Pirates, lasers and insurance
Pirates have reached the frontier. The ship gets twin pulse lasers, a shield and insurance, and station boards get interception contracts.

Space is no longer safe. Pirates ambush ships carrying cargo, and the lower a system’s security, the more often they strike.
Weapons
The starter ship now carries twin pulse lasers: hold Space to fire. The guns heat up, and if they overheat they fall silent until they cool down.
Shield and hull
The shield absorbs damage first and recharges by itself if nothing hits you for a few seconds. The hull can only be repaired at a station. Shield hits light the screen edges blue, hull hits light them red.
Pirates
- They make attack runs, break away and turn around for another pass.
- They are marked on screen with red diamonds and their distance. Those behind you cling to the edge of the screen.
- You can escape an ambush by getting more than 9 km away.
- The Frontier Authority pays 180 CR for every pirate destroyed and adds reputation.
Insurance
Losing your ship is not the end of the game. The insurer issues a new ship at the station where you last docked. The cargo is lost, and the fee is 500 CR, or whatever you have if it is less.
Interception contracts
Seven new contracts send you to a rendezvous with a pirate group. Destroy them all and return to the station for payment.
After the first tests, pirate damage was cut to a quarter. Combat should be a challenge, not a death sentence.