Monday, September 23, 2013

Chapter 10: Surprising Discoveries

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“Wow…”

Scott immediately looked up from his work. “Did you find somethin’?” he asked excitedly.

“I found… lots of somethings,” Kevérin replied, “I think you were right about this ship having potential. There’s a lot of technology that I don’t recognize…”

“Well you’ve never even served on a ship, so there’s bound to be stuff that you don’t recognize, right?” Kaoné questioned.

“I guess, yeah,” Kevérin admitted, “But there are certain kinds of technology that I’m certain I’d know about if they were in use… the claimed efficiency of this ship’s systems is astounding as well. Not to mention its stated power, given its size and class.”

“Where are you findin’ all this information?” Scott responded confusedly.

“The ship’s registry,” the Transfer Captain explained, “It took some time to find it, and then a little more to figure out what it was actually saying. It lists all of the ship’s hardware and related specifications.”

“Let me see this,” Scott quickly moved to stand behind Kevérin and began looking over the presented information himself. “Weapons, engines, generators – both power and shield. Life support, FTL drives?”

“And those are only the major systems,” Kevérin pointed out.

“Some of it lines up with our Frigate design specs…” Scott mused, “…I see a lot of ‘Chaos’ though.”

“Yeah, this ship seems to have been designed explicitly to use Chaos Energy, which is already different from most modern ships. Ever since the Chaos Quake most ships have been designed or retrofitted with redundant systems and shy away from using Chaos Energy for major functions… but this ship goes all out. Chaos Engines? Chaos Generators? Chaos Cannons? It’ll be a powerhouse, that’s for sure, but if something like the Chaos Quake ever happens again it’ll be virtually useless.”

“You say it’ll be a powerhouse… compared to what?”

“I’m not certain. Like Kaoné said, I’ve never served on a ship before, and I’ve never studied spacecraft technology extensively, but I do know a few things regardless. I’d say this ship might be on par with old CSA Dreadnaughts, specifically Siion Dreadnaughts. That’s from about a century ago, though. Nowadays its offensive power is somewhere between Battleships and Capital ships, and its durability is close to that of a Battleship. Certainly far better than every Battlecruiser I’ve ever seen. Maneuverability… might be as good as most Cruisers.”

“That’s, uh…” Scott paused for a moment, “That’s impressive…?”

“It definitely is, especially considering that the ship is still the size of most Battlecruisers,” Kevérin nodded, “If anyone knew how to make Battlecruisers as good as this one, they’d exist. …Now of course, I’m basing all of these statements on numbers in the registry and limited spacecraft knowledge, so you’ll definitely want to test the ship before putting it out in actual battle.”

“If it’s as good as you say then SERRCom will likely want to sideline it, study it, and reverse-engineer everythin’ for mass-production,” Scott responded, and then sighed. “Either that or they’ll be gung-ho about it and rush it to the frontlines to try and show everyone that Earthians aren’t useless.”

“You’ll definitely want to keep this hidden from the CSA,” Kevérin advised, “The moment they find out about the ship’s tech they’ll be down your throat with sanctions and offerings and whatever other bureaucratic bullshit they can come up with.”

“They will?”

“He’s actually right,” Kaoné affirmed, “It’s not well-known, but the CSA will do a lot to try and keep their technological lead. They’ve done as much to us Nimalians, under the excuse that we don’t have a ‘unified galactic presence’.”

“In short, it’s bullshit, so watch yourself,” Kevérin added.

“…I’ll keep that in mind when I write up my report, then,” Scott replied, and then glanced back down at the screen. “Is there anythin’ else that you haven’t seen before? Wait… what’s this… ‘Personnel Transfer’?”

“I assume that’d be how to transfer personnel from ship to ship, or from ship to planet, or vice versa,” Kevérin replied, “I don’t know why it’d be in the registry though. You have to use external hardware for personnel transfer, like shuttles. What’s this say about that… ‘Instantaneous Subspace Transfer’. …What?”

“You don’t know what that is?” Scott questioned.

“I’ve never heard of it before…” Kevérin frowned, “Subspace? That’s something you only see in fiction. But Instantaneous Transfer sounds like it might be what the Drakkars use… They’re capable of essentially teleporting troops and tech from their ships to a planet’s surface. The CSA and Nimalia have emulated it by using Spacetechnics, but if we could get actual technology to do the same thing… wow.”

“Sounds like the beamin’ you see in sci-fi stories,” Scott remarked, “If that’s what it really is, I can see how it’d be useful. Is there anythin’ else here that uses Subspace?”

“It’s a transportation technique, so… probably the FTL Drive, if anything,” Kevérin speculated, and then checked. “What do you know, this ship supposedly does have a Subspace Drive.”

“What does that mean?” Kaoné asked.

“It means… I don’t know what it means,” Kevérin frowned, “The one thing that’s consistently Chaos Energy-based in modern ships is the FTL Drive. It’s the only way we know of exceeding the speed of light, beyond whatever magic the Interstellar Gates and Transpaces use, but it is Chaos Energy based. Ironically, this Subspace Drive seems to be independent of Chaos Energy… what is up with this ship? I don’t even…”

“Well it’s definitely interestin’!” Scott exclaimed happily, “There’s a lot of tech to check out here; I can’t wait to officially get started! I’m afraid I’ll need help though… would the Nimalians be willin’?”

Kevérin and Kaoné exchanged curious glances. “We can bring it up with our superiors,” Kaoné replied, “You should probably put through an official request though, like the one we responded to.”

“Just be more specific next time,” Kevérin smirked.

“You’ve certainly been more helpful than anyone around here has been,” Scott declared, “But, aye, I’ll keep that in mind.” He then stretched and cracked his knuckles before moving back to the console he had been working at. “For now, though, let’s see if there’s anythin’ else we can find.”

*             *             *

“You weren’t kidding.”

“Of course I wasn’t kidding,” Davídrius scowled, “Why would I joke about somethin’ like this?”

Siyuakén didn’t respond. Instead she slowly looked around the small room that hosted the four stasis pods, which were lined up against the far wall. The cylindrical pods were opaque, but not in the foggy, crystalline manner of typical cryogenic stasis pods.

“So these are stasis pods?” Shepherd questioned, entering the room shortly after the Electrotechnic.

“It’s not cryogenic stasis,” Siyuakén frowned, “I don’t know of any other stasis tech though.” She glanced over at Davídrius. “How do you know these are stasis pods?”

“Well what else could they be?” the Introtechnic shrugged, “They clearly aren’t dead. At least, if they are, they’re pretty damn well-preserved. And judgin’ by the dust and residue everywhere, this place hasn’t been touched for a while, so if those aren’t stasis pods then we should be starin’ at skeletons, not bodies.”

“I don’t know anything about stasis technology, but I’m inclined to agree with him,” Shepherd stated, “SERRCom’s only had a presence on Sunova for the past year, and we only started exploring the caves a month ago. The three of us are the first to go any farther than the location of the Master Ayas, so these pods were here long before us.”

“Not to mention these things don’t look as boring as all the rest of your structures.”

Shepherd gave Davídrius a disapproving glance before turning back to the stasis pods. “This is… definitely an unexpected find.” He pulled a tablet computer out of his backpack and began fiddling with it. “I’ll record this location and then we’ll head back to report this to the Colonel.”

“What? We’re just gonna leave?” Davídrius replied incredulously, “We’re not gonna get them outta stasis?”

“We’re already farther down the caves than any three-man team is allowed, especially without a dedicated researcher or mapper,” Shepherd declared, “I’ve already created one incident by touching the Master Ayas without prompt; I won’t cause another by fiddling with unknown technology.”

“But… you aren’t curious? Shouldn’t we at least figure out where the shutdown console is?”

“They say curiosity killed the cat.”

“…What.”

“It’s an Earthian saying,” Shepherd replied, “Get too curious and it’ll bite you in the ass… we need to at least be careful–?!”

As the Captain turned around to leave, the cave wall to the left of the stasis pods suddenly cracked and lowered, creating a doorway to a dark room. Shepherd stared at the doorway blankly before giving the two Nimalians a suspicious glance; when they both shrugged in response, he slowly moved forward into the room. A couple lights came on as he passed through the doorway, revealing a computer console against the wall.

“For the love of… what is going on with this planet?” Shepherd scowled, but approached the console nonetheless with the two Chaotics in tow.

“I can’t read any of this,” Davídrius frowned as he glanced between the keyboard and screen.

“Even if we were in range of the relays, I doubt the translation tech would work,” Siyuakén pointed out, “If this console is as old as the stasis pods, then it predates Earthian presence and probably most other modern civilizations, so I doubt the language is in the RTV databases–“

“It’s English.”

“It what?” Siyuakén glanced over at Shepherd.

“The keyboard’s in English,” he repeated, “I can read it.”

Davídrius crossed his arms. “What.”

“How– that shouldn’t be possible,” Siyuakén responded, “Languages don’t– your language– it shouldn’t…”

“I know,” Shepherd cut in, “This is as confusing to me as it is to you.”

“Well if you can read the keyboard, can you read what’s on the screen?” Davídrius gestured at the monitor.

The Captain looked up at the screen and paused for a second before reading slowly, “You… are not the Keys.”

What.”.

“That’s what the monitor says,” Shepherd stated, and then held up a finger as the screen flashed static and reverted to black. Another line of text appeared, which the Captain read, “Open stasis pods?”

“I guess this is the shutdown console, then,” Siyuakén observed.

“It must be more than just a shutdown console,” Shepherd countered, “If its only purpose was to engage or shutdown the stasis pods, then why is there a full keyboard?”

“And an oddly functional one, at that,” Davídrius mused as he poked at several of the keys.

“What–! Hey, what are you doing?!” Shepherd exclaimed, quickly grabbing the Introtechnic’s arm and forcing him away from the keyboard. In his haste, however, he accidentally slammed his own elbow against the keyboard, mashing down all of the keys on the right side. Siyuakén facepalmed and sighed irately as the two men froze and stared at the keyboard blankly.

After an uneventful moment had passed Davídrius relaxed and drew back. He then smirked and glanced over at Shepherd. “See? Nothin’ happened. Everything’s fine.”

“Wait– …no, something’s happening…” Siyuakén responded cautiously, “…Get back–!”

Before she could finish, the entire computer console sparked brightly as a streak of electricity arced to Shepherd, blasting him back against the wall.

“Are you okay?!” Siyuakén immediately kneeled next to the Earthian, though he recovered surprisingly quickly and began pulling himself up into a sitting position.

“Ow…” he groaned painfully, “…this is what I get for listening to aliens.”

“Tch,” Davídrius scowled, “Don’t try to pin this on–!”

“Davídrius, shut it,” Siyuakén cut him short as she helped Shepherd to stand up, “Shepherd was right originally. This is an Earthian colony, so it isn’t our place to explore everything.”

The Introtechnic crossed his arms and scowled but remained silent as he followed Shepherd and Siyuakén back into the room with the stasis pods – only to find that all four had deactivated and opened up.

“It would figure,” Shepherd deadpanned, shrugging Siyuakén off before approaching the now-exposed children and crouching beside them. He gingerly reached for one of the boy’s chest and held his hand against the boy’s heart. “…They’re alive,” he stated, “I can feel a pulse.”

“That… may actually be a problem,” Davídrius commented slowly as he looked out into the main cavern, “’Cause, well, if we wanna get out of here–“

He was interrupted by a deafening, menacing roar just before the entire cavern shook as a large dragon-esque creature dropped to the cavern floor, its attention focused on the small doorway to the stasis room.

“Well,” he inhaled apprehensively, “…we’re gonna have to go through that.”


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==================== End of Chapter 10 ====================
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Data Entry: Space Ship Classes
                Every space-faring civilization possesses a space navy, used to protect their claimed space and, occasionally, to attack other fleets. Navy size and fleet make-up varies widely based on the civilization, but there is one thing that remains fairly constant: the classes of the ships utilized. These ship classes are divided amongst three categories: Sub-Capital, Capital, and Super-Capital. Sub-Capital ships account for the majority of any fleet and are the smallest, cheapest, and easiest to mass-produce of all the classes. They are good for attacking other fleets and space stations but do poorly during all-out invasions or planetary sieges. Capital ships are the powerhouses of the fleets, capable of putting out and soaking in massive damage. They are not cheap to construct, and are usually deployed with more caution and thought than Sub-Capital ships. Super-Capital ships are massive, jaw-dropping feats of engineering and military strength that are capable of single-handedly turning the tides in a war. Oftentimes the mere sight of one on the battlefield is enough to discourage the enemy side from continuing the battle, since they are so immensely powerful and durable. The downside is that they are ridiculously expensive to construct and maintain; only the CSA and Taizen civilizations have the economy and infrastructure to build Super-Capital ships, and even then the CSA civilizations can only afford to build and run a handful.
                The common Sub-Capital classes are Frigate, Destroyer, Cruiser, Battlecruiser, and Battleship. Frigates are the smallest spacecraft, at 50 to 100 meters bow to stern, and are typically the least armed and armored, sacrificing thicker armor and larger caliber size for speed and maneuverability. They are often used for electronic warfare and scouting roles, as well as anti-fighter combat.
                Destroyers are explicitly anti-Frigate ships. They are larger (around 150 to 200 meters bow to stern) and more durable than Frigates while sacrificing only some of the Frigate’s maneuverability; they have light, long-range armaments designed explicitly for targeting and destroying smaller ships. Destroyers are most common as fleet-escort ships, hunting down and destroying nearby Frigates to prevent enemy fleets from receiving intel.
                Cruisers are the smallest ship capable of fielding fighters. They range from 200 to 500 meters bow to stern and are considered mid-sized as Sub-Capital ships. They are also the smallest ship capable of doing significant damage to space-borne targets; as such, they are often used for swift alpha-strikes against enemy targets before the main fleet moves in. Their ability to field fighters gives them the capability to fend off Frigates, while their mid-sized armaments and armor allow them to weather the fire of heavier Sub-Capital ships for a short time. As such Cruisers are considered to be a smaller and cheaper alternative to Battlecruisers when versatility is desired.
                Battlecruisers were explicitly designed to be versatile; their size (600 to 950 meters bow to stern) allows them to field multiple wings of fighters as well as host a wide range of armaments. Battlecruiser weaponry is capable of putting up a fight against any other Sub-Capital ship, and their armor is second only to Battleships. Against smaller Sub-Capitals, Battlecruisers will most definitely win; with quick thinking and expert tactics Battlecruisers can even win in a one-on-one fight against a Battleship. Battlecruisers are often sent on single- or two-ship missions, but their lack of specialization make them less useful in a dedicated attack fleet.
                Battleships are the largest Sub-Capital ship, ranging from 950 to 1500 meters bow to stern. They are the most heavily armed and armored of all Sub-Capital ships and are designed specifically to siege and destroy other large targets, such as space stations. They are not meant to fly solo; they are dedicated fleet ships, rarely appearing without a Destroyer or Cruiser escort. On their own they are capable of weathering attacks from most Sub-Capitals, but a large enough group of Cruisers – or even just two Battlecruisers – can overwhelm and destroy a single Battleship, in part because Battleships were designed to attack large and slow targets, not small and fast targets. Battleships can field fighters, but usually only field as many as a Battlecruiser can.
                There are two classes of Capital ships: Dreadnoughts and Carriers. Dreadnoughts, sized anywhere from 3 to 7 kilometers bow to stern, are the true heavy hitters, featuring massive weaponry and equally impressive armor and range. However, while Dreadnoughts are also fitted with smaller weapons to prevent them from being overwhelmed by smaller ships, they are still slow and very bulky, leading them to only being deployed in large space engagements or in sieges against orbital or deep-space targets.
                Carriers, ranging from 4 to 8 kilometers bow to stern, are designed such that their main weapon is fighters – many, many, many fighters. The basic philosophy behind Carriers is “death by a thousand paper cuts”. Carriers rarely sit on the frontlines of an engagement, however – they sit thousands of kilometers behind the frontlines, launching fighters into the battle from afar. As they are not intended for direct engagement, they are not as heavily armored as Dreadnoughts, with more focus being put into support systems. If an enemy fleet manages to damage a Carrier, then something has gone massively wrong.
                There are two classes of Super-Capital ships: Motherships, and Deathnoughts. Motherships are the queen of space fleets, able to wield truly astonishing amounts of fighters as well as possessing a fleet logistics role. Motherships are often more than twice the size of the already-gigantic Capital ships (most are close to 20 kilometers bow to stern), which allows them to dock any Sub-Capital ship for repairs and restaging. Motherships are never deployed on the front lines; in fact, they often sit in different solar systems entirely and are able to launch their fighters onto the battlefield using specialized FTL delivery mechanisms. However, because of this method of deployment the fighters have no means of returning to the Mothership on their own, which leaves them isolated until the Mothership can return for them at the end of a battle; thus, the deployment of fighters by a Mothership represents a serious investment in a space battle and a focused desire to be victorious. Motherships are also the main couriers of space navies, being large enough to transport entire Sub-Capital ships and more. The amount of Motherships possessed by each of the three individual CSA civilizations is in the single digits, and both Taizen civilizations possess less than a hundred each.
Deathnoughts are the king of space fleets; the ultimate heavy hitters. They are even larger than Motherships (close to 50 kilometers bow to stern at least) and are capable of the same logistics roles – however, instead of utilizing fighters as their main armament, they wield tremendous amounts of guns, ranging from Frigate-sized all the way to sizes large enough to rip an unshielded Dreadnought to shreds in a single hit. Deathnoughts are practically considered a fleet of their own; in times of peace they’re used as non-orbital space stations. If one appears on the field of battle, then that represents a strong desire to hold that region of space; Deathnoughts can change the tides of battle by simply appearing. Deathnoughts alone are capable of besieging and capturing virtually any planet, save homeworlds and similarly developed and protected worlds. However, because Deathnoughts are so enormously massive and expensive, militaries usually only possess a few, and the destruction of one can be an enormous economic setback that could even bankrupt the owner civilization (not to mention causing a massive blow to morale) and cause them to lose the war outright. The CSA civilizations combined have only five Deathnoughts, while the Taizen civilizations combined have only twelve.

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