Wiki / Lore / Powers / Nomad Clans

Nomad Clans

Lore · Powers of the Frontier

Nomad Clans

The Caravan crosses a dust nebula, raiders on escort.

Faction dossier

Nomad Clans

The Wind Owes No One

Wanderers since the colony ships scattered, the Clans never stop moving — to stop is to die, to be caught is to have already failed. Their stripped-down raiders trade every luxury for raw velocity. Doctrine — Hit-and-Run Velocity: high fire-rate and projectile speed on light, cheap, fast hulls. Evasion and mobility specials keep them forever one jump ahead.

History

The Nomad Clans descend from the ark families of the Long Dark who came to believe that stopping was what had killed the Cradle. A people who never stops, they reasoned, can never be harvested. When the other arks landed at Aurelia, the Clans kept moving.

They have been moving ever since. The Clans trade, raid, salvage and vanish, and their stripped-down raiders trade every luxury for raw velocity. To stop is to die, and to be caught is to have already failed. They are the only power in the Frontier that was not surprised when the Tide returned.

On the Tide

They told everyone this would happen. Now they are telling everyone to keep moving.

“You will never pin a Clan fleet down, so don't try. Ask them where the Tide is going instead. They usually know.”

— Frontier Command assessment, Fleet Admiral Selene Voss

Hull lineage

Clan hulls are named for the wind and the road: Dust and Gale, Windrunner and Tempest, Monsoon carriers and Maelstrom dreadnoughts.

DustFighterGaleCutterRoverCorvetteWindrunnerFrigateNomadDestroyerTempestCruiserSiroccoBattlecruiserWandererBattleshipMonsoonCarrierMaelstromDreadnought

Architecture

Every power builds its bases to the same Frontier Command plan, and every power builds them in its own image.

Command BridgeCommandHeavy TurretDefenceShield GeneratorShieldingWarp GateLogistics