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.
When you do engage the enemy, combat will be a strategic interplay between the different systems of your ships. A chess game, where the goal is to inflict enough damage on the hostiles to disable or destroy them before they do the same to you.
Every weapon system we use has different advantages and disadvantages. Missiles are best for short- to medium-range attacks, but they’re too slow and carry too little fuel for longer-range engagements. And once you fire them, they’re gone. Point-defense lasers can stop incoming missiles, but only a certain number and only until the laser overheats. Casaba-Howitzers are also short- to medium-range weapons, but unlike missiles, lasers can’t stop them once they’re fired. In fact, nothing short of a solid wall of lead and tungsten ten or twenty meters thick is going to stop the radiation beam from a Casaba-Howitzer. The downside is their mass; you can only carry so many Casaba-Howitzers in your ship magazine. Also, at long range, the beam from a howitzer will widen, leaving it about as powerful as a wet fart in a blizzard. Medium to long range, you rely on your keel laser. But again, you have to worry about overheating, and your enemy can counter with chalk and chaff to disperse the incoming pulse. Mass drivers and nuke-powered penetrators can be used at any distance, as kinetic weapons have effectively infinite range in space, but they’re really only practical in close-range engagements where the enemy doesn’t have time to evade or long, long-range attacks where the enemy doesn’t know you’re shooting at them.
No matter which weapon or weapons you choose to employ, you will have to balance their use with your ship’s maximum thermal load. Do you fire your keel laser one more time or do you execute another evasion burn? Do you risk extending your radiators during a firefight in order to shed a few extra BTUs? How long can you risk cooling down before jumping to FTL if the enemy is chasing you?
Ship-to-surface combat has different requirements than ship-to-ship. Stationary installations such as orbital defense platforms, hab-rings, and converted asteroids all require unique strategies. If you choose to board an enemy vessel, how best to protect your troops as well as your own ship?
Along with physical combat, you will have to contend with electronic warfare. The hostiles will be trying to subvert your computer systems and turn them against you. Jamming may not protect you, as the hostiles could use a line-of-sight beam to initiate a system handshake.
All these things and more must be taken into account when engaging in space combat. The environment wants to kill you. The hostiles want to kill you. And your own instincts and lack of knowledge will kill you—and everyone around you—if you don’t master these fundamentals.
Now, some of you are thinking, “Won’t the ship mind or our pseudo-intelligences handle most of these things?” The answer is yes, they will. But not all the time. A ship mind doesn’t have hands. What they can move or fix is limited, and that goes double for pseudo-intelligences. In an emergency, some things can only be done by a human. And there have been numerous cases where the ship mind or the ship’s computer system has been disabled by enemy action. When that happens, these decisions will fall to you, the next generation of UMCN officers.