How Citadel plays. Start with Citadel for the overview, or Getting started before a first run.
A run
| Citadel
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The game in one page: the loop, where to play, what persists.
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| Getting started
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What a new captain should know before a first run.
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| Breach
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The timed zone where everything is at risk.
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| Breach tiers
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How deep a breach is, who may enter, and how it scales.
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| Ship loss
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What is kept and what is lost when a ship is destroyed.
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| Harpoon
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The tool for loot, towing and machinery.
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| Reactor fuel
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The 30-minute clock on every run.
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Ships and fitting
| Ships
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Every hull, compared, and how hulls are built.
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| Ship fitting
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The fitting grid and the rules for placing modules.
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| Heat
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Zones, control rods and what a SCRAM does.
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| Build rating
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How a ship is rated and what the rating gates.
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| Rarity and quality
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The tiers a module can roll, and its modifiers.
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| Regalia
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Set pieces that must touch to work, and all twelve sets.
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| Affinity
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A hull's own progression track.
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| Tek Ciphers
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What goes in a port, and the harmonics they form.
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| Consumables
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Items that change a module or the grid itself.
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| Cargo
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Capacity and the secure hold.
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| Ship stats
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Every line on the fitting screen.
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What you fight
| Bosses
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The capital ships, and how a boss fight works.
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| Elites and champions
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Modified ships and the seven named ones.
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| Factions
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Who is out there and how they stand toward you.
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Hubs, factions and trade
| Hubs
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Ganden, Greylock and Zhat Kali.
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| Hangar
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Stash, merchants, manufacturing and refitting between runs.
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| Faction war
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Enlisting with Ganden or TZHAL, and what the winning side gets.
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| Merits
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How Merits are earned and lost, the ranks, and commanding NPCs.
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| Contracts
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The jobs factions offer.
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| Open economy
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How player trade works and how it is settled.
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| Glossary
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The words the game and the world use.
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