Back To Sleep in a Sea of Stars Save as PDF
Contents ( 300)
  1. PART ONE
  2. EXOGENESIS
  3. CHAPTER I
  4. DREAMS
  5. 1.
  6. 2.
  7. 3.
  8. CHAPTER II
  9. RELIQUARY
  10. 1.
  11. 2.
  12. 3.
  13. 4.
  14. CHAPTER III
  15. EXTENUATING CIRCUMSTANCES
  16. 1.
  17. 2.
  18. 3.
  19. 4.
  20. CHAPTER IV
  21. ANGUISH
  22. 1.
  23. 2.
  24. 3.
  25. CHAPTER V
  26. MADNESS
  27. 1.
  28. 2.
  29. 3.
  30. 4.
  31. 5.
  32. CHAPTER VI
  33. SHOUTS & ECHOES
  34. 1.
  35. 2.
  36. 3.
  37. 4.
  38. 5.
  39. 6.
  40. CHAPTER VII
  41. COUNTDOWN
  42. 1.
  43. 2.
  44. CHAPTER VIII
  45. OUT & ABOUT
  46. 1.
  47. 2.
  48. CHAPTER IX
  49. CHOICES
  50. 1.
  51. 2.
  52. 3.
  53. 4.
  54. 5.
  55. EXEUNT I
  56. 1.
  57. 2.
  58. 3.
  59. 4.
  60. PART TWO
  61. SUBLIMARE
  62. CHAPTER I
  63. AWAKENING
  64. 1.
  65. 2.
  66. 3.
  67. 4.
  68. CHAPTER II
  69. WALLFISH
  70. 1.
  71. 2.
  72. 3.
  73. 4.
  74. CHAPTER III
  75. ASSUMPTIONS
  76. 1.
  77. 2.
  78. 3.
  79. 4.
  80. 5.
  81. 6.
  82. CHAPTER IV
  83. KRIEGSSPIEL
  84. 1.
  85. 2.
  86. 3.
  87. CHAPTER V
  88. EXTREMIS
  89. 1.
  90. 2.
  91. CHAPTER VI
  92. NEAR & FAR
  93. 1.
  94. 2.
  95. 3.
  96. 4.
  97. 5.
  98. CHAPTER VII
  99. ICONS & INDICATIONS
  100. 1.
  101. 2.
  102. 3.
  103. 4.
  104. CHAPTER VIII
  105. NOWHERE TO HIDE
  106. 1.
  107. 2.
  108. 3.
  109. 4.
  110. CHAPTER IX
  111. GRACELING
  112. 1.
  113. 2.
  114. 3.
  115. 4.
  116. CHAPTER X
  117. DARMSTADT
  118. 1.
  119. 2.
  120. 3.
  121. 4.
  122. CHAPTER XI
  123. EXPOSURE
  124. 1.
  125. 2.
  126. 3.
  127. 4.
  128. 5.
  129. 6.
  130. CHAPTER XII
  131. LESSONS
  132. 1.
  133. 2.
  134. 3.
  135. 4.
  136. 5.
  137. 6.
  138. 7.
  139. 8.
  140. EXEUNT II
  141. 1.
  142. 2.
  143. 3.
  144. 4.
  145. 5.
  146. 6.
  147. 7.
  148. PART THREE
  149. APOCALYPSIS
  150. CHAPTER I
  151. PAST SINS
  152. 1.
  153. 2.
  154. 3.
  155. 4.
  156. 5.
  157. 6.
  158. 7.
  159. 8.
  160. 9.
  161. CHAPTER II
  162. A CAELO USQUE AD CENTRUM
  163. 1.
  164. 2.
  165. CHAPTER III
  166. SHARDS
  167. 1.
  168. 2.
  169. 3.
  170. 4.
  171. CHAPTER IV
  172. TERROR
  173. 1.
  174. 2.
  175. 3.
  176. CHAPTER V
  177. SIC ITUR AD ASTRA
  178. 1.
  179. 2.
  180. CHAPTER VI
  181. INTO THE DARK
  182. 1.
  183. 2.
  184. 3.
  185. CHAPTER VII
  186. NECESSITY
  187. 1.
  188. 2.
  189. 3.
  190. 4.
  191. 5.
  192. CHAPTER VIII
  193. SINS OF THE PRESENT
  194. 1.
  195. 2.
  196. 3.
  197. EXEUNT III
  198. 1.
  199. 2.
  200. 3.
  201. 4.
  202. 5.
  203. 6.
  204. 7.
  205. PART FOUR
  206. FIDELITATIS
  207. CHAPTER I
  208. DISSONANCE
  209. 1.
  210. 2.
  211. 3.
  212. 4.
  213. 5.
  214. CHAPTER II
  215. ORSTED STATION
  216. 1.
  217. 2.
  218. 3.
  219. 4.
  220. 5.
  221. 6.
  222. CHAPTER III
  223. ESCAPE!
  224. 1.
  225. 2.
  226. 3.
  227. 4.
  228. 5.
  229. 6.
  230. 7.
  231. CHAPTER IV
  232. NECESSITY II
  233. 1.
  234. 2.
  235. 3.
  236. 4.
  237. 5.
  238. EXEUNT IV
  239. 1.
  240. 2.
  241. 3.
  242. 4.
  243. PART FIVE
  244. MALIGNITATEM
  245. CHAPTER I
  246. ARRIVAL
  247. 1.
  248. 2.
  249. 3.
  250. 4.
  251. 5.
  252. 6.
  253. 7.
  254. CHAPTER II
  255. NECESSITY III
  256. 1.
  257. 2.
  258. 3.
  259. 4.
  260. 5.
  261. 6.
  262. 7.
  263. CHAPTER III
  264. INTEGRATUM
  265. 1.
  266. 2.
  267. 3.
  268. 4.
  269. 5.
  270. 6.
  271. 7.
  272. CHAPTER IV
  273. FERRO COMITANTE
  274. 1.
  275. 2.
  276. 3.
  277. 4.
  278. 5.
  279. 6.
  280. 7.
  281. CHAPTER V
  282. ASTRORUM IRAE
  283. 1.
  284. 2.
  285. 3.
  286. 4.
  287. 5.
  288. 6.
  289. 7.
  290. 8.
  291. 9.
  292. 10.
  293. 11.
  294. 12.
  295. 13.
  296. 14.
  297. CHAPTER VI
  298. SUB SPECIE AETERNITATIS
  299. 1.
  300. 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.