Farreach
Play

Danger New pilot

Security and the Wardens

How a system's order rating sets who protects you, who hunts you and what you can earn, from Warden-patrolled Core space to the lawless Void.

Every system has an order rating from −1.0 to 1.0, shown next to its name. It tells you how hard the Charter holds that system. In Core space the Wardens answer any unprovoked attack, wherever it happens. In the Frontier they don't come, and pirates are bolder. In the Void there is no law at all. The deeper you go, the more everything pays, and the more it costs to lose.

Steps

  1. Check the order rating in the system info before you undock. Show mePlay to try this
  2. Open the Star Map and look at the colours on your route. Show mePlay to try this
  3. Plot routes with prefer safer to stay in Core space when you can. Show mePlay to try this

The three bands

the further from Core space, the less law and the richer the rewards.
CoreFrontierVoid
Order rating0.5 and above0.0 to just below 0.5below 0.0
WardensRespond to unprovoked attacks anywhere in the systemNo responseNone
Attacking an innocent pilotCriminal flag, conduct loss, Wardens comeSuspect flag, smaller conduct lossFree
Belt piratesNone at 0.8 and above; a few Cartel Cutters belowCartel groups, some with tackleThe Choir in every belt, with scramblers
OreFerrox, SilvanitePyrrhiteVoidstone
Signatures1 or 2, data only3 to 55 to 8
Contract rewards× 1.0× 1.5× 2.5

Aurelis0.9 is Core space at 0.9. Kestrel0.4 is Frontier at 0.4. Nyx-0.4 is the Void at −0.4.

The Wardens

The Wardens are the Charter's armed service. They issue every new pilot a ship and guard the gates and stations of Core space.

  • Near gates and stations in Core space, Warden ships attack criminals, suspects and outlaws.
  • Anywhere in Core space, an unprovoked attack on a pilot calls a Warden response: a squad of Warden Sentinels that slips in on the attacker.
Order ratingResponse arrives in
1.06 s
0.910 s
0.718 s
0.530 s

The squad can't be outfought or outrun. It follows you through gates within Core space, and leaves only when your ship is destroyed, you leave Core space or your flag ends. Your HUD shows the countdown: Wardens inbound.

Careful
Wardens don't stop the first shot. A fast gank of a fragile ship can still land before they arrive. In Core space, fly something that survives 10 seconds.

The Frontier

No Warden response. Attacking an innocent pilot here makes you a suspect for 15 minutes and costs a little conduct. Cartel groups roam the belts, and some of them carry a slip disruptor, so you may not be able to slip away. Signatures of every kind appear, and pay well.

The Void

No law. Attacking a pilot here costs no conduct, and anyone may attack anyone. The Choir holds every belt, and every Choir frigate carries a slip scrambler. Voidstone, relic sites and the deepest lore are here. Cinder, the warzone, lies beyond Nyx-0.4.

Tip
Before you jump into the Frontier or the Void, decide what you can afford to lose. Leave the rest docked.