Sectors, fields and guardians
A Void Runners run crosses three sectors of four jumps, and each sector ends at a guardian: the Hive Carrier, Severance and the Leviathan. Sector fields range from drifting rock to ion storms that cut the beam web and gravity wells.
A Void Runners run crosses three sectors, and every sector is four jumps long. Each sector fights you with its own field, and each one ends at a guardian. Clear three sectors and you have cleared a run.

Three sectors, four jumps each
Twelve jumps separate a fresh run from a completed one, with a guardian waiting at the end of each block of four. Between jumps the crew votes on the route rather than following a fixed line, so the shape of a run is a crew decision.
Sector fields
Each sector has a field that changes how the beams behave. Three are named on the store page: drifting rock, ion storms that cut the web, and gravity wells.
| Field | What it does to the crew |
|---|---|
| Drifting rock | Cover that breaks lines and a hazard to fly through |
| Ion storms | Cut the web, breaking the beam links between ships |
| Gravity wells | Pull ships off their line and reshape the formation |

The three guardians
Each sector ends at a guardian, and the store page names all three:
- The Hive Carrier - the first gatekeeper, the one most runs meet early.
- Severance - the middle guardian.
- The Leviathan - the final guardian of a run.
Route choices between jumps
The vote is not just which way to fly - it is what the crew does next. Break wrecks for scrap, hunt marked elites for rare and epic parts, answer a distress call, tow a cargo barge home on your beams, or dock at a depot and spend your scrap on as many parts as it buys. Each choice trades risk for build.
Why the guardian matters
A guardian is not just a boss. It is the point where the crew's build is tested before the next sector, and the refit table sits between jumps for exactly that reason. The parts and synergies page covers what you are assembling on the way in.