
The Derulon capital. Cheaper than every other race's super-heavy at 134k RP, but with 65 attack and 12 hit points it brings the same line weight. Three slots for displacement upgrades.
Arachnid Free-Hold
An arachnid race that broke an empire to be free. Three-metre exo-skeletons, red-glowing eyes, and a weapons culture built around a single defining technology: the Janta Wave.
The Derulons were enslaved by an ancient Feon-Tar empire for generations. When that empire collapsed, they made certain it never came back. They escaped to the Milky Way through a Jumpgate network the Feon-Tar had built — and which the Derulons have spent the centuries since trying to forget existed.
They are warriors by training and traders by necessity. Their homes are Nesters — mobile habitats roaming between stars, powered by ancient stones their oppressors once mined. They long to see the skies of Terrul Un, their homeworld, again. They live well in the Milky Way; they are not at peace.
Their defining weapon is the Janta Wave Generator — a hyperdrive-disruption cannon that hurls enemy capital ships light-years away in a single shot. The target's hyperdrive has to recalibrate to its new position before it can return. Used well, a Janta Wave thins an enemy battle line in seconds. Used cynically, it scatters a rival's heavy fleet across an entire sector for a week.

The Derulon capital. Cheaper than every other race's super-heavy at 134k RP, but with 65 attack and 12 hit points it brings the same line weight. Three slots for displacement upgrades.

The Derulon command vessel. Combat-classed as a Heavy Cruiser but flagged as a command ship — so it opens ARGUS tactical view from its bridge. Three slots, nine hit points, and 50-LY jump range.

The Rakuul is the ship that carries the Janta Wave Generator displacer technology. Ten hit points, two equipment slots, and the rare ability to make enemy capital ships simply not be there anymore.

Damage two on a light cruiser — unusual. The Garuul hits harder than equivalents in other races, with a 50-LY jump range. Built for hit-and-run raids on rival mining systems.

The Derulon home. Nesters are self-supporting trade-and-construction hubs powered by Merk Stones from the lost homeworld. The Derulon empire is held together by where the Nesters are this week, more than by any star map.
The Derulon ladder remembers their slavery and tracks their journey home. The fifth tier is the dream they have not yet realised: Tartuul, their lost home system.
Trade builds the Free-Hold. Derulons start with Trade Capsules, Skorcha Traders, and Kur-Baal Freighters. A small trade network across allied systems is the cheapest way to build RP — and the Derulon trade ships are tuned to make it work.
Janta Waves as a strategic threat. A single Rakuul with a displacer can rearrange an entire battle. Used on an enemy commandship right before the engagement, you've just deleted their ARGUS tactical view for the duration. Used on a Kiban Command Cruiser, you've taken the Feon-Tar's centrepiece out of play.
Mothership for line, Striker for command. The Dak-nuul is your hitter, the Shreika is your bridge. Don't try to make the Shreika the centrepiece — it's a Heavy Cruiser pretending to be a flagship. Pair it with a Dak-nuul or two and let the Mothership absorb fire.
Nesters are mobile, but vulnerable. A Nester provides infrastructure without claiming a system, but it has only five hit points. Don't park them in contested systems alone — group them with line ships, or hide them behind a screen.
Free on every plan during alpha.
Join Alpha