Cast Adrift · Exodus Project Archive

Salvager’s Field Guide

Compiled from salvager logs, warranty disclaimers, and things scratched into hull plating. Accuracy not guaranteed. Survival measurably more likely with it than without.

Salvage

What the wreck gives you.

Metal scraps

Twisted hull plating and structural offcuts. The base ingredient for almost everything you build before you can smelt your own.

"Ninety percent of a colony is this. The other ten percent is regret." — foreman, first winter

Electronic scraps

Fried boards, tangled wiring, and sensors of dubious honesty pulled from the wreck. Junk on its own — hand-sort five of them in the field to salvage one working Electronic part.

5 scraps → 1 part
"Still smells faintly of ozone and bad decisions."

Electronic parts

A clean, working board — the part every electronics recipe wants now. Crafted from a copper ingot and a machined part at the Workshop, or hand-salvaged in the field at five scraps to one.

"Five handfuls of junk, one part that blinks when you poke it. Out here that counts as quality control."

Engine core

A dense chunk of the ship’s drive. Enormously valuable — and enormously heavy. You will curse it all the way home.

15 kg
"It got us most of the way here. Rude of it to stop."

Tool kit

A full set of hand tools. Consumed to stand up the Workshop, where it becomes the bench everything else is made on.

"Whoever packed a spare — you are a legend and I owe you a drink."

Med kit

Field medicine. Spent when you rescue a downed survivor, alongside the supply they ran dry on.

"Read the label. Then ignore it, you don’t have time."

Cryo-Stasis Pod

A marvel of rushed engineering and compromised ethics—the Cryo-Stasis Pod represents humanity's last, desperate attempt to preserve life across the void. Each pod is a self-contained miracle of thermal regulation, neural dampening, and metabolic suspension, designed to keep a single occupant in suspended animation for decades. In theory.

In practice, the Exodus Model 7X was built with corners cut, corners sanded, and corners outright ignored to meet impossible deadlines. The result: a device that works flawlessly most of the time, catastrophically some of the time, and with a haunting uncertainty that has driven more than a few salvagers to sleepless nights.

Bulky enough to fill a whole pack. Haul one to your colony and spend it to invite a friend, who thaws in at your base — or, if one of your own is down, to wake a rescuer on the spot. Every pod ships with a Survival Kit in the frame — med kit, oxygen tank, water pack, and one Exo-Sludge Cake — so whoever wakes up, wakes up equipped.

60 kg fills a pack Survival Kit inside
"Daedalus Neural Systems promised they'd hold for 100 years. The warranty expired after 47. The survivors learned to check the seals, the power cells, and—most importantly—the occupant's pulse before opening. We don't talk about the ones who didn't wake up. We don't talk about the ones who woke up wrong." — Salvager's Log, found near a field of empty cryo-pods

Life Support

The non-optional shelf.

Oxygen tank

A full breath of air — one suit refill (or feed it into a base O₂ tank). The single most important object in your pack. The Workshop bottles one from three iron ingots and 200 bar drawn off the base O₂ tank — the same 200 bar a tank pours back in.

3 iron ingots + 200 bar → 1 tank
"Rule one: the air is not optional. There is no rule two."

Water pack

Clean water for one refill, or to top up a base Water tank. The planet has plenty of ice and zero of it is drinkable — field-melt six chunks with a heating element (kept) and a jolt of suit power to make one of these anywhere.

6 ice + heat → 1 pack
"Alien springwater: now with 200% of your daily allowance of regret."

Exo-Sludge Cakes

Pressed algae and bio-sludge discs, extruded by the ship's recycler and stamped into something the label dares to call food. One cake is a survivor-day of joyless, complete nutrition.

1 cake = 1 survivor-day
"Tastes like regret, but keeps your stomach quiet."

Ice chunk

Frozen volatiles chipped from the surface. Melt it with a heating element to get a water pack — or Aquaforge it by the tankful.

"Free water! (Batteries and a heater not included.)"

Lime cartridge

A canister of CO₂-hungry lime for the O2 Scrubber — good for 20 cranks before it's saturated and spent.

20 cranks
"The cartridge absorbs your mistakes. Twenty of them, to be exact."

"Wheezy Bessie" O2 Scrubber

Hand-cranked CO₂ filter using lime cartridges. Each crank scrubs a lungful of breathable oxygen into the base tank; a cartridge lasts 20 cranks. One per base — she is the bootstrap lung, not the plan.

hand-cranked 20 cranks / cartridge one per base
"Crank for 10 minutes, breathe for 20. Repeat until death."

Aquaforge

Advanced ice-to-water refinery with plasma torches. Grid-powered only — no hand crank survives contact with plasma. 20 ice chunks and a kilowatt-hour become 50 liters of tank water every half hour; the difference boils away, which the manual calls "process honesty."

grid only 20 ice + 1 kWh → 50 L / 30 min
"The billionaires thought they could reshape planets. All we got was a fancy way to boil ice."

Electrolyzer

Copper electrodes in an iron shell: rips tank water apart into breathable O₂ at 4 L/h → 40 bars/h, drinking 600 W off the grid. Grid-only — no hand crank survives that arc. Closes the chain: mine ice, Aquaforge it into water, split it into air. Repeatable; air scales with population.

grid only · 600 W 4 L/h → 40 bars/h
"Lightning in a bottle, except the bottle is your lungs' next breath."

Oxygen tank

Base O₂ reserve (in bars). Sheltered survivors and suit refills draw from it first, before touching the stockpile.

reads in bars
"A big communal lungful. Please do not hold your breath near it."

Water tank

Base water reserve (in liters). Sheltered survivors and refills draw from it before the stockpile.

reads in liters
"The well the whole camp gathers around to complain by."

Field Gear

Worn, cranked, and cursed at.

Battery

A 2 kWh cell. Powers your suit, or loads into a Battery Room slot to feed the base grid.

2 kWh
"Fully charged and quietly judging your power budget."

Heating element

A rugged coil for melting ice into water and field-smelting scrap into iron. Survives the job — reusable block after block.

reusable
"Glows a friendly orange. Do not test with fingers."

Mining drill

A powered drill for cracking ore patches. Pulls raw rubble; pair it with a filter for cleaner yield.

"Point at rock. Rock becomes smaller rocks. Genius, really."

Drill filter

A separator that clips onto a drill. Combine with a basic drill to get a Filtered drill.

"Turns ‘mostly dirt’ into ‘mostly ore’. We’ll take it."

Filtered drill

Drill plus filter: mines concentrate directly, skipping the crusher step. The efficient survivor’s pick.

skips the Crusher
"Does two jobs so you can do zero."

Ore bag

A side-mounted rubble bin. Mining pours rubble straight into it — but it holds ONE type at a time, up to 40 kg. Carry spares in your pack and swap when one fills.

40 kg one ore type
"One bag, one ore. The universe rewards the tidy miner."

Geo scanner

A suit-mounted sweep that reveals what the ground is hiding — ore, mounds, gear, neighbours. Spends a little power per ping; bolt one to a mast and the same ping sweeps kilometres.

Utility mount
"Ping. Rock. Ping. Rock. Ping. Oh — good rock!"

Basic pack

The standard back-slot pack: 60 kg of carry. Your whole capacity IS whatever pack you wear — no pack means suit pockets only.

60 kg carry
"Everything you own, and a little of everyone else's."

Reinforced pack

An upgraded back-slot pack: 100 kg of carry. Worth the ingots the day the ore patch is far and the haul is heavy.

100 kg carry
"Now with 40 extra kilos of regret-carrying capacity."

Provisions & Homestead

The potato-industrial complex.

Potato

Solanum tuberosum.

"The humble spud - Earth's last gift to the stars."

Grow Room

Hydroponic slots under grow lights. Plant a potato (it's committed to the soil for good) and every planted spud yields one potato a day into the stockpile.

1 potato / day / slot
"Give a colonist a potato and they eat for a day. Plant it, and the accountants get involved."

Kitchen

Turns potatoes into proper rations on base grid power. Three spuds, one hot plate, one meal nobody complains about twice.

3 potatoes → 1 meal grid power
"The colony marches on its stomach. The stomach marches on potatoes."

Loomreed seeds

A Vespera AgriCore cultivar out of the Cradle Flora Program: gene-spun flax that shoots up in metres of tough, silk-fine fiber. Every Exodus vessel carried a packet — colonies need rope and cloth long before they need flags. Plant it in a Grow Room tray and harvest the fiber as it ripens.

"Rope, gauze, sailcloth, hope — it all starts as a seed that itches."

Mendleaf seeds

Vespera AgriCore's pharmacy in an envelope: a waxy-leafed cultivar whose sap clots wounds, numbs pain, and hates infection — the Cradle Flora Program's answer to a colony four light-years from the nearest pharmacist. Plant it in a Grow Room tray and pick the leaves as they ripen.

"Chew one leaf for the pain. Two if you can still count to two."

Loomreed fiber

Silk-fine, wire-tough strands stripped from a ripe loomreed stalk. The colony's first thread — fabric, rope, and the reinforced pack's honest recipe are all waiting on enough of it.

"Strong enough to hang your future from. Itchy enough to regret it."

Mendleaf leaves

Waxy leaves heavy with clotting sap, picked ripe from the tray. Field medicine wants them — the med kits of tomorrow start as a harvest today.

"Smells like antiseptic and bad tea. Works like a miracle."

Fabric

A bolt of woven loomreed: tough, light, and finally CLOTH after a year of iron everything. Reinforced packs are sewn from it; med kits wrap their dressings in it.

"The colony's first textile. Scratchy? The colony's first complaint."

Exo-Ferm Yeast Pouch

A freeze-dried strain, not an ingredient. Pitch one into the Still and the culture lives on in her vessel, carried from mash to mash the way brewers have always done it — a ladle of the last batch starting the next. It tires with every run and sours in the end; then you pitch another. Every ship that came down had a galley, so the wrecks are where you look.

"When life gives you space potatoes, make questionable decisions."

MoonBeam Still

A ramshackle distillation apparatus cobbled together from salvaged ship parts, repurposed coolant pipes, and the kind of optimism that only comes from severe dehydration and excessive free time. The Moonbeam Still operates on a simple principle: heat fermented potato mash until the alcohol vaporizes, then condense it back into liquid via a jury-rigged cooling coil that occasionally doubles as a shower. The resulting output, while rarely potable in the traditional sense, burns with a fierce blue flame that has kept many a Scrapcore Dynamo humming through the night.

"They said we couldn't build a distillery from the wreckage of a terraforming ship. They were right—but we did it anyway. The Moonbeam Still doesn't ask for permits; it asks for mash and patience." — Scavenger's Guide to Not Dying, Chapter 4

Spudshine Fuel

A murky, potent ethanol distilled from fermented potatoes using jury-rigged stills and desperation. The process yields a flammable liquid that burns with a distinctive blue-white flame—perfect for powering generators, but equally effective at burning throats and numbing the existential dread of planetary exile. Quality varies wildly between batches, with the best batches achieving 80% purity, and the worst leaving drinkers temporarily blind or violently ill.

tank-only — never an item
"The Exodus Project's engineers gave us the stars. The survivors gave us the means to forget them. One sip of Spudshine and you'll swear you can hear Earth calling—or maybe that's just the fermentation talking." — Salvager's Proverb, scrawled on a distillery wall

Fuel tank

A 100 L reserve for Spudshine Fuel. Not connected to life support — nothing about its contents supports life.

100 L
"Label it clearly. Someone WILL drink from the wrong tank."

Inferno Scrapburner

Repurposed rocket engine preburner as power generator. Feed it Spudshine from the fuel tank and it pushes ~4 kW into the grid, unattended — burning 2 L an hour through starship combustion tech no terrestrial genset ever matched.

~4 kW 2 L / h
"A jury-rigged monstrosity that hums like a dying starship. It works… until it doesn't."

Ore & Refining

The planet owes you iron. And copper. And, rarely, gold.

Rock

It's rock. Mine it from rock deposits, crush it into powder, refine the powder into limestone. The planet's least glamorous supply chain, and the one your lungs depend on.

"Geology is just inventory with extra steps."

Rock powder

Crushed rock, ready for the refinery. Not a concentrate — there's nothing in rock worth concentrating. It's powder.

"Do not inhale the ingredient for the machine that helps you inhale."

Limestone

Refined from rock powder. The CO₂-hungry heart of a lime cartridge — combine with an iron and copper ingot at the Workshop.

"Every breath you take started as gravel."

Iron rubble

Raw iron ore straight off the drill. Crush it to concentrate.

"Rock with ambitions."

Copper rubble

Raw copper ore. Crush, then refine — copper is the price of power.

"Greenish, promising, heavy. Like most good things."

Gold rubble

Raw ore off a wild gold vein — the rare seams belong to no colony, any crew may drill them, and they never grow back. Crush it to concentrate. Nobody out here wants it for rings: gold is the one metal that solders clean and never corrodes, and every rebuilt processor is wired with it.

wild veins · never regrow
"Forty-seven years after the crash, gold finally went back to being useful."

Iron concentrate

Crushed, upgraded iron ore. One refinery pass from being an ingot.

"So close to useful it can taste it."

Copper concentrate

Crushed copper ore, ready for the refinery.

"Halfway to a wire and it knows it."

Gold concentrate

Crushed gold ore, ready for the refinery. A whole vein boils down to a few sacks of this — guard the yard.

"Heavier than it looks. Worth more than it weighs."

Iron ingot

Refined iron. Structure, tools, research gear — the backbone metal.

"Heavy, honest, everywhere. The colony’s favourite."

Copper ingot

Refined copper. Everything electrical and every cell cradle wants it. Guard your supply.

"The metal your power grid writes ransom notes for."

Gold ingot

Refined gold: bonding wire, contact plating, corrosion-proof traces — the substrate every rebuilt CPU is strung on. On a scavenger world the jewelry metal turned out to be the electronics metal all along.

"Vespera plated their boardroom taps with it. We plate processor pins. Progress."

Ore Yard

Fencing and open-air bins for the raw-materials tier: rubble, rock, ice, and concentrates live here — never the warehouse. Each yard adds 500 kg of ground; the crusher and refinery feed straight from it. Rubble stays bag-and-yard only: it leaves in an ore bag, not a pack.

+500 kg ground / yard
"A fence around a pile of rocks. The paperwork calls it infrastructure."

Crusher

Grinds mined rubble into concentrate over time. Set its ore (iron or copper) and hand-operate it. The grid switch stays dead until 5 electric motors are bolted in — then it chews around the clock on base power.

5 motors → grid switch
"It has one job and it does it very, very loudly."

Refinery

Smelts concentrate into ingots. Like the crusher: pick an ore and operate by hand — or install 5 electric motors and put it on the grid.

5 motors → grid switch
"Turns rocks into wealth. Slowly. Warmly. Insistently."

The Bench & the Line

Scrap goes in. Civilization comes out.

Workshop

The base crafting bench: tools, machined parts, and suit gear are made here. Built from a salvaged tool kit.

"Where scrap goes to become someone’s bright idea."

Machined parts

Bench-made gears, brackets, and fittings. The connective tissue of every serious build.

"The difference between a pile of scrap and a machine is these."

Machined parts ×2

One refined iron ingot machines into two parts — twice the yield of scrap once your industry chain is running.

1 ingot → 2 parts
"Precision is just scrap that went to school."

Construction materials

Milled beams and panels from iron ingots. What settlements are actually made of — storage, tanks, dynamos.

"Flat-packed civilisation. Some assembly (a lot of assembly) required."

Extruder

A heated die block that draws copper ingots into wire — one ingot pulls into two spools, 6 ingots an hour at 800 W. All press and heat, no hands: grid-only, like the Aquaforge. Wire feeds Electromagnetics research and every electric motor after it.

grid only · 800 W 1 ingot → 2 spools 6 ingots / h
"The colony's future arrives one thin, gleaming metre at a time."

Copper wire

Drawn from copper ingots by the Extruder — one ingot pulls into two spools. Electromagnetics research studies it; electric motors are wound from it.

"A kilometre of patience, coiled."

Magnet

Two iron ingots magnetized in the workbench coil — 500 Wh off the base grid per pull. Most of the metal leaves as swarf; the field stays. Wind with copper wire into electric motors.

2 iron ingots + 500 Wh
"It points at things. Insistently. Forever."

Electric motor

Two magnets and three spools of wire, wound tight. Install five into a Crusher or Refinery to unlock its grid switch — until then the machines only know your hands. Installation is permanent.

2 magnets + 3 spools
"Spin is the only language every machine speaks."

Factory

An automated production line: aim it at a recipe and it pulls ingredients from the common stockpile and delivers the product back, hands-free on grid power. Each recipe carries its own cycle time and energy bill, and changing the line means six hours of retooling — pick what the colony actually needs.

stockpile → stockpile 6 h retool
"Nobody's hands, everybody's parts."

Power & the Grid

Watts in, warmth out.

The Grid

Two kinds of power. WATTS (W) are a flow — what panels, dynamos, and burners produce moment to moment, and what running machines drink. WATT-HOURS (Wh) are a stock — energy banked in batteries. Machines that draw a flow can sip straight from the meter; recipes and one-shot work draw a lump of Wh, and a lump can only come out of a battery. A colony without a battery has weather, not savings.

W = flow Wh = stock
"The sun is generous, but the sun does not do layaway."

The Spark Chamber

Where electricity goes to misbehave. And explode. And occasionally work. Load batteries into its slots; solar and dynamos charge them; powered buildings draw from them.

the Battery Room
"We don’t know why it works. We just know it works—most of the time. The rest of the time, we’re on fire."

Cell Cradle

A copper-hungry dock for one battery cell. Installed in the Battery Room it adds a permanent grid slot — up to the hard cap; bolted onto a chassis it's a recoverable cradle. Same cradle, two homes.

+1 slot
"More slots, more problems, more copper. Mostly more copper."

Solar panel

Passive power: trickles a small charge into the grid every minute (needs a Battery Room to store it). Build a farm of them.

"Free power, eventually, if the star cooperates. It usually does."

ScrapCore Dynamo

Cheap hand-cranked generator. Operate it to push charge straight into the grid — the bootstrap power source before a solar farm.

hand-cranked
"Backup power, arm-powered. Leg day is now every day."

Lithium brine

Salt-heavy groundwater pumped from an evaporite seep. Dries into lithium carbonate in an Evaporation Pond.

"The planet's battery acid, still in the ground's own bottle."

Lithium carbonate

The dried salts of a brine seep — the feedstock every battery cell is built around.

"A pile of white dust that remembers being a lake."

Brine Pump Kit

The pump in a crate: intake stack, hose coils, hopper shell. Haul it to a seep and stand it up.

"Some assembly required. The seep is not included."

Brine Pump

A battery-fed field pump standing at a brine seep, filling its hopper with lithium brine. Feed it cells, collect with bags — Boris's manners on a liquid.

cell-fed stands at a seep
"It hums a little tune. The tune is 'batteries, please'."

Evaporation Pond

Lined pans where yard brine dries into lithium carbonate. Almost no power — the gate is floor area and patience: more ponds, more lithium.

almost no power
"Farming, but the crop is geology."

The Settlement

What home is made of.

Crash Site

A wound upon the face of Proxima Centauri b — a scar gouged into the red-orange regolith by the violent impact of a failed Exodus vessel. The crash site is a chaotic sprawl of twisted hull plating, shattered viewports, and the scattered debris of humanity's last, desperate gamble. Fires still smolder in the wreckage, casting flickering shadows across the alien landscape. The air reeks of burned electronics, ozone, and the faint, acrid tang of cryo-fluid. In the distance, the ship's engines — once capable of crossing the void — lie silent, their glowing cores now reduced to faint, pulsing embers.

At the heart of the site, the ship's broken spine rises like a jagged monument to human ambition, its corporate logos (Vespera Galactic, Daedalus Neural Systems) still visible through layers of scorch marks and impact dust. The crash site is both a graveyard and a treasure trove — a place where the desperate come to scavenge, and the unwary come to die.

"The ship came down hard — hard enough to embed the forward section 20 meters into the regolith. I found the pilot's helmet intact. The head inside? Less so. The helmet's still recording. It's been playing the same distress signal for 47 years. But as they say, any landing you can limp away from is a foundation."

The Build Bay

The first thing a crashed cohort raises: three field-smelted iron ingots become the scaffold every later build hangs off. Nothing else stands on bare ground — the Commons itself is raised FROM the bay. Queue new rooms and watch the settlement grow.

3 iron ingots
"The Build Bay is where ideas become reality—or at least become something that can be pointed at and called 'done.'"

Hearthwell Commons

Multifunctional hub for sleeping, food, and recreation. Comes furnished with one Basic Bed; a second bed slot waits for a crafted one. REST in a bed and your suit draws easier — asleep or away, the bed stays yours until you stand.

2 bed slots
"Sleep here, eat here, try not to die here. That's the Hearthwell promise."

Basic bed

An iron frame padded with scrap fabric. Mount it into a Commons bed slot and REST: survival drain eases 30% while you lie in it — online or off. Unmount it to move it; trade it someday.

REST: drain −30%
"Four legs, a slab, and the first good sleep since the sky fell."

Storage room

Expands the common stockpile (+500 kg) and every locker (+50 kg). Build as many as your hoarding demands.

+500 kg stock +50 kg locker repeatable
"There is no such thing as enough shelving. Trust me."

Research lab

Unlocks the tech tree. Spend stockpiled materials over time to research new technologies for the settlement.

"Two survivors, a whiteboard, and dangerous levels of optimism."

Boris & the Drones

Labour that never asks for a day off.

Auto-Miner Kit

Boris in a box: cortex housing, drill frame, treads — 50 kg of expedition. Carry him to any deposit your survey has found and deploy. Packing a Boris back up wipes the cortex; a fresh boot is legally a new Boris, hence the new numeral.

50 kg
"Grief for Boris II is considered a settlement rite of passage."

"Borin' Boris" Auto-Miner

A drill rig wrapped around a salvaged Daedalus task-cortex: a mind the size of a bottle cap that knows one joy, and that joy is gravel. Deploy him on an ore patch, feed him charged batteries (one cell, ~200 rubble per charge), and he chews ~30 kg an hour into his 100 kg hopper until someone comes with bags. He wears out like any honest machine — service him while he coughs. When the vein runs dry, rehome him, or research Deep Boring and send him DOWN: two days later the dry patch is a Deep Vein only he can work. He does not sleep, complain, or unionize. Yet. Every cortex is a Boris; the numerals keep the peace at dinner.

~30 kg / h 100 kg hopper ~200 rubble / cell
"We asked the chip what it wanted. It printed the word ROCKS forty thousand times."

CPU

A working processor, rebuilt on salvaged Daedalus Neural Systems dies: recovered silicon rebonded with gold wire onto a fresh board. No hand steady enough exists — only a Factory production line makes them, and it is the most expensive line on the board. The machines that think are built from the machines that fell.

Factory line only
"Daedalus shipped a million of these across four light-years. We remake them one at a time and call it industry."

The Drone Port

Four bays on the grid rails, a robotics-tech brain, and the queue that runs it: post a job with the base RF link and the next idle, charged, right-shaped drone rolls out to take it. No hands required — that's the whole point of the bay.

4 bays
"We used to send a person. Now we send a Mule, and the person gets to keep both knees."

Transport drone

A factory-line chassis on four wheels: one CPU, one 2,000 Wh cell, a 100 kg bin, and enough sense to drive the same haul run forever without complaining about it. The crew calls her a Mule.

“Mule” 100 kg bin 2,000 Wh cell
"Doesn't eat, doesn't sleep, doesn't ask why the hopper is always in the worst possible spot."

Builder drone

A factory-line chassis with a 100 kg materials bin instead of a bin for hauling — the Drone Port's answer to "someone has to lay the road." Takes its orders straight off the planner: a segment at a time, a pylon span at a time, until the polyline you drew is standing in the dirt. The crew calls him Mason.

“Mason” 100 kg materials bin
"Doesn't argue about the route. Just builds it."

The Motor Pool

Four motors, no seats, no promises.

The Motor Pool

Half hangar, half shrine to the wheel. Assemble a Dustrunner from motors and wreck spars, bolt her addons on, and back her onto the charge rails for the night — they trickle the base grid straight into her cells. Vespera Galactic called theirs an "Integrated Mobility Solutions Center."

"The survivors call it the Motor Pool, because it pools motors."

Dustrunner

A rivet-for-rivet bootleg of Vespera Galactic's DR-7 "Dustrunner" utility frame, rebuilt from wreck spars and stubbornness. Four motors, no seats, no promises. Speed is physics, not a stat: load her up and she feels every kilogram.

4 motors speed = physics
"The genuine article shipped with a ten-year warranty; yours shipped in pieces, on fire, from orbit."

Vehicle Dock

Charge rails and reinforced floor plate for one more rig. Installed permanently on the Motor Pool — the pool opens with a single dock, and the floor holds four rigs at its widest.

floor holds 4 rigs
"Parking: the final frontier."

Waystation Kit

The Motor Pool's charge rails, crated: two gold ingots for the contacts, five motors and four magnets for the rails, five slabs of construction material for the pad — 60 kg. Carry it out (or drive it out) and pour it anywhere on the trail. Once poured it stays poured.

60 kg 2 gold ingots
"Some assembly required. Some concrete, too."

The Waystation

A charging dock out on the trail, permanent, and inert until the Drone Port runs a power line to it — then a rig backed onto its rails charges off the base grid, 15 kW shared across two bays, after every machine at home has eaten. Pipe fuel, air or water to it and the umbilical tops the extender tank and the life-support module too. Home's Allow Discharge and each tank's Allow Usage are the valves; the dock's own lever is Allow Charging.

15 kW shared 2 bays power line + pipes permanent
"The trail is only as long as the last place you can plug in."

Buckle Seat

A sprung frame, three fabric straps, and the colony's entire passive-safety program. The first seat on a chassis is the driver's — no seat, no driving.

first seat = driver
"Tested to twice the speed the Dustrunner can actually reach."

Sputter-Pack Range Extender

A portable Scrapburner with a 20 L Spudshine tank. Bolted to a chassis it burns fuel into the docked cells at 6 kW — flip the GENERATOR to run it, parked or rolling; the motors drink only from the cells. A full bank or a dry tank idles it at zero burn. Refuels only from the base Fuel Tank: Spudshine never travels loose.

20 L tank 6 kW
"Runs on potatoes, technically. Don't think about it too hard."

Cargo Bay

A bolted bin for countable goods — supplies, spares, whole crates of ambition. Loose ore rides the Ore Bin instead; the bay stays clean enough to sleep in, not that anyone should.

200 kg
"200 kilograms of 'we'll need it out there.'"

Ore Bin

The Cargo Bay's dirty twin: a rolling slice of the Ore Yard. Any mix of rubble, concentrate, rock or ice, gram-true, and it pours itself home at the yard in one motion.

gram-true pours into the yard
"The suspension files a complaint every single trip."

Life-Support Module

A pressure bottle and a water bladder in a bolt-on cabinet: 400 bars of air and 10 liters of water per module, filled at the charge rails. Riders breathe from it on the road; the suit tops up from the cab.

400 bars 10 L
"The cab smells like a canteen. This is considered a feature."

Scanner Mast

A geo-scanner welded to a pole, wired into the chassis. Height is bandwidth: riding with one stretches your passive senses to half a kilometre, and its ping sweeps whole kilometres of country off the rig's cells.

passive sense 500 m
"The first thing every colony sees of you, and vice versa."

High-Speed Upgrade

A second geared drivetrain in a 150 kg crate. Bolted on, SPORT mode runs the rig at twice the speed for two and a half times the burn per kilometre — and they stack, if you can spare the weight and the charge. ECO and NORMAL leave the gears out.

150 kg SPORT: ×2 speed · ×2.5 burn stacks
"Fast is a place you visit. Nobody lives there."

Signals & Data

Write it down and hand it to someone walking.

Echo Vault

The colony's ear, mouth and archive: a shielded records vault raised around a salvaged Daedalus comms core. SYNC at the vault (or from the field, with a Radio in link) and your diary of sightings pours into the cohort archive — every member's charts, one shared memory. It also cuts and reads Echoshards: the sneakernet between colonies too far apart to hear each other.

"Forty-seven years of distress calls taught us one thing: write it down and hand it to someone walking."

Field Whisper

A rebuilt Daedalus Neural Systems field handset on the suit's Utility mount — it takes the Geo Scanner's place, so pick your walk. In link with your Echo Vault (the handset is the shorter leg of the reach), SYNC works right from the field: your diary pours home without the boots.

Utility mount
"Reception out here is two bars, one of which is a lie."

Antenna

A bench-built mast section for the Echo Vault: iron spar, copper radials, machined couplings. Each one installed adds a kilometre to the Vault's reach — ear and voice alike, because an antenna has never cared which way the signal was going. The mast tops out at three.

+1 km each mast tops out at 3
"Height, wire, and patience: the whole of radio, before the marketing department got to it."

The Farshout

A directional deep-field array raised on the Echo Vault, rebuilt around a salvaged Vespera Galactic approach radar. It banks a full 20 kWh, then throws the lot down a five-degree beam: settlements and vehicles light up a hundred kilometres out, landing in the archive as blurred, nameless contacts. The catch is physics — a shot that loud is heard 900 km in every direction, and every listening Vault learns almost exactly where you are.

20 kWh / shot sees 100 km heard 900 km
"It's a lighthouse, dear. You don't get to choose who sees the light."

Echoshard

A palm-sized Daedalus memory sliver in a drop-proof shell — the flash drive of the wasteland. Write it at an Echo Vault (it takes a cut of the whole Ledger, stamped with the hour), pocket it, plug it into any other vault — theirs absorbs what's still news and ignores what isn't. Hardware, not media: it survives the dock, ready to be wiped and written again.

rewritable
"The mail must go through. The mail fits in a pocket and knows where the good ore is."

Hollerpole Kit

The field radar, folded: a mast with three cradles and ten antennas, 80 kg of it. Stand it up anywhere, dock three cells, and a minute later it pulses the whole horizon 40 km out: every settlement and rig answers as a contact - a smudge on the chart, no names. The pulse is heard 120 km out by anyone with an ear.

80 kg 3 cradles 10 antennas
"It sees everything and tells you nothing. Like a cat."

The Hollerpole

The field radar, standing — it hollers at the whole horizon and listens for what hollers back. Three cells in its cradles charge a 3 kWh store in a minute; PULSE spends it all on a 40 km circle of contacts. Pack it up and the cells ride home with you.

3 kWh / min pulse 40 km heard 120 km
"Forty kilometres of rock, and every rock is accounted for."

Icarus Core

A sealed Daedalus Archive System unit — every crashed ship carries one, its black box. Daedalus built them to survive what nothing else on the vessel could; wreck loot turns them up damaged, and only the Research Lab can coax them whole again. Racked with a Server and left to run, a repaired core decrypts into bitgold for the colony treasury and a milestone for the deep research tree — and the core itself doesn't survive the reading.

one per wreck
"Somewhere in there is everything Daedalus ever knew about his own children. We're about to read his diary with a crowbar."

Bitgold card

Bitgold you can hold. LOAD CARD in your wallet moves an amount onto a card in your pack; REDEEM puts a card's whole balance into the wallet of whoever carries it — both at a vault link. A card belongs to its bearer: hand it over, shelve it, lose it. When a survivor dies, their whole wallet falls with the wreck as a card, and a card on the ground never decays.

bearer money never decays falls with the wreck
"The ledger remembers who paid. The card only remembers who's holding it."

Server

Rebuilt Daedalus silicon, racked on gold-bonded CPUs — the second Factory-only line, and the only thing built expressly to keep an Icarus Core company while it decrypts. Install one at the Research Lab and it stands ready for a core to dock.

Factory line only
"We build the machines that read the machines that fell. Somewhere Daedalus is either proud or horrified. Possibly both."

The World

Systems, not things — how the place behaves.

Four rules of the world that no shelf holds: who may be struck, what a dead colony leaves behind, who the wagons are, and what the colony tells you when you come back.

The Caravans

Roaming traders that cross the world on their own legs. Five wagons, each with its own line of goods: the Waterwright hauls survival goods, the Circuit Rider hi-tech, the Assayer prospecting kit, the Wrenchwife parts and tools, the Seedwagon homestead stock. Bring a base within three kilometres of one and it pulls in, trades around your commons for four hours, then moves on and won't be back for two days. Every deal is barter, item for item, no money anywhere: a wagon holds three deals at a time, they re-roll every 24 hours, and a deal anyone takes is gone for everyone until then. Your pack pays; the goods land like any find.

five wagons 3 km 4 h barter only
"Three deals, four hours, no refunds. It's the most honest shop on the planet." — Steward's notice, pinned to the Commons door

The Flag

Nobody can be struck who hasn't raised a hand. Queue an attack and you fly the flag for seventy-two hours; only the flagged are fair game, and a strike files an incident that reaches their colony. Sidearms and rifles come off the Factory line and need rounds; a hit takes hit points and can puncture the suit, which bleeds air until a strip of duct tape closes it. A survivor asleep in the open wakes and defends with whatever is on the tool mount, without flying the flag. Pirate colonies never strike an unflagged soul: they dig your deposits and take your loose loot to goad you into swinging first.

the flag · 72 h breaches · duct tape
"Out here a fight has two prices: the rounds, and the air that leaves through the hole."

Ghost Towns

A settlement whose members are all dead holds no claims. Its stockpile, its yard and its shelves stay exactly where they stood, and anyone may walk in and take them: browse the ruin from LOCATIONS, walk up, and TAKE unlocks on arrival. Bags pour, discrete goods ride whole, a shelved cell comes home with its charge. A downed member still counts as alive, and a colony with one is not a ruin, however quiet it looks.

no claims TAKE on arrival
"The lights are off, the shelves are full, and nobody minds. Nobody's left to."

The Return

The world keeps living while the phone is in your pocket: tanks drain, machines run, Boris chews, drones fly, caravans come and go, and votes close. Come back after ten minutes or more and the colony reports in with one sheet: what moved (the tanks and the shelf, every hopper, the drones out, the treasury, your wallet, compared to the moment you left) and what happened (every alert sent to your phone while you were gone). It is a report, not an order; what you do first is yours to decide.

≥ 10 min away what moved · what happened
"Read it standing up. If it needs sitting down, you'll know by the second line."

The Exchange & the Caravans

Something has to move for anyone to eat.

Two roads to goods you did not make. The Tradewind Exchange is a colony’s own market: stands stocked from the common stockpile, prices set by the Steward, open to whoever the office admits. Caravans are the other road — five roaming NPC wagons (the Waterwright, the Circuit Rider, the Assayer, the Wrenchwife, the Seedwagon) that divert to a base within three kilometres, trade around it for four hours, and move on. A caravan deal is barter: give items, get items, no money anywhere. Three deals a wagon, re-rolled daily, and a deal someone else takes is gone for everyone until the next roll.

The Tradewind Exchange

The colony's door onto the wider world: an open counter, a couple of stands, and a till that never leaves the treasury's sight. Throw OPEN TO PUBLIC and whoever the Steward admits — allies, neutrals, never a declared enemy, the defenses see to that — can walk in and buy off the shelf. The wall law holds even here: a visitor sees the stand, never the stockroom behind it. Prices are sightings, not truth: a QUOTE hailed in from another colony is only what they said, and only when they said it.

Steward levers: PUBLIC · ALLIES · NEUTRALS
"Every colony calls it something different. We call it the winds of commerce, because something has to move for anyone to eat."

Market Stand

A counter and a set of shelves, built to stand at the Tradewind Exchange. Bind it to one category, price what you're willing to part with, and it restocks itself from the common stockpile while the Exchange is powered — a visitor sees the shelf, never the stores behind it.

one category per stand
"The wall law, in furniture: they see what's for sale, not what you've got."

Vehicle Stand

Two docks bolted to the Exchange floor, in full view of the road. Drive a rig onto one, name a price, and she sits there for anyone to buy — outfit and all, though nobody touches her tools until she's off the lot again.

two docks
"Try not to lean on the merchandise."