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What things are and how they are played, written from the running build. When the game changes, this changes with it.

Getting started
How it is played

Classes and hulls

Four pilot classes, five platforms, ten hulls; a hull is bought at the shipyard with credits and, on the four heaviest, a warrant of work already done.

Equipment

Nine main lines and six leaning lines on eight mounts; grades I and II are bought, III to VI are found; every price is k × grade².

Mining and selling

Ore is the only wealth; the hold is the only storage; the price scissors tells you where to fly.

Elements and components

Nine elements fall out of rock and five components never do; which rock gives what, and why selling them is the mistake you are allowed to make.

Stations

Four kinds, each for one job; every station has a name, a plate and an owner, and home is a place rather than one structure that does everything.

The chart and warp

The map is honest - a threat band says what a place costs before you pay it, a locked jump says what the key is, and a warp is a journey with a wind-up somebody can shoot at.

Convoys, raiding and the Wanted mark

Freight flies the lanes on a timetable; in a sector it can be robbed, and robbing it puts your name in a Compact's ledger.

Combat

The lock is a claim the server grants; a mining laser is a tool; the shield comes back and the hull does not.

Death, the wreck and home

Death costs the hold and nothing else; the spill is nobody's for ten minutes; you wake at home with the fitting on the new hull.

Companies - the Charter, the Line, the Syndicate

A house is a name, a fund and a roll; it opens no door and pays no credit, and everything an officer does is written with their name.

The forge (+0 … +9)

A copy's own ladder in three bands - the odds, the bill and the price of every mark - and a provably fair die.

The world

A page here is a commit in the wiki repository; corrections are welcome through the support desk on playvoidborn.com.