Chapters (67)
- Title Page
- Copyright Notice
- Dedication
- PART ONE
- CHAPTER I
- CHAPTER II
- CHAPTER III
- CHAPTER IV
- CHAPTER V
- CHAPTER VI
- CHAPTER VII
- CHAPTER VIII
- CHAPTER IX
- EXEUNT I
- PART TWO
- CHAPTER I
- CHAPTER II
- CHAPTER III
- CHAPTER IV
- CHAPTER V
- CHAPTER VI
- CHAPTER VII
- CHAPTER VIII
- CHAPTER IX
- CHAPTER X
- CHAPTER XI
- CHAPTER XII
- EXEUNT II
- PART THREE
- CHAPTER I
- CHAPTER II
- CHAPTER III
- CHAPTER IV
- CHAPTER V
- CHAPTER VI
- CHAPTER VII
- CHAPTER VIII
- EXEUNT III
- PART FOUR
- CHAPTER I
- CHAPTER II
- CHAPTER III
- CHAPTER IV
- EXEUNT IV
- PART FIVE
- CHAPTER I
- CHAPTER II
- CHAPTER III
- CHAPTER IV
- CHAPTER V
- CHAPTER VI
- EXEUNT V
- PART SIX
- CHAPTER I
- CHAPTER II
- CHAPTER III
- EXEUNT VI
- ADDENDUM
- APPENDIX I
- APPENDIX II
- APPENDIX III
- APPENDIX IV
- AFTERWORD & ACKNOWLEDGMENTS
- Also by Christopher Paolini
- A Conversation between Brandon Sanderson and Christopher Paolini
- ABOUT THE AUTHOR
- Newsletter Sign-up
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learn why—despite what you may have seen in games or movies—the concept of personal combat space vessels is not only outdated, it never was a thing.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.
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?