World of Cogheim / Blackjack
Strider Class
The fortress standard — the silhouette of the disc itself. Built on a Statue of Liberty hull, it runs deep districts beneath a Roof Aerodrome and holds command of the Iron Veil zone. Not the fastest or the strangest hull on Cogheim. The one every other crew measures itself against.
Blackjack's interior is the most fully specced Strider in the game right now — every one of its 21 decks has a locked identity, and several are already coded and passing automation tests. This isn't concept art description. This is the actual deck plan.
Navigation, tactical coordination, the seat of authority aboard the hull.
The Strider's logistics core. Every supply chain touches this deck.
Deliberately empty. A central junction, not a room — traffic, not function.
The combat elevator spine. Continuous motion, real mid-transit lockout, distinct rooms at clearance points along the way.
Jogging landing positions, Deck 1–21 continuous. Interior-only by design — the deliberate opposite of the Long Climb's exposed ride.
The class's naming payoff — the tavern's signature minigame is literally blackjack. Ironmark wagering only, no combat-power path.
Roster-wide earned trophies and lore, curated by the Syndicate's Architects.
First-come vendor stalls, Ironmark only, Syndicate-internal — distinct from a Black-Maw Station.
Timed production feeding one shared Syndicate stockpile, research-gated.
The vehicle bay, deliberately symmetric — ground and air, same system, different configuration.
First-come assignment, tiered suites, with an Architect-run system for common-area builds.
Integration decks — research gating, the recovery framework, and spawn/NPC wiring, each hooking a system that lives outside this module.
Every Strider eventually connects to a wider economy than its own Market Stall. That layer already has real structure locked, even though the specific numbers are still being validated: three separate markets, each selling a different thing, so nothing gets muddled together.
The Depot sells things that already exist — anonymous listings, a seller nobody can identify, prices kept inside a band so nothing gets used to launder value.
The Order Book sells work that doesn't exist yet — a buyer commissions a crafter directly, materials and payment held in escrow until delivery or the deadline passes.
The Academy sells knowledge — fixed prices, no haggling, because some things shouldn't be a market.
Crown Marks buy only things that can never be sold. Nothing passes between players except through a clerk who writes it all down.
Everything above this line is real. Everything below it is us thinking out loud about what fills in the edges — genuinely proposed, not promised, and not yet locked by the founder.
The Market Stall on a hull this size probably isn't one vendor type. Picture a scrap-metal broker two stalls down from someone selling hand-tied fishing lures pulled from the last region's coastline, because 250 people living in one hull for months develops actual specialties, not a uniform shop. The Tavern's blackjack tables likely aren't the only game in the room — a hull that's stood as the fortress standard for this long has its own house rules, its own regulars, maybe a running tab system that only works because everyone already knows everyone.
The Museum probably isn't static either. A trophy case that only ever fills up reads as a monument. One that occasionally gets a case rearranged because a Syndicate just earned something that actually outranks what used to be the centerpiece — that reads as a living crew, still writing its own history.
Speed, weak-spot damage profile, crew capacity, and Iron Frame loadout slots will post here once they're actually locked and verified — not before. This section exists so you know it's coming, not to guess at numbers that aren't real yet.