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Field manual

Wiki

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

Getting started

The first 15 minutes ↗

From the door to the first sale - the route the chip walks you, and the Docket that takes over after it.

Reading the HUD ↗

What each part of the flight screen says, and what its colours mean.

Controls ↗

Keyboard, mouse and pad; hold F1 in the game for the same list.

Reports, warnings and appeals ↗

Report a pilot with /report; what a warning, a mute, a sign-out, a suspension and a ban do; where you read why and how you appeal.

How it is played

Hulls ↗

No pilot classes; five platforms, thirteen hulls; four starting hulls chosen at the door, credit hulls at the Citadel, warranted hulls at a Compact Shipyard or The Last Yard.

Rank, experience and skills ↗

A hundred ranks in ten bands; the work pays the experience; a rank moves no figure on your ship - it opens depth, skill grades and bench bands, and skills are bought with credits and materials.

Equipment ↗

Nine main lines and six leaning lines on eight mounts; grade I at the Citadel, grades I and II at the specialists, III to VI found; every price is k × grade², and every counter buys back at 34%.

Mining and selling ↗

Ore is the only wealth; the hold is the only storage for it; 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, where the parts come from, and why selling an element is the mistake you are allowed to make.

Stations ↗

Six kinds, each for one job; every station has a name, a plate and an owner or none, and the Citadel at home does every errand at the bottom of its ladder.

The chart, warp and jump ↗

The map is honest - a threat band says what a place costs, a shut door says what the key is, a warp stays at your star, a jump crosses lanes, and both start 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 mark the server grants and never steers; a gun fires rounds on the server's clock; the shield comes back and the hull does not.

Death, the wreck and the wake ↗

Death costs the hold and nothing else; the spill is nobody's for ten minutes; you wake at the nearest counter open to you, on the same ship, repaired.

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 or head 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, the rank each band opens at - and a die the client never touches.

The world

The three colonies ↗

Concord, Sepulchre, Ashaari - one event, three accounts; where you were raised and whom you swore to.

Dominion, siege and the Tithe ↗

Ground changes hands on a weekly score behind a Sentinel in every owned sector, a home's Citadel falls over three evenings in a two-week window, and the loser pays a share of its earnings for a season.

The zones ↗

Fifty-three places on fourteen stars - a middle nobody owns, three Compact spines running inward from it, and a common ladder running out past the last page.

The stars ↗

Fourteen stars in one arm - the Kindling - every zone a site around one body of one of them, and the lanes between them are what a jump crosses.

The Fallow ↗

What patrols the sectors - pre-Cinder machinery in four habits, a sector that remembers being left alone, the Gleaners that come to a wreck, and the Leviathan pods that walk a spine each season.

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