The Comms console as it appears on a phone

▶ Space Couch Command CREW GUIDE  //  STATION

COMMS

Talk, jam, eavesdrop — and remember who owes you.

You are the ship's voice and its ears: you talk to everyone out there, you smother their calls for backup, and you hear things nobody else on the bridge can hear — so you say them out loud.

▶ YOUR CONSOLE

WHAT YOU CONTROL

Everything below is on your screen and nobody else's. If you do not say it out loud, it did not happen.

▶ MOMENT TO MOMENT

THE LOOP

▶ THE RULES UNDERNEATH

KEY MECHANICS

The numbers here come straight out of the shipping build.

▶ DO THIS

TIPS FROM THE SIM

▶ NOT THIS

COMMON MISTAKES

▶ CROSS-STATION

WHO YOU TALK TO

No station wins alone. These are the conversations this seat owes the rest of the bridge.

▶ SMALL CREWS

ON A SMALLER SHIP

A dedicated Comms chair only exists on the 5-crew cruiser (SOVEREIGN) and the 6+ dreadnought (COLOSSUS). Everywhere else the duty is merged: the 4-crew frigate and 3-crew corvette fold it into a "Science & Comms" seat, the 2-crew cutter into "Operations" (Engineering + Science + Comms), and the 1-crew WREN into the single Shipmaster chair. On every one of those merged consoles the manual jamming duel is gone — an auto-jammer module holds a flat 25% blocked for the whole window instead, meaning 75% of reinforcement calls get through no matter what you do (a human chasing the carrier by hand can approach 100%, which is exactly why the dedicated seat is worth a body). The signal spectrum strip and the enemy-signals board are also dropped. What survives the merge: the SIGINT feed, the full hail channel and dialogue tree, the condition lamps, the ship-status readout, the diplomatic ledger, the screen router, the system log, and the probe radar with its PING.