Fleet-scale tabletop warfare · 2361

Command fleets.
Contest the stars.

Grand Fleet Admiral puts more than one hundred ships under your command. Form battlegroups, read the battlespace and fight for the ancient Node Network in objective-led wars across a fractured humanity.

100+
ships supported
Solo + co-op
campaign play
2 × 2 to 6 × 4
battlefields (feet)
A Grand Fleet Admiral battlefleet advancing above a planet
Fleet contact / 2361 Every formation is a decision.

The admiral’s view

Mass combat.
Clear decisions.

Build a fleet, divide it into coordinated battlegroups and commit to a plan. A shared activation bag makes the order of battle uncertain; positioning, timing and contingency decide the result.

01

Command battlegroups

Ships manoeuvre as formations around command vessels, keeping fleet battles fast and legible.

02

Adapt to every draw

Numbered tokens share one activation bag. The next draw may complete your plan—or force a new one.

03

Control the battlespace

Scout, lay mines, launch strike craft, jam sensors and bring the main fleet in at the decisive moment.

04

Fight for objectives

Seize Nodes, break blockades, recover relics and deliver planetary forces. Victory is more than wreckage.

Core command document Rulebook & factions PDF

Everything needed to muster a fleet and enter the battlespace.

View rules ↗

The Node Network

The road to the stars went dark.

It is 2361, nine years after the ancient network returned. Old Urth crossed the reopened routes expecting dependent colonies. It found mature republics, altered branches of humanity, nomad city-fleets, alien coalitions and new empires with no intention of being reclaimed.

  1. Adaptation and discovery

    Rapid genetic mutators made hostile worlds survivable. Then the UNS Auriga found the Sol Node near Mars, one beacon in an ancient network of safe routes.

  2. The exodus

    The network opened the galaxy. Expeditions carrying hundreds of thousands of settlers founded hundreds of colonies. By 2140, distant rule, resource extraction and visible human divergence had ignited independence movements.

  3. The great silence

    Every Node failed. Colonies vanished from one another’s skies. Some died; others adapted and built cultures no longer answerable to their founders.

  4. The return

    After two centuries, the Martian Node reactivated during an exercise. Mars secured strategic gateways while Urth’s powers launched fleets to reclaim former territories. Some worlds accepted relief. Others saw a second conquest.

  5. The current wars

    The attempted reclamation of Merath became a warning to every independent world. Now colonies must submit, resist or exploit the disorder, while non-human powers expose the old Urth rivalry as only one struggle among many.

Every restored route reopens a dispute over memory, law and ownership. Who gets to decide the future of the reconnected galaxy?

Turn-based browser battles Play Grand Fleet Admiral Build your fleet and command battlegroups on Atlas battlefields. ↗ 2,774 charted systems Enter the living Galaxy Atlas Explore routes, worlds and faction territories. ↗

Join the fleet

Choose your theatre of operations.

Powers of 2361

Powers beyond the familiar.

Search the factions presented in the official factions book. Select a transmission to inspect its history, society and fleet doctrine.

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Faction archive

Select a faction

Choose a record to open its dossier.

Historical record

Society

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Fleet doctrine

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