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
- Check the order rating in the system info before you undock. Show mePlay to try this
- Open the Star Map and look at the colours on your route. Show mePlay to try this
- Plot routes with prefer safer to stay in Core space when you can. Show mePlay to try this
The three bands
| Core | Frontier | Void | |
|---|---|---|---|
| Order rating | 0.5 and above | 0.0 to just below 0.5 | below 0.0 |
| Wardens | Respond to unprovoked attacks anywhere in the system | No response | None |
| Attacking an innocent pilot | Criminal flag, conduct loss, Wardens come | Suspect flag, smaller conduct loss | Free |
| Belt pirates | None at 0.8 and above; a few Cartel Cutters below | Cartel groups, some with tackle | The Choir in every belt, with scramblers |
| Ore | Ferrox, Silvanite | Pyrrhite | Voidstone |
| Signatures | 1 or 2, data only | 3 to 5 | 5 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 rating | Response arrives in |
|---|---|
| 1.0 | 6 s |
| 0.9 | 10 s |
| 0.7 | 18 s |
| 0.5 | 30 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.
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.
