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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.

Who holds whatlive from the Record
Held space
syndicate claimsRead the Handbookthe same guides the game opens
TogetherSovereigntyClaim a Frontier or Void system, raise its hold by living there, pay its upkeep, install upgrades, and defend it against rivals and raiders.
TogetherSyndicatesFound or join a syndicate, share a hangar at every station, track who gave what in the ledger, and build capitals and claims together.
