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Colony Field
The sprawl of a lost colony: habitats, streets, dead fields, silos, a landing pad and a cemetery. Colony fields are the least dangerous ruins and the richest in logs.
| Size | Where |
|---|---|
| Citadel | Glacira (and its spires and methane shore). Rare. |
| Complex | Greenxertz (and its spore marsh and fungal depths) |
| Outpost | Mars, Glacira and Greenxertz |
A landing pad with a wreck opens onto a street of habitats, a generator, a school, a store and a dead field. At the end stands the council hall: a Ruin Spawner, a conduit-routing gate and the council vault. Behind the vault, a sanctum holds the chapter's last log and a relic socket that opens a reliquary. The council vault always holds the relic the socket asks for. Satellites — hab rings, fields, silos, a cemetery and wrecks — spread out to roughly 200 blocks.
- The complex has its own chapter of logs and a vault sealed by Ballast Plates in a guarded room.
- Outposts are small: a keycard in a chest, a card reader, a Sealed Door and a vault.
Mostly Sentinel Mk I; colonies are the gentlest ruins (Guardians).
In the citadel the council hall, the passage beyond it, the sanctum and the reliquary are enclosed in Reinforced Survey Hull; the outpost's vault room too. The complex's plate-sealed vault room is mineable, like the bunker. Streets, homes and satellites are mineable.
Cemetery markers carry no names yet, and colony farms use vanilla plants rather than NeroAgriculture planters.