but none have returned or reported back. The anomaly is completely jamming our scans and long-range communications. So, we offer a handsome reward for any ship willing to travel there and investigate the anomaly further.
Our efforts in the nearby area are hampered by our enemies' presence, especially their installation. That station must be eliminated, and we need help in doing that. Our treasury will make your efforts worthwhile.
Devious smuggler has made a nearby abandoned station his base of operations. He is responsible for many atrocities and actions against us. Right now, we can't muster enough force to assault the station, but we can muster a sufficient reward for someone else who is willing to solve this problem for us.
Our allies have abandoned a station after a brutal and unexpected attack. There is no chance of retrieving the installation, but we are being asked for help in destroying it. There is vital information stored there that must not be allowed to remain in enemy hands.
Another station is giving us a hard time. We already tried to attack it, but with no success. A strong fleet is needed to finally dispose of this threat... by any means necessary.
We are urgently seeking capable captains and vessels for an assault on our own installation. One of our stations has been evacuated after agents from an unknown faction infiltrated it and took control of its main functions. We must destroy the station before they get the chance to board it with a full complement of troops.
Our command has recently built another station for trading. It is still not fully populated, but it has already caught the enemy's eye. Our forces are not yet prepared for battle, so soon after the last skirmish and we call for freelance captains to help us fend off the attackers.
An old nearby station is undergoing preparations for full evacuation. We have been planning to abandon the installation for years, but evacuation is not yet complete. Our enemies have realized that our defense forces have already been reassigned and are trying to take advantage of the situation. A reward is offered to any ship that can help defend the station and force the attackers to withdraw.
This is a priority one mission. An important allied station is under attack. Communications are down and we have no idea how is attacking and how many ships there are. We have no additional ships nearby, so we ask for immediate assistance from any friendly or neutral vessels in the area. For a price of course...
One of our oldest and largest installations has been under siege for days now. Defense fleet is nearly destroyed and our own task force has come under attack themselves. Until they get back on track we need another pair of hands to help the station fight off the attackers.
Strong ship for hire is needed. The task of this mercenary will be to deal with other mercenaries. They were also hired by us to provide protection to one of our research facilities, but were offered a better deal and turned on us. Instead of defending it they are doing their best to capture the station. A good reward is offered to any captain that can rid us of those treacherous fools. It is a generous reward and will hopefully prevent our new mercenary to repeat the mistake of his predecessors.
One of our patrol routes was suspended. The ship designated to run the patrol has been destroyed. Another vessel to take its place is needed, until we secure a more permanent replacement.
After expanding to a new area, we are in need of additional ships to patrol the area. Many adversaries lurk around, and we must establish a visible presence if we are to hold that ground.
Several of our trade routes are under constant pressure. Those raids must be stopped. Reward is offered to the captain that will undertake a journey to investigate the safety of several important points.
If you are looking to earn some credits, join our patrol team. After multiple ship disappearances, we were given the freedom to hire capable captains to patrol the most dangerous waypoints and deal with any threats found.
Looking for a chance to test your resolve? Good, because we are looking for a chance to fill your pockets. Cooperation will be mutually beneficial. We have pinpointed our next zone of interest. Any captain that is willing to patrol it first and report back with usable information will be nicely compensated.
A prominent citizen is seeking for a resourceful captain and ship to retrieve some of his belongings. His wife was travelling nearby when her ship was heavily damaged by an energy discharge. She was rescued, but she left some personal items of sentimental value onboard the derelict, along with som usable equipment. Compensation will be satisfactory.
High class scientific vessel has been damaged beyond repair recently. We have no information about the ship's owners, but we do know that nobody claimed it yet. If you get to it first and salvage some of its high tech equipment, we'll make you a wealthy man.
A friendly faction offered a nice prize for any ship that can reach one of their abandoned derelicts and retrieve experimental mining components.
One of our deep space recon ships has been raided and badly damaged. We cannot help the crew anymore, but since the ship has almost finished its mission, data from its memory core would be very valuable to us along with any salvageable equipment as well naturally.
A large vessel has been caught in a fierce anomaly and was ultimately damaged beyond repair. Since then, three different salvage teams visited the site. We still have no idea what that ship was carrying, but it had to be very important to raise so much interest. Go there and find out what is so interesting about that ship. Retrieve any components you can find.
One of our relay satellites has been severely damaged. It is unknown if it is the result of an attack or some natural occurrence. The only ship we have available is a small research vessel, and she is not adequate for this mission. If you have a stronger ship and time to earn a little something, travel there and transport repair personnel to our satellite to bring it back to full operational status.
One of the factions is conducting complex intel operations in the surrounding sectors. Malfunction in one of the relay satellites is giving them a headache. Since they cannot operate in the open, they seek help to repair the satellite.
The enemy is undergoing some heavy regrouping and we have successfully infiltrated one of our agents there. He supplied us with very important data, but unknown attackers damaged one of our relays there. A handsome reward is promised to a crew that restores our satellite back to working order.
Head of one of the largest communication companies has offered good coin tor a repair service on her relay satellite. It stopped functioning from unknown reasons. Good compensation is guaranteed.
In preparation for our expansion to a new area, we need to establish a presence and free flow of necessary information. An abandoned and defunct satellite has been located in the adjacent area. You will be well paid if you make your way there and conduct repairs for us.
Ship
Station
Structure
Anomaly
Derelict
Path
MALFUNCTION
REPAIRING
FUNCTIONAL
Waypoint
Anomaly
Acquire
Canceled
Completed
Failed
Silver has been valued for a long time for both its physical and chemical properties. Its aesthetic value has dropped significantly over time, but silver is once again finding its way into jewellery stores as well as industry.
For centuries Silicon has had a very important place in high tech industry. Its physical properties coupled with its low price make it ideal for mass industry. There are other newer materials that can replace Silicon, but they are still not nearly as affordable.
Iron has through time lost some of its allure, but some relatively recent advances in metallurgy have given iron a second chance. When submitted to various processes and combined with other materials, iron can create very potent and practical materials used everywhere, from architecture to prosthetics.
Gold is a precious metal used mostly in crafting jewellery. It has managed to stand the test of time and retained its demand among the high society, mostly due to its aesthetic value.
Thorium is a metal that when specially treated is used in producing standard ammunition for railguns of all sizes, from hand-held weapons to capital ship cannons. It is possible to ignite it making it even more dangerous. Generals would say "it has reached working temperature".
Uranium is used mostly in the production of power cores and weaponry. There are other uses, but none as important as these.
An old saying went something like: Diamonds are forever. Well, today that's not really true. These days, diamonds are used in the production of high quality laser beams, primarily for focus prisms. All spaceship-size beam weapons have large arrays of diamond lenses and prisms. When submitted to such extreme conditions, their durability cannot be guarantied, but their usefullness is undeniable. It is almost unthinkable that in the past, diamonds were used to create jewellery...
Large population neccessarily demands large quantities of water. Colonies on planets that aren't like Earth and space stations have no water sources of their own to supply their demands, so they procure water in frozen form that is mined from asteroids found across Gemini.
There are numerous clusters of crystalized asteroids in Gemini. It is not known for sure, but it is suspected that the unusual radiation from the local suns affects some forms of crystalline matter in asteroids and changes their molecular structure, so forming these crystal clusters.
Argon is a noble gas most noteably used in industry for creating plasma. Plasma created this way is nowhere near the high quality plasma procured from Ion storms, but can serve as a substitute. It is also used in medical practice, more precisely during cryo-surgeries.
Hydrogen has been in use for centuries and although modern propulsion has no use for it, Hydrogen has found other scientific and industrial uses.
Helium is a lighter than air gas with numerous uses in industrial and scientific facilities. Today it is still being used in combustion engines still being used for recreational purposes on some of the planets in Gemini.
Nitrogen is heavily used in chemical industries, like pharmacology, but even food production. It is extremely important for creating the so called TerraCoctails, as Nitrogen neccessary for plant growth.
Xenon is a noble gas used in laser technology, like Beam accelerators. It has also retained ist use in medical treatment due to its anesthetic properties.
TerraCoctail is the basis for terraformation. Large scale terraforming is extremely expensive, but these tanks are enough to terraform a small area. In extremely inhospitable environment, the effect wears off if not sustained. TerraCocktail is especially useful for mining companies when they wish to exploit an area for a limited time. With this they can simplify mining operations, making it less time consuming, and therefore more profitable.
Ionized gas, also known as plasma is a highly potent and so highly valuable fuel and material. It is extremely hard to acquire since what is called "the good stuff", meaning plasma of high quality and purity, can only be found inside Ion storms that rampage through Gemini from time to time.
A long time has passed since natural food was grown naturally, or grown at all, for that matter. Today's food demand warrants greater production, which leads to the inevitable introduction of genetic modification. It all tastes almost the same, but those that need it won't exactly mind. These crates contain all manner of sorted "vegetables".
A long time has passed since natural food was grown naturally, or grown at all, for that matter. Today's food demand warrants greater production, which leads to the inevitable introduction of genetic modification. It all tastes almost the same, but those that need it won't exactly mind. These crates contain all manner of sorted "fruit".
A long time has passed since natural food was grown naturally, or grown at all, for that matter. Today's food demand warrants greater production, which leads to the inevitable introduction of genetic modification. It all tastes almost the same, but those that need it won't exactly mind. These crates contain all manner of sorted "meat".
A typical medical case is equipped with the most basic first aid apparatus neccessary to heal all lighter wounds or stabilize those who are severely injured.
Like cocaine from history records, Rift Dust has become the plague of modern Gemini. It is a synthethic drug which can be inhaled or injected. Rift Dust consumption damages brain tissue and nerves, possibly leading to irreversible paralisys and finaly... death.
Ammartan Algae bears the name of planet Ammarta which is the only place in Gemini where it can grow. Many attempts were made to grow the algae in an artificial environment like hydroponics, but all were unsuccesful. It is likely that Ammarta's atmosphere and magnetic field properties somehow affect the algae's growth. Whatever the case, algae extract is used in medical practice, but its psychodelic properties are what makes it highly sought, but also illegal.
Whether you need to work extremely long shifts or just want to party for several weeks at once, these will keep you going with no need to sleep whatsoever. Because of the hazards that their consumation involves, it has been placed on the Black list, meaning it is a contraband.
Microchips are still the prime part of all modern computers but have been heavily refined and perfected during their long-term usage. Even still, their development is an ongoing process.
Despite various technology to create oxygen is available, oxygen recyclers are still the most widely used machines to create living conditions aboard ships, vessels and closed planetary biodomes. Their drastically lower price warrants them that in years and probably decades to come.
Every weapon needs ammunition. It is the same with energy rifles and pistols. For convenience, same ammo clips can be used in various weapons. These magazines are compatible with the most widely distributed hand-held weapons in Gemini.
What started as prosthetics for those that suffered terrible crippling injuries, has become quite ordinary. Some change their normal limbs or organs with bionics on purpose, some see it as fashion. There is, or rather was, even a strong and eccentric group that saw it as the "way forward". The group was mostly erradicated for terrorism, but that didn't change the fact that implants are steadily making their way into all layers of society.
In hostile environments, where growing plants out in the open isn't exactly a possibility, creating hydroponic gardens is the only viable option. For that to happen, various hydroponic parts are needed. It is no surprise, these are not very popular on Earth-like planets.
Protective wear allows you to access inhospitable areas. Most commonly used in areas
Holographic imaging has completely replaced the standard "on screen" visualization. Alhough it requires considerably more power, the quality of image and the amount of details holograms can show greatly outweigh its downsides. These are standardized parts used in all holographic projectors, from household appliance UIs to ships computers.
Almost three decades ago, the TitaNova Industries released their last product onto the market. It was their latest invention. Standard titan plating went through severe chemical and physical processes creating the most durable and heat resistant material known to man. TitaNova Industries went bankrupt quickly after that and the patent was sold to the highest bidder. Later, the plating was reverse-engineered and its production became common knowledge. Still, the name remained. TitaNova plates are used on hull platings of ships and stations.
Solar panels provide the safest and cleanest way to provide energy. Even their price is acceptable. Unfortunately, even with all the technological advances, solar panels cannot provide enough power to a standard household. They are, however useful as an additional or a backup power supply.
Superconductors are an essential part of any power grid. The massive ammount of energy used today could never be delivered using any older technique of power transport or distribution.
Standard aluminum foils used in various products. Where ever and when ever you need light and durable enough metal, aluminum is the right choice.
Be it for a show of social status, a sign of affection or a simple toy to get rid of when it gets "old", jewellery is in high demand in Gemini.
Standard textile rolls used mostly in clothing industry. As most textile commercials say "Some things never change".
Everything requires energy to function: oxygen synthesizers and water recyclers, small beam cutters and high-yield anti-armor cannons. When you cannot generate it, power cells come in handy to at least deliver it for a limited time. When one dries up, simply plug in the next.
Pistols are quite frequent among Gemini population. On some planets it has become somewhat of a custom to "have a piece". Various law enforcement groups don't mind since their armors are more than capable of withstanding small weapons fire, and most of them don't exactly mind if some civilians have a shootout. They say it tends to calm things down more rapidly than a long and dreary investigation.
Arms trade is a half-legal activity in Gemini. In the more organized states, it is legal only if you deal with the government. Any other buyer will get you in jail. The Independent sectors are more liberal when concerning hand-held weapons. Most of them believe it is the right of every person to defend himself, by any means neccessary... including rifles or even automatic hand-held weapons.
Some advancements in metallurgy, like TitaNova plates, brought about a revolution in other industrial branches. UniGlass was created using some of the principles of crafting modern hull plating. It is by far the most durable transparent material created so far.
Utility Droids are ideal for large companies. These droids have all the neccessary instructions to find their way in the most complex buildings. Their now standard cleanind routines are excellently complemented with their new and improved maintenance and repair heuristics.
It is suspected that communication can be achieved using the same technology that is applied in creating T-Gates, but it is still in experimental phase. Until a breakthrough is made, Relay satellites will be used to receive and transmit all inter-planetary communication.
To reduce human casualties or even cut costs, many security companies buy and use MultiOps Droids. These robots are capable of completing even the most demanding of combat tasks, but when it comes to negotiating, real flesh and blood humans are a much, much better choice. Clearly, they cannot be used for law enforcement, but property guard duty is something they excell at.
Earlier versions of utility rovers were used for traversing vast unexplored areas of various planets in Gemini. Today their uses are more versatile. Their newer and heavily modified versions are even used in various race competitions on some of the worlds in Gemini.
When dealing with planet-side uprisings, and when full-scale bombardment is not an option, there is nothing more useful than a good military bot. It is sure to calm any situation.
Space stations have become essential in space travel. They act as crossroads, checkpoints and staging areas for keeping your territory safe. To create such safe havens it is essential to use these station building blocks if you intend to build the station in reasonable time. Station composites reduce production time by almost six times.
Constructing buildings is a long and hard process, especially in hard conditions. Prefabricated shelters are produced to make such undertakings possible by giving the builders a safe haven during the construction. In time, prefab shelter production has developed further, giving those of a more adventuring spirit, a chance to have their own house, at an affordable rate.
Cryogenic containment is nothing new. It was used to safely transport first colonists to Gemini. After that, the technology was slowly beginning to degrade and become forgotten. It was later concluded that cryogenics can be extensively used in medical practice to slow down disease progression and even aging. The peculiar radiation from the local sun is known to be the cause of some of the most fierce illnesses in Gemini, including genetic.
Ever since the introduction of mass production it was the goal of industry to speed up its production rate. Modern industrial robotics is the next step. These are capable of completely replacing the human element and deliver high quality products at an incredible rate.
Some technological and scientific fields have become quite streamlined in Gemini due to the closeness of its colonies. Propulsion is a clear example of that. Almost all vehicle engines found here work on the same principles and that makes them quite compatible. Having very similar spare parts at the very least makes repairs a lot easier.
Speed
Maneuverability
Prim. weapons accuracy
Prim. weapons damage
Sec. weapons accuracy
Prim. weapons critical
Sec. weapons critical
Repair speed
Sensor radius
Energy pool
Energy regeneration
EMP resistance
Radiation resistance
Prim. weapons reload
Sec. weapons reload
Energy damage
Projectile damage
Plasma damage
Selling price
Shield regeneration
Working along some of the best scientists Gemini has to offer has given you some insight as well as headaches. You have become quite proficient in reducing ship-wide energy loss. Maneuvers cost 10 percent less energy to activate and run.
You are guided by the good old "Offense is the best defense". While working with weapons so much, you have learned some tricks how to use them better. Reload time is reduced by 10 percent.
As every good captain, you always wish to go through a fight with your ship undamaged. You have used this as motivation to learn a few things about energy shielding. Shields on your ship receive a bonus to recharge of 10 percent.
A great general once said "If only I saw...them...before...". Unfortunately then he died and only a few good men remember him now. You have recognized the wisdom in his last words and have spent some time on the engineering deck learning all you can about sensors. Your ship's sensor radius is increased by 15 percent.
Outgunning you enemies is more visually stunning, but outmaneuvering them is, at the very least more degrading...for them. The piloting of small crafts when you were younger has all come back to you and you are now ready to use some of that on larger ships. You gain a 10 percent bonus to maneuverability and speed.
As the swashbucklers of ancient times, you revel in close combat. Nothing thrills you more than sending some of your loyal troopers to another ship and letting them fight it out as men. You know you can't go there with them, but your excellent grasp of infantry tactics gives them a bonus. Your troopers' strength is increased by 15 percent.
Real money lies in trade. At least that's what your father always told you whenever you mentioned any of your plans. You have led a very different life from what he imagined, but maybe some things do run in the family. Spending some time researching trade markets, profit margins, protfolios and who-knows-what-else gave you some valuable insight in the economic world of Gemini. Buy value of goods is reduced by 10 percent, while sell value is equally increased.
Jumping around Gemini with the speed of light is not very sightseeing friendly, but it sure is useful. You realized that some time ago, but never really had the time to look into T-Drive technology in more detail. You finally took the time and learned a few tricks along the way. Speeds up T-Drive jump preparations.
The best way to avoid getting killed is to avoid getting shot in the first place. In your opinion evading is the best idea in a fight and several tactically more seasoned captains have given you some sound advice which you now have the opportunity to use. Evasion is increased by 15 percent.
Fire at will is probably one of your favorite sentences. You just wish you could smell that weapons fire and explosions... Your special "insight" of weaponry gives you a 10 percent bonus to accuracy.
You were born to scour the wastes of space, to go where only a few would dare, to stare danger right in the eyes... Well, maybe not to those extremes, but you do have a knack for rigging shields to provide more resistance to unusual effects and types of damage. Resistance to EMP and Radiation is increased by 15 percent.
One of the most frequent lines spoken by your adversaries over the commlink just before being crushed by a gravity anomaly or exploding after hitting an asteroid is "You lucky bastard! Argggghhhh...". Statistically, you show a 5 percent lower probability of suffering a Critical system failure, a 5 percent lower probability of being hit and also a 5 percent higher probability of hitting your targets. At least that's what your ensurance agent says.
You just love the clean precision of beam accelerators and you used them so much you already know how to tweak those small energy deficiencies to increase effectivness. Beam accelerators do 10 percent more damage.
There's nothing better than to wreak havoc on an enemy ship with the pure and brutal force of metal. None of those high-tech energy emitting thingsies work well for you. Railguns are what you like seeing in action. Damage of Railguns is increased by 10 percent.
Fill the chamber, start the inductors and wait for the temperature to buildup for the gas to become plasma, aim and... your favorite part: fire. Then just sit back and watch the enemy burn. Then the whole process all over again. Though it may seem tedius, to you it never gets boring. As complicated as the process is in its core, you managed to simplify it to yourself, allowing you to get some of the elements almost to perfection. Plasma cannon damage is increased by 10 percent.
What can be better than pure energy hitting your enemies, crushing their defenses and wreaking havoc on their systems? In your mind, nothing. This... this is godlike. Well, you know it isn't. You know very well it's technology and innovation at its best, but who would mind a bit of daydreaming. Shockwave generators deal additional 10 percent damage.
Look at 'em go, you say to yourself every time you see those lovely missiles making way to their target. When they deliver their pumped up payload and create nuclear cataclysm on the enemy ship, you think you just saw god. Damage of Missiles is increased by 10 percent.
Superheated gas compressed into one sweet package of fusion goodness... Life can't get any better...except when it hits the target and detonates. Fusion torpedo damage is increased by 10 percent.
Emits a distress call on all frequencies to see if anyone will respond and come to your aid. Range of distress call is 500 and up to 3 ships can answer your call.
Emits a distress call on all frequencies to see if anyone will respond and come to your aid. Range of distress call is 750 and up to 4 ships can answer your call.
Emits a distress call on all frequencies to see if anyone will respond and come to your aid. Range of distress call is 1000 and up to 5 ships can answer your call.
Initiate full defense mode on your ship. Primary weapons fire on fighters automatically with a 40 percent success rate.
Initiate full defense mode on your ship. Primary weapons fire on fighters, missiles and torpedoes automatically with a 70 percent success rate.
Initiate full defense mode on your ship. Primary weapons fire on fighters, missiles and torpedoes automatically with a 100 percent success rate.
Transfers additional energy to shield emitters. Shield recharge is increased by 10 percent, while weapon reloading and speed is reduced by 10 percent each.
Transfers additional energy to shield emitters. Shield recharge is increased by 12 percent, while weapon reloading and speed is reduced by 10 percent each.
Transfers additional energy to shield emitters. Shield recharge is increased by 15 percent, while weapon reloading and speed is reduced by 10 percent each.
Transfers additional energy to weapon batteries. Weapons are reloaded 10 percent faster, while shield recharge and speed is reduced by 10 percent each.
Transfers additional energy to weapon batteries. Weapons are reloaded 12 percent faster, while shield recharge and speed is reduced by 10 percent each.
Transfers additional energy to weapon batteries. Weapons are reloaded 15 percent faster, while shield recharge and speed is reduced by 10 percent each.
Transfers additional energy to engines. Speed is increased by 10 percent, while weapons reload at a 10 percent slower rate and shield recharge is reduced by 10 percent.
Transfers additional energy to engines. Speed is increased by 12 percent, while weapons reload at a 10 percent slower rate and shield recharge is reduced by 10 percent.
Transfers additional energy to engines. Speed is increased by 15 percent, while weapons reload at a 10 percent slower rate and shield recharge is reduced by 10 percent.
The ship's computer engages standard evasive procedures to increase your ship's evasion by 10 percent.
The ship's computer engages standard evasive procedures to increase your ship's evasion by 20 percent.
The ship's computer engages standard evasive procedures to increase your ship's evasion by 30 percent.
Special computer subroutines are initiated to increase accuracy of your weapons by 10 percent.
Special computer subroutines are initiated to increase accuracy of your weapons by 20 percent.
Special computer subroutines are initiated to increase accuracy of your weapons by 30 percent.
Auxiliary power is rerouted to thrusters which increases maneuverability of your ship by 5 percent.
Auxiliary power is rerouted to thrusters which increases maneuverability of your ship by 7 percent.
Auxiliary power is rerouted to thrusters which increases maneuverability of your ship by 9 percent.
Use auxiliary energy to enhance speed by 5 percent and acceleration by 3 percent.
Use auxiliary energy to enhance speed by 8 percent and acceleration by 6 percent.
Use auxiliary energy to enhance speed by 12 percent and acceleration by 10 percent.
Use the ship's computer to aid your crewmen in repairs. Diagnostics will run internal scans to find the most critical points of your systems and relay that information to the engineers. Reduces repair time for ship systems by 5 percent.
Use the ship's computer to aid your crewmen in repairs. Diagnostics will run internal scans to find the most critical points of your systems and relay that information to the engineers. Reduces repair time for ship systems by 8 percent.
Use the ship's computer to aid your crewmen in repairs. Diagnostics will run internal scans to find the most critical points of your systems and relay that information to the engineers. Reduces repair time for ship systems by 12 percent.
Make a sharp turn in the wanted direction by transferring auxiliary power to the thrusters. Transferring that much power takes time. Activation takes 5 seconds.
Make a sharp turn in the wanted direction by transferring auxiliary power to the thrusters. Transferring that much power takes time. Activation takes  2 seconds.
Make a sharp turn in the wanted direction by transferring auxiliary power to the thrusters. Transferring that much power takes time. Activation takes 0.5 seconds.
Use your onboard computer to specially calibrate Beam accelerators in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 2 percent.
Use your onboard computer to specially calibrate Beam accelerators in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 5 percent.
Use your onboard computer to specially calibrate Beam accelerators in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 10 percent.
Use your onboard computer to specially calibrate Railguns in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 2 percent.
Use your onboard computer to specially calibrate Railguns in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 5 percent.
Use your onboard computer to specially calibrate Railguns in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 10 percent.
Use your onboard computer to specially calibrate Plasma cannons in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 2 percent.
Use your onboard computer to specially calibrate Plasma cannons in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 5 percent.
Use your onboard computer to specially calibrate Plasma cannons in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 10 percent.
Use your onboard computer to specially calibrate Shockwave generators in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 2 percent.
Use your onboard computer to specially calibrate Shockwave generators in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 5 percent.
Use your onboard computer to specially calibrate Shockwave generators in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 10 percent.
Use your onboard computer to specially calibrate Missiles in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 2 percent.
Use your onboard computer to specially calibrate Missiles in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 5 percent.
Use your onboard computer to specially calibrate Missiles in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 10 percent.
Use your onboard computer to specially calibrate Fusion torpedoes in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 2 percent.
Use your onboard computer to specially calibrate Fusion torpedoes in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 5 percent.
Use your onboard computer to specially calibrate Fusion torpedoes in order to increase their effectivness at punching through your targets defenses. Increases critical hit chance by 10 percent.
Initate a fully automatic attack mode. Fires all loaded primary weapons on the target and its systems in range and firing arc. Weapon damage is increased by 5 percent.
Initate a fully automatic attack mode. Fires all loaded primary weapons on the target and its systems in range and firing arc. Weapon damage is increased by 20 percent.
Initate a fully automatic attack mode. Fires all loaded primary weapons on the target and its systems in range and firing arc. Weapon damage is increased by 40 percent.
Overloads one of the selected primary weapons and hits the target dealing 20 percent additional damage.
Overloads one of the selected primary weapons and hits the target dealing 40 percent additional damage.
Overloads one of the selected primary weapons and hits the target dealing 60 percent additional damage.
Fires one of the selected primary weapons twice.
Fires one of the selected primary weapons three times.
Fires one of the selected primary weapons four times.
Single shot is fired from one of the selected primary weapons with range increased by 5 percent and damage by 20 percent.
Single shot is fired from one of the selected primary weapons with range increased by 10 percent and damage by 40 percent.
Single shot is fired from one of the selected primary weapons with range increased by 15 percent and damage by 60 percent.
Single shot fired from one of the selected primary weapons has a 60 percent chance to pierce the target's shields and damage the vessel directly.
Single shot fired from one of the selected primary weapons has an 80 percent chance to pierce the target's shields and damage the vessel directly. Damage is increased by 10 percent.
Single shot fired from one of the selected primary weapons pierces the target's shields and damages the vessel directly. Damage is increased by 20 percent.
Primary weapons are recalibrated to be more effective against shields. Chance to pierce target's shields is 10 percent.
Primary weapons are recalibrated to be more effective against shields. Chance to pierce target's shields is 20 percent.
Primary weapons are recalibrated to be more effective against shields. Chance to pierce target's shields is 35 percent.
One of the selected shockwave generators deals additional 10 percent EMP damage. Can only be used with Shockwave Generators.
One of the selected shockwave generators deals additional 20 percent EMP damage. Can only be used with Shockwave Generators.
One of the selected shockwave generators deals additional 30 percent EMP damage. Can only be used with Shockwave Generators.
A shockwave burst that drains target's weapons to 60 percent of their reload state forcing it to reload the weapons additionaly. Can only be used with Shockwave Generators.
A shockwave burst that drains target's weapons to 30 percent of their reload state forcing it to reload the weapons additionaly. Can only be used with Shockwave Generators.
A shockwave burst that completely drains target's weapons forcing it to reload the weapons all over again. Can only be used with Shockwave Generators.
A shockwave hit that drains the target's energy and transfers it to your shields. Heals 5 percent of your shields health. Can only be used with Shockwave Generators.
A shockwave hit that drains the target's energy and transfers it to your shields. Heals 6 percent of your shields health. Can only be used with Shockwave Generators.
A shockwave hit that drains the target's energy and transfers it to your shields. Heals 7 percent of your shields health. Can only be used with Shockwave Generators.
Fires specially guided missile that cannot miss target or be affected by any contermeasure and deals additional 10 percent damage.
Fires specially guided missile that cannot miss target or be affected by any contermeasure and deals additional 20 percent damage.
Fires specially guided missile that cannot miss target or be affected by any contermeasure and deals additional 30 percent damage.
Fires 3 missiles at your target. Damage of each missile is reduced by 50 percent.
Fires 4 missiles at your target. Damage of each missile is reduced by 25 percent.
Fires 5 missiles at your target with each dealing standard damage.
Missile spreads damage across the targeted ship damaging all its systems. Blast radius is also increased by 10 percent and damage is increased by 15 percent.
Missile spreads damage across the targeted ship damaging all its systems. Blast radius is also increased by 15 percent and damage is increased by 20 percent.
Missile spreads damage across the targeted ship damaging all its systems. Blast radius is also increased by 20 percent and damage is increased by 25 percent.
Fires a fusion torpedo that deals additional Radiation damage to the target. The radiation slowly damages the afflicted ship for 20 percent of the standard weapon damage during the next 5 seconds.
Fires a fusion torpedo that deals additional 15 percent Radiation damage to the target. The radiation slowly damages the afflicted ship for 20 percent of the standard weapon damage during the next 10 seconds.
Fires a fusion torpedo that deals additional 30 percent Radiation damage to the target. The radiation slowly damages the afflicted ship for 20 percent of the standard weapon damage during the next 15 seconds.
Successful hit creates fluctuations in the target's shields making it easier for any other weapon to pierce them. Pierce chance is 10 percent and the effect lasts for 5 seconds.
Successful hit creates fluctuations in the target's shields making it easier for any other weapon to pierce them. Pierce chance is 20 percent and the effect lasts for 10 seconds.
Successful hit creates fluctuations in the target's shields making it easier for any other weapon to pierce them. Pierce chance is 30 percent and the effect lasts for 15 seconds.
Mobilize tiny bots to repair any structural damage on your ship's hull 3 HP/sec. Utility nanobots system is necessary for this maneuver to work and it cannot be used in combat.
Mobilize tiny bots to repair any structural damage on your ship's hull 6 HP/sec. Utility nanobots system is necessary for this maneuver to work and it cannot be used in combat.
Mobilize tiny bots to repair any structural damage on your ship's hull 12 HP/sec. Utility nanobots system is necessary for this maneuver to work and it cannot be used in combat.
Distorts sensors of hostile ships in the vicinity which in turn lowers their accuracy by 10 percent and critical hit chance by 2 percent.
Distorts sensors of hostile ships in the vicinity which in turn lowers their accuracy by 20 percent and critical hit chance by 5 percent.
Distorts sensors of hostile ships in the vicinity which in turn lowers their accuracy by 30 percent and critical hit chance by 10 percent.
Cloaks the vessel by creating a stable and invisible class Alpha anomaly around it. Cloaking device must be installed for this maneuver to work.
Cloaks the vessel by creating a stable and invisible class Beta anomaly around it. Cloaking device must be installed for this maneuver to work.
Cloaks the vessel by creating a stable and invisible class Gamma anomaly around it. Cloaking device must be installed for this maneuver to work.
Scans the surroundings for any unnatural readings. Detects any class Alpha anomaly.
Scans the surroundings for any unnatural readings. Detects any class Beta anomaly.
Scans the surroundings for any unnatural readings. Detects any class Gamma anomaly.
Increases EMP and Radiation resistances by 10 percent. Additionaly it taps into the natural energy fields of nebulas to gain benefits when inside of them. 
Increases EMP and Radiation resistances by 20 percent. Additionaly it taps into the natural energy fields of nebulas to gain benefits when inside of them. 
Increases EMP and Radiation resistances by 30 percent. Additionaly it taps into the natural energy fields of nebulas to gain benefits when inside of them. 
Hacks into the targets onboard computer and disables the targeted system for 4 seconds.
Hacks into the targets onboard computer and disables the targeted system for 8 seconds.
Hacks into the targets onboard computer and disables the targeted system for 12 seconds.
Scrambles incoming projectiles to make them turn back on their shooter.
Scrambles incoming projectiles to make them turn back on their shooter.
Scrambles incoming projectiles to make them turn back on their shooter.
Speed
Shield Power
Shield Recharge
Damage Type
Damage Resistance
Regeneration
Sensor Radius
Scan speed
Acceleration
Maneuverability
Grappling Range
Transport Range
Transport Capacity
Accuracy
Minimum Damage
Maximum Damage
Reload
Weapon Range
Faction
Ammunition
Weapon Radius
Produced Energy
Weapon Class
Soak
Energy
Projectile
Plasma
EMP
Radiation
Beams
Railguns
Plasma cannons
Shockwaves
Missiles
Fusion torpedoes
Level up
Rank gained
Log updated
WARNING: Radiation
WARNING: Anomaly
WARNING: Cloaked ship
WARNING: Entering nebula
WARNING: Micro meteors
WARNING: Ion storm
WARNING: Energy drain
WARNING: Volatile area
WARNING: System failure
Anomaly prevents transporting!
WARNING: Out of mining range
WARNING: Cargo hold full!
Maneuvers cost 10 percent less Energy
Weapons reload is 10 percent faster
Shields recharge is 10 percent faster
Sensor radius increased by 15 percent
Maneuverability and speed  increased by 10 percent
Trooper strength increased by 15 percent
Sell price increased and buy price decreased by 10 percent
T-Drive activation and energy cost decreased by 10 percent
Evasion increased by 15 percent
Accuracy increased by 10 percent
EMP and Radiation resistance increased by 15 percent
Improves Evasion, Accuracy and defense against Critical hits by 5 percent
Increased damage of Beam weapons by 10 percent
Increased damage of Railguns by 10 percent
Increased damage of Plasma cannons by 10 percent
Increased damage of Shockwave gen. by 10 percent
Increased damage of Missiles by 10 percent
Increased damage of Fusion torp. by 10 percent
Every quest object is flagged to find it easily, both on the overview map and directly in space.
Check your Logs if you don't know what you're supposed to do next.
If a battle is too difficult, you can change the difficulty setting in the options menu at any time.
Installing four shields that give resistance to the same damage type grant additional passive resistance to that damage.
Various maneuvers, perks and additional equipment give resistances to individual damage types.
You can only install a ship system onto a slot if that slot supports the system's class.
Weapons deal different types of damage. Vary your weapons to ensure you can break through someone's defenses.
Select which systems you want your crew to repair on the Engineering panel. More selected systems means slower repairs.
Hull can only be repaired on stations or with special equipment installed on your ship.
Don't forget to spend acquired experience points to upgrade maneuvers. They can mean the difference between life and death.
When you advance a rank, you gain an additional Perk. You can choose your new Perk the next time you dock on a station.
Look for side missions scattered across Gemini. In addition to experience, you can also gain a special piece of equipment.
You can reject side missions and come back to later to activate and finish them.
Freelance missions taken on stations are a great way to earn Credits for upgrading your ship or purchasing a new one.
Deleting a freelance mission log of an active mission sends the mission back to he freelance mission roster. You can take it again later.
A ship is only as good as its crew. Employ Officers on stations to boost your maneuvers and gain special bonuses.
Employing Officers costs Credits, but they also take a percentage of your earnings whenever you earn Credits.
Mining asteroids can be a great way of earning Credits. Don't forget to scan the asteroid first to see what it holds.
You can find many derelicts across Gemini. Scan them and salvage what equipment and cargo you can to sell or use on your ship.
Capture a ship by transporting Troopers to it. Then drag it to a station with your grappling beam and sell it or transfer command to it.
To repair a ship in distress, target it and Transport your personnel onto it.
Take the time to explore Gemini. Who knows what you can find hidden in asteroid fields, junkyards and nebulas.
Every ship has a unique ability. Use it wisely and it can tip the scale in your favor.
Ship's ability takes time to recharge, but it doesn't cost any energy to use or recharge.
Even smaller ship classes can be very powerful in capable and experienced hands.
Check your reputation with different Factions to know in advance where you'll be greeted with respect and where you'll be attacked on sight.
To improve your reputation with a faction, destroy its enemies.
Commodity prices shift constantly. Trading can be very profitable, but there is no golden trade route.
Watch the Radar in the top left to see what lies around you.
Important warnings and notifications are always listed above the central HUD console for a few moments.
Lights on your HUD show you what is going on. Green lights mean your autopilot has control, while red mean you're on a collision course.
You can initiate dock through conversation with a station or by clicking on the dock button located on the bottom right console.
Any ship or station can be hailed. Contact them when you need a bit of information.
Pirates lurk everywhere. Don't be surprised when someone attacks you simply for flying through an asteroid field.
Scavengers lurk in the vicinity of derelicts and they will attack anyone who threatens to take their loot.
Gemini is an unstable system. Anomalies can appear anywhere at any time.
If you wish to travel faster, install T-Drive, a special piece of equipment that enables in-sector jumps. Initiate a jump via the Overview map.
Entering Combat mode activates shields and draws some energy from engines. To travel faster, deactivate Combat mode.
Weapons have a chance to score Critical hits that deal extra damage. Critical hit chance can be increased with Perks and Maneuvers.
When damaged, a system can go into Critical system failure during which time it will not function normally.
Save often and on different save slots.
X
Destroy flagged Rogue ships
Follow the Shark, dock on Tesla station in Observatory
Destroy flagged Rogue ships
Dock on Tesla station
Destroy flagged Rogue ships
Go to Observatory sector
Go to Dead Air sector
Go to the wreckage of the Edison
Follow the Relativity
Follow the Relativity
Follow the Relativity
Follow the Relativity
Destroy the flagged Rogue ship
Go to the Archimedes and destroy the Rogue ships attacking it
Go to Observatory sector
Gain level 4
Transport personell to the Edison
Go to the flagged waypoint
Destroy the flagged ships
Leave Dead Air sector
Dock on Tesla station in Observatory
Follow the Archimedes
X
Go to Last Ditch sector
Destroy the flagged Rogue ships
Follow the flagged ship
Return to the Archimedes
Go to Tesla station in the Observatory sector
Go to Tesla station in the Observatory sector
Gain level 5
Rendezous with the Archimedes near Nagano Outpost in Mainstream
Go to Observatory sector
Destroy the flagged Rogue ships
Follow and destroy the flagged Rogue ship
Dock on Tesla station
Gain level 7
Rendezvous with the Damocles near Tesla station in Observatory sector
Rendezvous with the supply convoy waiting in Palomar sector
Escort and secure the supply convoy
Destroy the flagged Rogue ships
Follow the convoy to Cross sector
Gain level 9
Go to Tesla station in Observatory sector
Go with the Archimedes to Will o the Wisp sector
Destroy the flagged Rogue ships
Transport crews from all four freighters to your ship
Go to Last Ditch sector
Destroy flagged defense platforms
Wait for further orders
Gain level 13
Gain level 15
Wait for further orders
Open Captain screen
Open and close Logs screen
Close Captain screen
Open and close the Overview map
Activate maneuver in slot 1
Deactivate maneuver in slot 1
Approach the flagged station
Target the station
Dock on Farscape station
Go to the flagged waypoint
Target and scan the asteroid
Mine the asteroid
Clear target lock and proceed to the flagged derelict
Target and scan the flagged derelict
Transport all items from the derelict
Dock on Farscape station
Open the Trader screen and sell all commodities
Open the Systems screen and upgrade your ship
Leave Farscape station
Activate Combat mode
Target and destroy the flagged training platform
Target and destroy the flagged training platform
Target and destroy the flagged training platform
Target and destroy the flagged training platform
Dock on Farscape station
Open the Systems screen and repair your ship
Open Commission screen, take freelance mission and then leave the station
Destroy the flagged Rogue ship
Target and transport items from the flagged cargobox
Dock on Farscape station
Open Officers screen and employ an officer
Open the Shipyard and buy a new ship
Leave Farscape station
Hail the nearby flagged ship to gain information
Go to the flagged T-Gate
Dock on the flagged T-Gate
Go to the waypoint
Prepare for combat and proceed to the waypoint
Go to the Relay satellite
Scan the satellite and then transport personell to it
Go to The Fate sector
Hail the flagged ship
Proceed to the flagged T-Gate
Destroy the flagged mercenary ships
Get hold of the Rocky with the grappling beam
Damage the Rocky
Transport personell to the Rocky and capture it
Go to the flagged T-Gate
Go to the Forge sector and transport Renoir onto his ship, the Auspex
GAIN LEVEL 16
Cannot dock while in combat
Go to Conquistador
Destroy escort ships
Disable and board the transports
Go to Phyrric Victor
Deactivate Combat mode
Dock on Sagittarius station in The Barrow
GAIN LEVEL 17
Go to The Barrow and hail Freimann
Go to Domingues station in Deep Pockets
Transport equipment from Domingues station
Destroy Mercenary ships
Destroy Mercenary ships
GAIN LEVEL 18
Dock on Sagittarius station in The Barrow
Go to Gods Playground
Disable flagged guardpost
Transport to flagged guardpost
Disable flagged guardpost and then transport to it
Leave destabilized area
Leave Gods Playground via flagged TGate
Board the flagged derelict vessel
Leave Gods Playground via flagged TGate
Go to The Barrow
Go to Hallway and contact the Auspex
Go to The Fringe
Go to Scepter station
Go to Scepter station
Dock on Scepter station
Leave Scepter station, but stay close to it
Destroy patrol ships
Transport Renoir from Scepter station
Go to Zero Hour
Gain level 20
Go to Promethean
Go closer to Quasar station
Follow the Charlize
Follow the Charlize
Destroy flagged Rogue ships
Follow Charlize's engine signature
Gain level 21
Go to The Belt and contact the Damocles
Go to Freiburg in Red Mist
Dock on Freiburg
Go to The Writ
Destroy the Venerable and its merc allies
Destroy the Columbus
Gain level 22
Reach the League fleet in The Belt
Go to Freiburg in Red Mist and destroy defending ships
Escape to The Belt
Go to Gilgamesh station in Last Ditch
Destroy flagged guardpost to release the Starfinder
UNUSED
Go to Observatory sector
Hail the Imp
Disable the Imp
Transport to the Imp
Rendezvous with Demetrius near Tesla station in Observatory
Gain level 23
Go to Tesla station in Observatory sector
Dock on Solomon battlestation in Junction
Leave Solomon station, but remain close
Destroy Directorate fleet
Escape to Gods Playground
Destroy Directorate ships tailing you
Proceed to Green Mile
Dock on Beijing station in Green Mile
Go to Promethean
Continue to Midas Touch
Destroy Directorate ships
Proceed to The Forge
Destroy the disabled Directorate ships
Destroy the disabled Directorate ships
Follow Derrick into the Hammer sector
Destroy Directorate surveillance post
Gain level 25
Rendezvous with the Archimedes in The Forge sector
Follow Derrick into the local dust cloud
Attack the Directorate convoy when it arrrives
Destroy Directorate freighters
Accompany Derrick to The Fringe sector
Go to Heraclean stretch and capture Directorate stationary vessels
Destroy the flagged guardposts
Destroy Rotterdam's defense platforms
Destroy Directorate reinforcements
Gain level 28
Go to Midas Touch and contact the Archimedes
Enter Trojan Basin from Midas Touch
Destroy Korkyran patrol ships
Destroy Directorate ships
Proceed closer to Alexandria
Destroy Alexandria's defenses
Provide cover for the Apocalypto
Destroy Directorate reinforcements
GAIN LEVEL 29
Rendezvous with the Damocles in The Pin sector
Enter Red Mist sector
Destroy Nyx recon fleet
Disable the guardposts and transport EMP charges onto them
Wait for further orders
Rendezvous with the Freimann in The Wake sector
Approach each buoy to modify it
Meet with Steiger and Ridley and attack Baeldor armada once they enter the sector
Destroy Richthoffen defense platforms
GAIN LEVEL 33
Meet Ridley in Cloud Nine sector
Destroy Baeldor patrol
Grapple the freightliners and drag them to the Archimedes
Destroy any Baeldor ships and guardposts in the nebula
Destroy Nyx recon wing
GAIN LEVEL 34
Rendezvous with the Starfinder in The Arch sector
Destroy the patrol fleet
Attack the defenses overlooking the dormant ships
Keep the Baeldor fleet busy to buy Ridley some time
Transport the Archimedes' crew to your ship
Leave the area
Go to Tesla station in Observatory sector
Go to Quick Buck and meet with the courier ships
Proceed to Zephyr
Transport equipment from the Dubai
Destroy the Dubai
Leave to Kings Ransom
Attack the Nyx border patrol so the Trident can escape
Proceed to the marked waypoint
Enter Cross sector
Go to Observatory
GAIN LEVEL 37
Join the League fleet in The Fate sector
Enter Monarch sector
Attack Monarch's defense fleet
Attack Waterloo's defenses
Destroy Baeldor auxiliary fleet
Destroy Waterloo's defenses
Wait for further orders
Go to Observatory
Defend Tesla station
Transport to Tesla to assess the damage
Follow the engine signature leading into Cross
Destroy the Nyx border patrol
Go back to Observatory and defend Tesla station
Destroy Nyx ships to hold them off
Leave for Mainstream
Go to Gilgamesh station in Last Ditch
Dock on Gilgamesh for repairs
Destroy Nyx attack fleet
Dock on Gilgamesh station in Last Ditch
Go to Observatory
Go to Cross
Proceed to Palomar
Enter Junction sector
Destroy Nyx and Directorate fleets
Enter Sector Zero
Unable to transport! No Troopers available.
Unable to transport! System offline.
Sector:
SHIELDS
BONUS
Freightliner
Gunship
Corvette
Frigate
Destroyer
Cruiser
Battleship
Dreadnought
The ability to cloak depends on several things. A capable officer who knows how to operate such a sophisticated device and the apropriate Cloaking Device depending on the size of the ship in question. This Cloaking device is capable of cloaking small vessels like GUNSHIPS and CORVETTES.
The ability to cloak depends on several things. A capable officer who knows how to operate such a sophisticated device and the apropriate Cloaking Device depending on the size of the ship in question. This Cloaking device is capable of cloaking FRIGATE and DESTROYER class vessels.
The ability to cloak depends on several things. A capable officer who knows how to operate such a sophisticated device and the apropriate Cloaking Device depending on the size of the ship in question. This Cloaking device is capable of cloaking larger vessels like CRUISERS.
The ability to cloak depends on several things. A capable officer who knows how to operate such a sophisticated device and the apropriate Cloaking Device depending on the size of the ship in question. This Cloaking device is capable of cloaking BATTLESHIPS.
The ability to cloak depends on several things. A capable officer who knows how to operate such a sophisticated device and the apropriate Cloaking Device depending on the size of the ship in question. This Cloaking device is capable of cloaking even the largests of vessels like DREADNOUGHTS.
Torrent drive or TDrive is a brand new piece of technology that enables in-sector hyperspace jumps. Target coordinates are set through the Overview map. TDrive technology is experimental and quite unstable. Buyers are advised to use caution.
Shield Enhancers store additional energy especially for shields, so increasing their maximum capacity. MKI version increases Shield capacity by 5 percent.
Shield Enhancers store additional energy especially for shields, so increasing their maximum capacity. MKII version increases Shield capacity by 9 percent.
Shield Enhancers store additional energy especially for shields, so increasing their maximum capacity. MKIII version increases Shield capacity by 13 percent.
Shield Enhancers store additional energy especially for shields, so increasing their maximum capacity. MKIV version increases Shield capacity by 17 percent.
Shield Enhancers store additional energy especially for shields, so increasing their maximum capacity. MKV version increases Shield capacity by 20 percent.
Development of transporter technology raised with it the question of defending against such incursions. Biometric Shield offers a chance to prevent transporting to the protected vessel. The MKI version has a 30 percent chance of preventing transport.
Development of transporter technology raised with it the question of defending against such incursions. Biometric Shield offers a chance to prevent transporting to the protected vessel. The MKII version has a 50 percent chance of preventing transport.
Development of transporter technology raised with it the question of defending against such incursions. Biometric Shield offers a chance to prevent transporting to the protected vessel. The MKIII version has a 80 percent chance of preventing transport.
Modern Power Manifolds reduce energy loss throughout the power grid by properly regulating its flow through the various systems, effectively increasing power output. The MKI version increases energy regeneration by 3 percent.
Modern Power Manifolds reduce energy loss throughout the power grid, effectively increasing power output. The MKII version increases energy regeneration by 6 percent.
Modern Power Manifolds reduce energy loss throughout the power grid by properly regulating its flow through the various systems, effectively increasing power output. The MKII version increases energy regeneration by 9 percent.
Modern Power Manifolds reduce energy loss throughout the power grid by properly regulating its flow through the various systems, effectively increasing power output. The MKIV version increases energy regeneration by 12 percent.
Modern Power Manifolds reduce energy loss throughout the power grid by properly regulating its flow through the various systems, effectively increasing power output. The MKV version increases energy regeneration by 15 percent.
Special defensive fields are created to provide protection against a specific form of attack. The field calibrates the shield emitters and polarizes hull plating to enhance resistance. Energy Defense Field provides a 10 percent resistance to energy attacks.
Special defensive fields are created to provide protection against a specific form of attack. The field calibrates the shield emitters and polarizes hull plating to enhance resistance. Projectile Defense Field provides a 10 percent resistance to projectile attacks.
Special defensive fields are created to provide protection against a specific form of attack. The field calibrates the shield emitters and polarizes hull plating to enhance resistance. Plasma Defense Field provides a 10 percent resistance to plasma attacks.
Special defensive fields are created to provide protection against a specific form of attack. The field calibrates the shield emitters and polarizes hull plating to enhance resistance. EMP Defense Field provides a 10 percent resistance to EMP attacks.
Special defensive fields are created to provide protection against a specific form of attack. The field calibrates the shield emitters and polarizes hull plating to enhance resistance. Radiation Defense Field provides a 10 percent resistance to radiation damage.
Awareness of your surroundings is extremely important. Sensor Booster is a very effective computer that filters through incoming sensor data to detect possible recognizable signals. Using advanced protocols, it can recognize objects at greater distances. It then sends the data back to the sensor grid. Sensor Booster increases sensor radius by 12 percent.
Various systems and defensive shielding were invented and created to reduce damage from attacks. MultiOps Corp took a different approach to the problem. They took the "Offense is the best defense" approach. Aggressive Defense System attempts to detonate invoming missiles before they reach you. So far, the system has had a 20 percent success rate.
For those that rely on projectile heavy weapons to "do the job", Missile Ante Chamber is the right choice to enhance their arsenal. It does not provide nay additional firepower, but it does increase rate of fire of existing ones. The MKI version decreases reload time of missiles by 5 percent.
For those that rely on projectile heavy weapons to "do the job", Missile Ante Chamber is the right choice to enhance their arsenal. It does not provide nay additional firepower, but it does increase rate of fire of existing ones. The MKII version decreases reload time of missiles by 10 percent.
For those that rely on projectile heavy weapons to "do the job", Missile Ante Chamber is the right choice to enhance their arsenal. It does not provide nay additional firepower, but it does increase rate of fire of existing ones. The MKIII version decreases reload time of missiles by 15 percent.
Railgun Calibrator was invented by the Vanarran Military Science Division. It purpose is to recalibrate railgun electro-magnetic coils after each shot to ensure that the small fluctuations in the magnetic field is managed, and in that way increasing accuracy. The MKI version increases accuracy by 3 percent.
Railgun Calibrator was invented by the Vanarran Military Science Division. It purpose is to recalibrate railgun electro-magnetic coils after each shot to ensure that the small fluctuations in the magnetic field is managed, and in that way increasing accuracy. The MKII version increases accuracy by 6 percent.
Railgun Calibrator was invented by the Vanarran Military Science Division. It purpose is to recalibrate railgun electro-magnetic coils after each shot to ensure that the small fluctuations in the magnetic field is managed, and in that way increasing accuracy. The MKIII version increases accuracy by 9 percent.
Plasma Injectors were developed to enhance the already powerful plasma cannons used mostly by the Nyxian Navy. Standard plasma cannons take some time to reload and this system was introduced to speed up the process. Plasma Injectors MKI decrease reload time by 5 percent.
Plasma Injectors were developed to enhance the already powerful plasma cannons used mostly by the Nyxian Navy. Standard plasma cannons take some time to reload and this system was introduced to speed up the process. Plasma Injectors MKII decrease reload time by 10 percent.
Plasma Injectors were developed to enhance the already powerful plasma cannons used mostly by the Nyxian Navy. Standard plasma cannons take some time to reload and this system was introduced to speed up the process. Plasma Injectors MKIII decrease reload time by 15 percent.
By adding additional focus crystals into the weapon, the beam is more focused and so more consistent. It dissipates more slowly, effectively incresing its maximum range. The MKI version increases range by 5 percent.
By adding additional focus crystals into the weapon, the beam is more focused and so more consistent. It dissipates more slowly, effectively incresing its maximum range. The MKII version increases range by 10 percent.
By adding additional focus crystals into the weapon, the beam is more focused and so more consistent. It dissipates more slowly, effectively incresing its maximum range. The MKIII version increases range by 15 percent.
Hull Integrity Fields have a simple yet demanding task: to increase hull durability. If everything else fails, ship's hull is the only thing standing between the crew and the coldness of vacuum. The MKI version increases soak by 2 percent.
Hull Integrity Fields have a simple yet demanding task: to increase hull durability. If everything else fails, ship's hull is the only thing standing between the crew and the coldness of vacuum. The MKII version increases soak by 5 percent.
With today's technology it isn't very possible to increase Fusion torpedoes' destructive capabilities without respectively increasing the danger of handling them. Nyxian scientists found a way around that obstacle and increased the damage potency of their native secondary weapons. The MKI version increases damage by 5 percent.
With today's technology it isn't very possible to increase Fusion torpedoes' destructive capabilities without respectively increasing the danger of handling them. Nyxian scientists found a way around that obstacle and increased the damage potency of their native secondary weapons. The MKI version increases damage by 10 percent.
With today's technology it isn't very possible to increase Fusion torpedoes' destructive capabilities without respectively increasing the danger of handling them. Nyxian scientists found a way around that obstacle and increased the damage potency of their native secondary weapons. The MKI version increases damage by 15 percent.
Unlike their peers in Baeldor and the Consortium, Korkyran AWaRD (Advanced Weapons Research Division) decided they needed to put more power in their heavy weapons. They devised a plan in which they added several crystalline prisms into Shockwave generators to increase their damage. Shockwave Prims MKI provides a boost of 5 percent to Shockwave damage.
Unlike their peers in Baeldor and the Consortium, Korkyran AWaRD (Advanced Weapons Research Division) decided they needed to put more power in their heavy weapons. They devised a plan in which they added several crystalline prisms into Shockwave generators to increase their damage. Shockwave Prims MKII provides a boost of 10 percent to Shockwave damage.
Unlike their peers in Baeldor and the Consortium, Korkyran AWaRD (Advanced Weapons Research Division) decided they needed to put more power in their heavy weapons. They devised a plan in which they added several crystalline prisms into Shockwave generators to increase their damage. Shockwave Prims MKIII provides a boost of 15 percent to Shockwave damage.
Utility Nanobots "creep" all over the hull of your ship and gradually repair it. This is sensitive equipment and can wreak havoc in inexperienced hands. Repair maneuver is necessary for this equipment to work properly. Utility Nanobots MKI speed up repairs by 50 percent.
Utility Nanobots "creep" all over the hull of your ship and gradually repair it. This is sensitive equipment and can wreak havoc in inexperienced hands. Repair maneuver is necessary for this equipment to work properly. Utility Nanobots MKI speed up repairs by 75 percent.
Utility Nanobots "creep" all over the hull of your ship and gradually repair it. This is sensitive equipment and can wreak havoc in inexperienced hands. Repair maneuver is necessary for this equipment to work properly. Utility Nanobots MKI speed up repairs by 100 percent.
Mining in space is quite different from standard mining on a planetoid's surface. To reduce the probable loss of raw ore as it is extracted from an asteroid, transporter technology was combined with laser weaponry. This is the outcome. Mining Equipment is neccessary for anyone who wishes to go prospecting.
Unable to cloak. Cloaking device not installed.
T-Drive
T-Drive not installed.
Cannot mine. Mining equipment not installed.
CANNOT ACTIVATE MANEUVERS WHILE CLOAKED
CANNOT FIRE WHILE CLOAKED
Cannot initiate Repair. Utility nanobots not installed.
CANNOT USE ABILITY OUT OF COMBAT
CANNOT USE ABILITY WHILE CLOAKED
Temporarily reduces target's accuracy by 50 percent.
Drains target's weapons forcing it to reload again.
Discharge temporarily disables engines and thrusters of nearby enemy ships.
Temporarily reduces weapons reload time by 50 percent.
Short term invulnerability of your ship, but you can control only your ship's movement for its duration.
Temporarily reduces target's speed and maneuverability.
Fires forward built-in cannons on the target dealing projectile damage.
Launches a wing of Trojan fighters, carrying shockwave weapons.
Fires a 5 second plasma stream directly in front of the ship that deals damage to everything in its path.
Special torpedoes that, when hit weaken all shields.
Instantly moves your ship forward for a limited distance.
Defensive flak railguns shoot down enemy fighters and drones.
Launches several suicide drones that deal plasma damage on collission.
Fires a barrage of missiles directly in front of your ship that spread in a 60 degrees arc and damages all enemies hit by the missiles.
Front built-in beam batteries that deal damage to the target and temporarily disable its engines and thrusters.
Launches a wing of missile carrying bombers.
A massive built-in beam cannon with a 30 degrees firing arc straight in front of your ship that deals EMP damage.
Launches a squadron of heavy fighters armed with powerful plasma cannons.
Launches a wing of powerful interceptors armed with railguns and missiles.
Two large front-based built-in rail cannons that deal damage to the target.
Launches a suqadron of fast fighters armed with energy beams.
CANNOT USE ABILITY. NO TARGET
already exists. Creating a new character with the same name will overwrite the old profile.
You cannot grapple a platform!
You cannot communicate with a platform!
Dock denied. Station capacity full.
Engage Baeldor fleet and keep them occupied
Remain with the station until it self-destructs
Dock on Sagittarius
Leave Sagittarius and get away from it
Wait for further orders
You cannot communicate with a container.
Anomaly interferes with the grappling beam
Quest Log is full. Please delete some logs.
Gemini scientists, particularly those at Tesla station, intensified their research of stasis technology. Some were led by pure scientific curiosity and some by profit. Revenants started to appear everywhere; sometimes peaceful, sometimes dangerous. Their appearance was especially welcomed by a reborn organization known as Gemini League. League was led by some of its own former founders. At first it was kept in secrecy, but advancements of stasis technology and surge in revenant numbers caused some disagreement among factions and caused confrontation about the way to handle new developments. Baeldor Republic and Korkyran Triumvirate were always competing for supremacy in Gemini and stasis technology issue was just another topic on the agenda. Recognizing that duel as a potential conflict which could lead to further weakening Gemini, the League stepped up preparations for entering the scene. Their victory against the Rogues and conquest of Soddom station were just an announcement of the great comeback.
There was no hiding anymore. True intentions of different factions revealed themselves in full strength. Open war was inevitable. Baeldor and Korkyra entered the battlefield first. The revenant fleet that emerged in the Masquerade sector and laid waste to everything in its vicinity triggered a massive response from Baeldor. They accused Korkyra for that incursion and attacked immediately. At the first sign of confrontation, smaller groups of Rogues, mercenaries and others from independent sectors, moved promptly to seize their part of wealth and loot amidst the chaos. Gemini League continued to grow, watching with great concern, the events taking place in the system. One big puzzle for all was the behavior of the Nyxian Consortium. War is always a lucrative opportunity, but the Consortium kept quiet.
As the war continued, dark plots were revealed. Baeldor, carried on the wings if its mighty Royal fleet, conquered the strategically important Junction sector. Meanwhile Gemini League was weakened by treason of the Freiburg branch, whose leader was one of the League founders - Sigmund Stern. The Consortium still remained officially neutral and to make things even more suspicious, they offered to host a peace conference. During all that, spies from all sides tracked Nyxian growing war production. Another thing that concerned the League greatly was the information of a plot high in the hierarchy of all major factions; a plot that included its own traitors from Freiburg.
Long awaited peace conference turned out to be a large scale assassination. "Peaceful" Consortium used stasis technology to bring back fleets of former Colonial Directorate. Together, as allies, they staged the Solomon massacre. The Baeldor-Korkyra war was also envisioned on the Consortium homeworld. It was all planned as preparation for Directorate arrival. Faced with terrible losses and overwhelming odds, Korkyran Grand Arbiter and Baeldor High Command were quick to sign peace treaties with the Directorate. Such humiliation however was too much for some members of those proud nations. The League acted quickly and gained the Korkyran Liberation Front as its first ally. Together they managed to overthrow the corrupt Triumvirate leadership. Newly appointed Arbiter Derrick joined the fight against the Directorate. By that time it became clear that the plot to restore imperial rule was real and that it had supporters among all factions, but the League now also had an ally they could always count on.
After securing support of the Triumvirate, League successfully gained a foothold in Baeldor space as well. Nyx on the other hand prepared to unleash wrath on League friendly sectors and set in motion a plan they prepared a long time ago. Although it seemed the League had final victory in its firm grasp, more and more information pointed at an incredible scheme conceived by their enemies. Nobody knew what Nyx had in store for Gemini, but experience warned League leaders to keep their eyes wide open. The war wasn't over yet...
Destroy Directorate ships
Destroy the Imperial Leviathan
Freeroam
CAPTAIN'S LOG : Admiral of the 3rd Fleet, Michel Bonaparte
CAPTAIN'S LOG : Admiral of the 3rd Fleet, Michel Bonaparte
CAPTAIN'S LOG : Admiral of the 3rd Fleet, Michel Bonaparte
CAPTAIN'S LOG : Admiral of the 3rd Fleet, Michel Bonaparte
CAPTAIN'S LOG : Admiral of the 3rd Fleet, Michel Bonaparte
Solar 11.25.2677.
Solar 11.25.2677.
Solar 11.25.2677.
Solar 11.25.2677.
Solar 11.25.2677.
Gladiatrix is a good way to earn both money and experience
Smaller ships have higher Evasion so they're harder to hit
Some shields are better in protecting against certain weapon types than others
Roam around a bit, maybe you'll stumble upon a damsel in distress...
Have you found a Vault yet?
Make friends with Mining Cartel by prospecting and selling ore to them
Getting tired of doing everything by the book? Live dangerously, go Rogue!
Don't forget to visit some of the old sectors you've been to, troubles tend to return
Need money? Take your troopers, go on a boarding berserk!
If you're towing a captured vessel, sell it on a nearby friendly station
Every time you dock on a station, you automatically get your troopers maxed
Area effects such as energy drain can in certain situations come in handy
Don't forget to prioritize the repair of your ship systems while in combat
Arrrrrrrrrr matey, pirate life is a life of adventure!
Don't be surprised if you see a flying saucer... The truth is out there
Eye of the storm is just one of numerous anomalies found in Gemini
Equip your ship with a TDrive system if you want to in-sector jump via Overview Map
No mining without a mining equipment, invest in your hardware
Every ship has its ability, its function, from built-in cannons to fighter squadrons
Don't forget to use your maneuvers when in trouble, even the basic ones can save your life
There are unique systems around, explore!
When you gain a rank, you gain a perk, choose one on the station
Every 5 levels you increase in rank and gain a perk, there's always something to choose from
The more your sensor array is damaged, the more your accuracy decreases
Watch your power core and energy usage carefully - maneuvers require energy
Levels, maneuver points, ranks, perks, ships, abilities, system configurations - create a juggernaut
Your crew repairs ship systems by default, but you may prioritize to fasten the repair of single system
Don't fly a spaceship while drinking, even though it's space, there's still a lot of stuff you can run into
Watch out for radiation areas, no shield can help you in there
Dont dismiss a smaller ship easily, if buffed up correctly, it can destroy a bulkier ship easily
Big ship, big guns, little ones go boom
Smaller vessels can more easily zero in on their target's shields
Fight's too hard? Lower difficulty slider, or be a sport and go roam, and come back like a hotshot
Volatile gas pockets - the faster you fly, the more damage you receive
It is more efficient to have a smaller vessel nicely equipped, than having a bigger hull and poor systems setup
Save often, it is not a piece of cake to survive in Gemini
If a quest is way too challenging, send out a distress call - trade your fame to save your life
Always try to keep your starship well equipped
If your sensor array is damaged, your accuracy is also decreased
Watch your power core and energy usage carefully - energy means maneuvers
Cannot transport. Target has Biometric shielding
Cannot grapple. Grappling beam not installed
Cannot transport. Transporter not installed
I am one of the survivors of the Starpoint Incident... Was I the lucky one? Gemini is in shambles, my homeplanet scorched, my flight-wing vanished without a trace... Now, with my fleet disbanded, and no home to go back to, all I have is this small vessel, and my war experience. Hopefully that'll be enough to survive out there...
