Contents ( 300)
- PART ONE
- EXOGENESIS
- CHAPTER I
- DREAMS
- 1.
- 2.
- 3.
- CHAPTER II
- RELIQUARY
- 1.
- 2.
- 3.
- 4.
- CHAPTER III
- EXTENUATING CIRCUMSTANCES
- 1.
- 2.
- 3.
- 4.
- CHAPTER IV
- ANGUISH
- 1.
- 2.
- 3.
- CHAPTER V
- MADNESS
- 1.
- 2.
- 3.
- 4.
- 5.
- CHAPTER VI
- SHOUTS & ECHOES
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- CHAPTER VII
- COUNTDOWN
- 1.
- 2.
- CHAPTER VIII
- OUT & ABOUT
- 1.
- 2.
- CHAPTER IX
- CHOICES
- 1.
- 2.
- 3.
- 4.
- 5.
- EXEUNT I
- 1.
- 2.
- 3.
- 4.
- PART TWO
- SUBLIMARE
- CHAPTER I
- AWAKENING
- 1.
- 2.
- 3.
- 4.
- CHAPTER II
- WALLFISH
- 1.
- 2.
- 3.
- 4.
- CHAPTER III
- ASSUMPTIONS
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- CHAPTER IV
- KRIEGSSPIEL
- 1.
- 2.
- 3.
- CHAPTER V
- EXTREMIS
- 1.
- 2.
- CHAPTER VI
- NEAR & FAR
- 1.
- 2.
- 3.
- 4.
- 5.
- CHAPTER VII
- ICONS & INDICATIONS
- 1.
- 2.
- 3.
- 4.
- CHAPTER VIII
- NOWHERE TO HIDE
- 1.
- 2.
- 3.
- 4.
- CHAPTER IX
- GRACELING
- 1.
- 2.
- 3.
- 4.
- CHAPTER X
- DARMSTADT
- 1.
- 2.
- 3.
- 4.
- CHAPTER XI
- EXPOSURE
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- CHAPTER XII
- LESSONS
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- 8.
- EXEUNT II
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- PART THREE
- APOCALYPSIS
- CHAPTER I
- PAST SINS
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- 8.
- 9.
- CHAPTER II
- A CAELO USQUE AD CENTRUM
- 1.
- 2.
- CHAPTER III
- SHARDS
- 1.
- 2.
- 3.
- 4.
- CHAPTER IV
- TERROR
- 1.
- 2.
- 3.
- CHAPTER V
- SIC ITUR AD ASTRA
- 1.
- 2.
- CHAPTER VI
- INTO THE DARK
- 1.
- 2.
- 3.
- CHAPTER VII
- NECESSITY
- 1.
- 2.
- 3.
- 4.
- 5.
- CHAPTER VIII
- SINS OF THE PRESENT
- 1.
- 2.
- 3.
- EXEUNT III
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- PART FOUR
- FIDELITATIS
- CHAPTER I
- DISSONANCE
- 1.
- 2.
- 3.
- 4.
- 5.
- CHAPTER II
- ORSTED STATION
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- CHAPTER III
- ESCAPE!
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- CHAPTER IV
- NECESSITY II
- 1.
- 2.
- 3.
- 4.
- 5.
- EXEUNT IV
- 1.
- 2.
- 3.
- 4.
- PART FIVE
- MALIGNITATEM
- CHAPTER I
- ARRIVAL
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- CHAPTER II
- NECESSITY III
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- CHAPTER III
- INTEGRATUM
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- CHAPTER IV
- FERRO COMITANTE
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- CHAPTER V
- ASTRORUM IRAE
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- 8.
- 9.
- 10.
- 11.
- 12.
- 13.
- 14.
- CHAPTER VI
- SUB SPECIE AETERNITATIS
- 1.
- 2.
As the light signatures of our modern-day FTL trips begin to reach the nearby stars, an observer positioned there with a powerful enough telescope would see a confusing series of images as ships and signals pop out of nowhere, seemingly out of order. However, by observing TEQs instead of photons, the true order of events may be established (or by physically traveling to the sources of the images).
The exact mechanism that prevents causality violations in STL space is the top velocity of the TEQs. As long as that isn’t broken (and no known mechanism would allow for this), FTL will never allow for time travel into the past. And for that we should be grateful. A non-causal universe would be sheer chaos.
With our overview finished, we will now examine the theoretical possibility of using conditioned EM fields to reduce inertial effects and to lessen or increase perceived gravity. Although as yet impractical with our current levels of antimatter production, in the future, this could be a means of—
APPENDIX II
SHIP-BASED COMBAT IN SPACE
Transcribed from Professor Chung’s Lecture at the UMC Naval Academy, Earth (2242)
Good afternoon, cadets. Be seated.
Over the next six weeks, you’ll receive the finest education the UMC can muster on the means and methods of ship-based combat. Fighting in space isn’t twice as hard as fighting in air or water. It isn’t three or four times as hard. It’s an entire order of magnitude more difficult.
Zero-g is a non-intuitive environment for the human brain. Even if you grew up on a ship or station, as some of you have, there are aspects of inertial maneuvering you will not understand without proper instruction. And no matter how sharp you might be when it comes to good old slower than light, FTL throws those rules out the airlock and stomps on them until they’re a bloody mess.
The maneuvering capabilities of your vessel and those you fight alongside will determine where you can fight, who you can fight, and—if needed—the requirements of retreat. Space, as has often been stated, is not only large, it’s larger than you can imagine. If you can’t close the distance between you and your target, they are invulnerable to your fire. This is why it is often advantageous to drop out of FTL with a high degree of relative motion. But not always. Circumstances vary, and as officers, you will be called upon to make those sorts of judgment calls.
You will learn the capabilities and the limitations of our fusion drives. You will learn why—despite what you may have seen in games or movies—the concept of personal combat space vessels is not only outdated, it never was a thing. A drone or missile is not only cheaper, it is far more effective. Machines can withstand far more g’s than any human. Yes, on occasion you get a radicalized miner or a local cartel member who uses a smaller spaceship for piracy or the like, but when confronted with a proper warship such as our new cruisers or battleships, they always lose.