The Helm console as it appears on a phone

▶ Space Couch Command CREW GUIDE  //  STATION

HELM

Fly the ship, point the nose, press the button that leaves the system.

You are the pilot: you point the ship, set its speed, dodge what is trying to hit you, fire the one gun bolted to the nose, and press the button that leaves the star system.

▶ 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

Helm is a full seat only on the 4-, 5- and 6-crew hulls (VANGUARD, SOVEREIGN, COLOSSUS). On the 2-crew SPARROW and 3-crew TALON it merges with Tactical into the "Pilot-Gunner" seat, and on the 1-crew WREN the single "Shipmaster" chair holds all five duties at once. All of these keep the entire flight cluster intact — the same compass tape, evasive/jump buttons, rail/ECM/flare/chart row, throttle with detents, heading dial, and both the map and fully flyable parascope views (the merged consoles literally reuse the helm's own components). What changes is that nobody else is flying while you shoot, and on the WREN the ship runs auto-officer modules (auto-jamming, a cut-down engineering that auto-vents heat and auto-repairs at a quarter rate) to cover what one pair of hands can't. One important hull note for small crews: the WREN, SPARROW and TALON carry zero point-defense turrets, which is exactly why they carry the biggest flare racks (10, 8 and 9 charges) — as pilot you *are* the ship's point defense.