Farreach
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Hold the line togetherIn the game

Sovereignty

Claim a system in the Frontier or the Void, hold it by living there, and defend it when the guns come.

claimable systems
hold levels

Any syndicate can plant a Claim Spire outside Core space and call a system home. Keeping it is harder: the more your pilots live there, the harder it is to take.

Vela

What you do

  1. 01

    Claim

    Build a Claim Spire, anchor it at a planet and survive the hour it takes to come online. Then the system carries your name.

  2. 02

    Hold

    Hold rises from one to five as your members hunt, mine, run sites and simply stay. A held system takes longer to break and is open to attack for fewer hours a day. An empty one falls fast.

  3. 03

    Contest

    Attackers shoot the spire into reinforcement. When the timer ends, command nodes appear across the system and its neighbours, and whoever holds more of them wins.

  4. 04

    Upgrades

    Ore survey (a Survey Belt of your own), prospect array, bounty beacon, relic lens, a foundry for faster industry jobs, picket batteries that guard the spire, a capital berth and billboard rights for your syndicate’s card on station screens.

  5. 05

    Outposts and jump bridges

    Anchor an Outpost to dock, fit and repair in your own space, open to all or to your syndicate only. Link claims up to six jumps apart with a jump bridge, fuelled from the syndicate wallet.

  6. 06

    Upkeep and raids

    Holding space costs lumen every day from the syndicate wallet; unpaid, upgrades go dark. Claims at low hold draw raids: the Cartel in the Frontier, the Choir in the Void.

A contest: command nodes around a Claim Spire with capture rings filling.

Who holds whatlive from the Record

Held space

syndicate claims

Read the Handbookthe same guides the game opens