Difference between revisions of "Dedalus Fall Setting (DF)"

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== Timeline of the Dedalus Fall Setting ==
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= Timeline of the Dedalus Fall Setting =
  
 
'''2071''' — First successful Near-Earth Asteroid (NEA) mining missions. Initial operations target water and carbonaceous materials.
 
'''2071''' — First successful Near-Earth Asteroid (NEA) mining missions. Initial operations target water and carbonaceous materials.
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* Various space habitats governed by exotic dogma.
 
* Various space habitats governed by exotic dogma.
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* Linear accelerator launching post-human pilots at very high velocities.
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= Dedalus Fall's Solar System =
  
 
== Mercury ==
 
== Mercury ==
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Fusion power brought three distinct kinds of particle weapons into service.
 
Fusion power brought three distinct kinds of particle weapons into service.
  
* **Atmospheric charged-particle projectors** act as guided lightning guns, firing along an ionized path to deliver a devastating electrical discharge. These can kill outright, disable electronics, or fry sensors at short to medium range.
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* '''Atmospheric charged-particle projectors''' act as guided lightning guns, firing along an ionized path to deliver a devastating electrical discharge. These can kill outright, disable electronics, or fry sensors at short to medium range.
* **Spaceborne charged-particle weapons** behave differently. Without air to guide the beam, the charged particles disperse quickly, functioning more like a shotgun blast of charged pellets. They do minimal damage to armor but can overload electronics, disrupt sensors, and cause painful nonlethal injuries to unshielded crew. After the Dedalus Fall, their utility dropped sharply due to heavier ship shielding and increased solar wind interference.
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* '''Spaceborne charged-particle weapon''' behave differently. Without air to guide the beam, the charged particles disperse quickly, functioning more like a shotgun blast of charged pellets. They do minimal damage to armor but can overload electronics, disrupt sensors, and cause painful nonlethal injuries to unshielded crew. After the Dedalus Fall, their utility dropped sharply due to heavier ship shielding and increased solar wind interference.
* **Neutral-particle projectors** are the artillery of space combat, delivering immense kinetic and thermal damage at extreme range. They are most effective against slow or stationary targets but fire at sub-light velocities, meaning fast or maneuverable ships can evade. Limited post-Fall sensor ranges reduce their long-range advantage, but they remain deadly in the outer system.
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* '''Neutral-particle projectors''' are the artillery of space combat, delivering immense kinetic and thermal damage at extreme range. They are most effective against slow or stationary targets. The particles travel at sub-light velocities, meaning fast or maneuverable ships can evade. Limited post-Fall sensor ranges reduce their long-range advantage, but they remain deadly in the outer system.
  
\=== Laser Cooling ===
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=== Laser Cooling ===
 
Rather than relying on broad thermal radiators, some advanced ships use laser-based heat dumping: a heat exchanger that converts waste thermal energy into a coherent, high-powered light beam. This beam vents excess energy in a narrow cone, usually aligned with the main drive plume, masking it from most viewing angles. The approach avoids the usual thermal signature and works even in extreme environments where traditional radiators would melt.
 
Rather than relying on broad thermal radiators, some advanced ships use laser-based heat dumping: a heat exchanger that converts waste thermal energy into a coherent, high-powered light beam. This beam vents excess energy in a narrow cone, usually aligned with the main drive plume, masking it from most viewing angles. The approach avoids the usual thermal signature and works even in extreme environments where traditional radiators would melt.
  
 
The key breakthrough was developing solid-state emitters capable of operating at reactor temperatures without degradation. While not perfect — all heat still needs to be shed — laser cooling allows higher sustained power output, better stealth, and greater survivability near hostile stars or in combat.
 
The key breakthrough was developing solid-state emitters capable of operating at reactor temperatures without degradation. While not perfect — all heat still needs to be shed — laser cooling allows higher sustained power output, better stealth, and greater survivability near hostile stars or in combat.
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== Spacecraft and Space Warfare  ==
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Space warfare after the Dedalus Fall is shaped by the realities of propulsion, detection, and the cost of reaction mass. Space flight is less about “speed” in the traditional sense and more about '''acceleration''' (how fast a ship can change course or velocity) and '''delta-V''' (the total change in velocity a ship can sustain before exhausting its propellant).
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While constant-acceleration craft simplify maneuvering compared to present-day delta-V–limited ships, battle is still defined by geometry and fuel discipline. High-G burns are decisive but costly; every ton of reaction mass spent on maneuver is unavailable for later pursuit, retreat, or course correction.
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=== Surprise and Engaging the Enemy ===
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Ships at high relative speeds cannot effectively engage each other, the close-range time window is too short.
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This requires matching velocities, approaching at slow relative speed.
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With post-Fall radar clutter, it is impossible to detect approaching ship at range, both sides have to rely on scout craft, which must return to base to report. This opens up various surprise scenarios.
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* '''Deep Space Interdiction''' Almost all space encounters happen near a destination. Engaging ships in deep space transit is almost impossible. Travelling at huge velocities, any encounter far away from a destination only lasts minutes, and with no warning it is impossible to engage an enemy under these circumstances. If you have intelligence on how the target is about to travel it is possible to intercept at slow relative velocities, making this a standard engagement, from most distant to closest.
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* '''Standoff Artillery''' The attacker foregoes stealth and pelts the target with artillery at extreme range. The defender can calculate the attackers position and send its own fighters to interdict. This turns the tables, forcing the defender to counter-attack, but only works against stationary targets - even ion engines allows you to duck this type of attack. The attacker benefits from scout craft to act as forward observers and a rely chain to forward scout reports back to the artillery platform.
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* '''Distant Launch''' This is a low risk ow reward strategy. Launch fighters at long range with the carrier travelling at high speed relative to the target. Running cold and only powering up at attack range, this can bypass outer defenses, but the combat window is short, only allowing for a single attack run before velocity carries the fighters out of range. The carrier diverts its path around the target to pick up its fighters afterward. This pickup position is the most dangerous point, the defender can calculate approximately where it is to be and launch its own fighters to intercept.
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* '''Close Launch''' This is a high risk, high reward strategy. The carrier runs cold on a trajectory that ends up near the target at low relative velocity and coasts in without accelerating, only releasing fighters very close to the target. If this achieves surprise it gives the fighters a much longer attack window, potentially inflicting a lot of damage. If detected on approach the carrier is a sitting duck and will have to launch its fighters as a defense when the target sends its own fighters.
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=== Battle Environments ===
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* '''Deep Space''' – The preferred arena for large-scale battles. No gravity wells to distort orbits; geometry is straightforward and predictable. Engagements occur in three dimensions but are easier to coordinate.
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* '''Combat in a Gravity Well''' – Every thrust alters your orbit, creating complex and counterintuitive motion. Surprise and timing are critical, but engagements are harder to sustain. Fleets often avoid major battles close to a planet unless a target in low orbit demands immediate destruction. The exception are very large and shallow gravity wells like that of Jupiter or the Sun – as long as you are not too close to the primary, this is effectively deep space.
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=== Tactical Zones ===
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Space battles often move through three overlapping ranges:
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* '''Long Range''' – Artillery exchanges and standoff weapon use. Detection and interception dominate; neutral-particle projectors are most effective here.
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* '''Mid Range''' – Attack craft engage capital ships; point-defense fire and interceptors try to thin the attackers.
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* '''Close Range''' – High-G maneuvering and rapid vector changes. Interceptors and boarding craft fight in short, violent passes where fire windows are seconds long.
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* '''Boarding''' – Large, predictable targets like habitats and ion-drive ships can be swarmed, but doing so consumes enormous amounts of reaction mass. Boarding actions are dangerous and rarely attempted without total surprise or overwhelming suppression. Still, boarding is  an alternative to destroying a target that just won't give up.
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=== Combat Roles ===
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* '''Artillery''' – Long-range fire support, often delivered by neutral-particle projectors. Effective against static or slow targets; less useful in fast-moving engagements. Vulnerable if caught without escorts.
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* '''Carriers''' – Project force through wings of small craft. Typically form the backbone of offensive fleets, with heavy point-defense arrays to protect against counterattack.
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* '''Interceptors''' – Short-range defense and close-in attack. Operate from carriers or bases; burn reaction mass rapidly in high-G dogfights.
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* '''Attack Craft''' – Medium acceleration, long endurance. Specialize in independent strikes, coasting cold for stealth before attacking and disengaging.
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* '''Boarding Craft''' – Close to a target and match velocity for capture. Only viable after suppression of defenses.
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=== Weapons Employment ===
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* '''Lasers''' – Ideal for short to mid-range precision fire; point-defense staple.
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* '''Neutral Particle Projectors''' – Long-range, high-damage artillery; cannot be intercepted.
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* '''Charged Particle Weapons''' – In atmosphere, act as lightning projectors; in space, serve as short-range disruptors for electronics and crew.
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* '''Missiles/Drones''' – Effective at short to medium range; long-range missiles are rare due to navigation difficulties in the post-Fall environment.
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=== Operational Realities ===
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* '''Fuel Discipline''' – Commanders must balance decisive acceleration with the need to preserve reaction mass for later phases of a battle.
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* '''Crew Endurance''' – Even with gene therapy, sustained high-G maneuvers are limited by human physiology. Combat at 5G is near the practical maximum without artificial support.
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* '''Civilian Conversions''' – Many “warships” are converted mining or cargo craft. In emergencies, habitats can be armed rapidly if enough raw material is available.
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=== Capital Ships ===
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Capital ships are the backbone of any fleet, serving both as mobile command platforms and the primary source of heavy firepower. They are heavily shielded against radiation and debris, with armor more akin to layers of ablative gravel than the rigid plating of ancient sea warships. This design soaks up hits and sheds energy over time, making them tough to kill outright. Hulls are heavily compartmentalized, and crews operate in vac suits during combat, rendering decompression a slow and usually non-fatal threat.
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Capital ships often mount multiple independent power plants and thruster arrays to remain combat-capable even after taking severe damage. Sizes vary dramatically:
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Small capital ships lack artificial gravity and can only sustain months-long deployments.
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Largest capital ships are functionally mobile habitats, crowded with permanent crews, production bays, and the ability to build fighters from scratch.
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Two main types dominate the role:
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Carriers – These deploy interceptors, attack craft, and boarding vessels. In practice, they become the heavy hitters of a fleet, projecting force through their wings of small craft. Carriers themselves carry extensive point-defense arrays and limited heavy weapons for close defense.
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Artillery Ships – The siege trains of space warfare. Their primary weapons are long-range neutral particle projectors, which cannot be intercepted and can hammer static or slow-moving targets from beyond the reach of most defenses.
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Artillery ships have little use in mobile fleet battles and may arrive only after the fighting is over. However, if built for lower acceleration to save on cost and mass, they require escorts to survive the journey to the target. Different fleets adopt different doctrines, with some insisting on artillery capable of keeping pace with the main force and others treating them as slower, protected assets.
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=== Interceptors ===
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Interceptors are short-range, high-acceleration craft designed for defense and fast attack in the immediate battlespace. Even these limit their sustained burn to about 5G — enough to overwhelm most opponents without killing the pilot. Reaction mass is consumed at a prodigious rate, making interceptors dependent on carriers or nearby bases for refueling and maintenance.
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Their role is to dominate close-range engagements, where superior thrust allows rapid vector changes, forcing enemies into high-angular-velocity targeting problems. Interceptors are armed for these knife-fight ranges, favoring high-energy lasers and charged particle weapons, where accuracy and rapid target switching matter more than endurance.
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=== Attack Craft ===
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Attack craft are designed for independent strikes at much greater ranges than interceptors. They sacrifice peak acceleration for longer operational endurance, allowing them to launch from standoff carriers, coast cold to the target for stealth, and strike before returning along a circuitous route.
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They excel at hit-and-run attacks against shipping, installations, and isolated capital ships. If intercepted, they can fight back but — like WWII torpedo bombers — they are at a disadvantage against dedicated interceptors. Attack craft often mount turreted weapons for defense against high-angular-velocity targets and carry standoff armaments such as short-range missiles or neutral-particle guns for engaging from beyond immediate point-defense range.
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=== Boarding Craft ===
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Boarding craft are built to match velocity with a target, something only possible against a vessel with low or no thrust. This slow, deliberate approach is highly vulnerable to defensive fire, so boarding attempts require complete surprise or prior suppression of the target’s point-defense systems. Charged-particle weapons are often used for this suppression, as they can fry sensors and electronics without destroying the prize.
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For the final approach, boarding craft may use a brief, extreme-G burn to close the last few kilometers quickly. While boarding actions are dangerous, they can be highly profitable — the only way to seize an intact ship or habitat that refuses to surrender.

Latest revision as of 14:28, 9 August 2025

Timeline of the Dedalus Fall Setting

2071 — First successful Near-Earth Asteroid (NEA) mining missions. Initial operations target water and carbonaceous materials.

2080 — Carbon-rich NEAs remain vital for off-Earth industry. The Moon dominates the cislunar economy, but reliance on NEAs continues.

2102 — Establishment of a mature cislunar economy. Lunar industry expands significantly.

2130 — First operational space elevator completed on Waigeo in Indonesia, spearheaded by international cooperation led by Japan. Enables vastly cheaper and more efficient access to cislunar space but soon proves too small and too remote.

2138 — Invention of the first practical long-duration ion drive. Drastically increases potential for slow but efficient interplanetary travel.

2145 — USA completes its own space elevator on Jarvis Island, focusing on military and commercial cargo transport to orbit.

2155 — China and ESA finish space elevators on Hainan and São Tomé and Príncipe respectively, expanding global access to orbit and solidifying their roles in the emerging cislunar economy.

2170 — Chaotic wave of exploration and early colonization across the solar system. Many ventures fail or are absorbed by larger players.

2195 — Second-generation colonies begin. These are launched from space habitats and successful early colonies rather than Earth.

2210 — Launch of the Mars Terraforming Initiative. Massive investment from Earth. Symbolic as much as scientific.

2225 — Mercury Industrial Boom begins. Night-side and twilight-zone settlements extract rare metals. Heavy investment from solar power harvesting firms.

2245 — Solar Alchemy Project officially launched. Ambitious Earth-based attempt to manipulate solar fusion processes and harvest exotic particles and elements from the solar corona using mega-mirrors and orbital infrastructure.

2265 — First large-scale practical fusion reactors come online. These installations require exotic materials, including those produced by the Solar Alchemy Project. Initially limited to major orbital platforms and high-priority installations.

2270 — Climate stabilization efforts on Earth begin to succeed. Massive orbital mirrors and solar shades contribute, in coordination with asteroid carbon capture systems.

2285 — Solar Alchemy Project achieves breakthrough in exotic matter synthesis. These are strategic materials for fusion power and other specialized uses.

2290 — Compact fusion reactors become viable for shipboard use but remain resource-intensive. Rare materials keep production limited to powerful states and megacorps.

2310Daedalus Fall: Catastrophic failure of the Solar Alchemy Project. Solar instability increases dramatically. Solar storms wreak havoc from Mercury to the Asteroid Belt. Massive losses in solar orbit infrastructure including the loss of all except the small Japanese space elevator. Earth prestige plummets.

2312–2350 — Widespread fragmentation of political and economic control. Colonies become de facto independent. Earth remains population center but loses coercive power. Apocalyptic cults and radical ideologies emerge.

2315–2330 — Rise of the Earth First movement. Following the Daedalus Fall, anti-space sentiment surges on Earth. The new Earth government calls for a rollback of space colonization and demands that colonies devolve and re-integrate. Most colonies ignore these edicts, accelerating Earth's loss of influence.

2335 — Formation of Earthforce, a militarized enforcement arm of the Earth government, intended to police and control off-world colonies. Cislunar stations and parts of the Moon are occupied. Colonies rapidly militarize in response using local 3D-printed weapons. Skirmishes erupt.

2340 — Fusion reactor designs no longer require rare materials. Decentralized manufacturing using advanced 3D-printing enables proliferation of cottage-industry fusion tech. Fusion-powered ships and habitats become common across the lawless outer system.

"Now" (Setting Present Day, \~2450) — Earth is still the most populated region but now heavily reliant on trade with self-sufficient colonies. Exploration and recovery efforts continue in Mercury ruins and abandoned solar orbit structures. High radiation limits drone use, pushing humans into dangerous salvage and diplomacy roles.

Adventure Seeds

  • Abandoned mining base at an NEA. Small, rapidly rotating cylinder with high gravity gradient. Survivors abandoned in evacuation, xenophobic and radiation-scarred.
  • Old base on Mercury’s dark side. Searching for data on surviving parts of Solar Alchemy project. Hazards: static electric charges in metals, seismic fissures, over-pressured living quarters holding plasma from Daedalus Fall.
  • Using telemetry from previous mission to chase down a part of Solar Alchemy harvesting array and its exotic matter.
  • Various space habitats governed by exotic dogma.
  • Linear accelerator launching post-human pilots at very high velocities.

Dedalus Fall's Solar System

Mercury

Former mining colony destroyed by Dedalus Fall.

Mercury hosts an industrial boom starting around 2225, focusing on night-side and twilight-zone settlements mining rare metals.

Ruins of old Solar Alchemy Project infrastructure and plasma containment from Daedalus Fall remain as dangerous salvage sites. Heavy investment from solar power firms taps Mercury’s position near the Sun.

Sunward zone on Mercury? Surface temps reach 700K+ (about 430°C). Twilight zone is cooler, 250–350K (–20 to 80°C), still harsh but more manageable.

Sunward side features: molten metal flows (rivers or lakes of liquid iron or alloys), constant solar wind bombardment, extreme radiation, no atmosphere. Could have ruins of industrial sites designed to harvest solar energy directly from molten metal pools or process exotic materials.

Twilight zone is the prime candidate for settlements: milder temps, potential for trapped volatiles (like water ice near shadows), geothermal activity, but seismic quakes and fissures make stability an issue. Likely destroyed in Dedalus Fall.

Both zones would have extreme engineering challenges—structures must withstand thermal stress, radiation, and seismic instability. The sunward side’s molten metals could be used for exotic industry or as natural hazards in adventure sites.

Nearby asteroids and debris orbiting close to Mercury include volatile fragments from the Solar Alchemy disaster, valuable but hazardous for explorers.

  • Vulcanoids: Hypothetical small asteroids inside Mercury’s orbit. If your setting includes them, they could be elusive, volatile sources of rare materials, hiding dangerous solar radiation or exotic phenomena linked to the Solar Alchemy Project.
  • Near-Mercury NEAs: Some asteroids cross or get close to Mercury’s orbit. These would be hot, irradiated, and possibly full of exotic minerals altered by intense solar wind—prime salvage or mining targets, but extremely hazardous.
  • Debris from Solar Alchemy fallout: Wreckage from the Daedalus Fall might have settled into unusual orbits near Mercury, including fragments of solar mirrors or exotic matter caches. Salvaging or investigating these could be a strong adventure hook.

Venus

Venus is a world of extremes, locked in a slow, strange dance with the Sun. Its day lasts longer than its year, creating long periods of relentless sunlight followed by equally long darkness. The atmosphere grows denser and hotter closer to the surface, crushing and toxic, dominated by thick clouds of sulfuric acid. This hostile environment shapes every aspect of life and technology, forcing colonies to cling to the high-altitude cloud layer where pressure and temperature become marginally more forgiving, and where survival depends on constant adaptation to a volatile, alien sky.

Venus colonization pre-Daedalus Fall consisted mainly of floating cities high in the atmosphere (50–60 km), where pressure and temperature are Earth-like. These cities hosted advanced biotech research and limited bio-industry, exploiting Venus’ extreme environment as a natural lab.

The dense atmosphere below provides strong shielding from radiation, allowing radio and other electromagnetic signals to travel downwards from cloud cities to the surface and lower layers. This makes Venus one of the few places in the inner system where exploration drones can work. However, ships orbiting above the atmosphere can not reliably use electronic sensors looking down, nor can the cities effectively scan upward into space. This creates a natural electromagnetic “blind spot” between space and the cloud layer.

After Daedalus Fall, many surface and lower atmosphere installations were lost or abandoned. When Earth ordered colonies to devolve after Daedalus Fall, Venus was one of the few places that did move back to Earth as available transport permitted, but some were left behind as there was a lack of ships. Some cloud cities survived, continuing limited research and habitation amid harsh conditions and fragmented infrastructure.

Venus today features only a few surviving high-altitude cloud cities, isolated and fragile amid ongoing solar storms and atmospheric turbulence. Surface and lower atmosphere bases largely failed or were abandoned, with colonists forced back to Earth due to unsustainable conditions.

Adventure locations include drifting, possibly derelict cloud bases—some frozen in place by persistent storm eyes—offering exploration into lost biotech research and remnants of the Solar Alchemy exotic material efforts.

A unique bioengineered membrane layer may exist below the cloud cities, stabilized by a sharp thermal inversion and specialized plants or biotech. This layer could be dense, hot, acidic, and toxic beneath but have an Earth-like atmosphere on top, forming a semi-solid floating platform strong enough to walk on or build upon. It’s an exotic ecosystem and an intriguing frontier for research, survival, and conflict.

Space Habitats

From cislunar space outward, space habitats are the dominant human living spaces. These are rotating cylindrical stations in stable orbits—usually at Lagrange points or in heliocentric drift. Artificial gravity comes from spin: the farther from the central axis, the stronger the gravity. People live on the interior of the rotating tube, often in stacked levels. Spacecraft dock at the zero-G ends.

Habitats are built from the center outward. "Down" means toward the hull. A glowing central light tube provides illumination, supports plant growth, and doubles as a transit tunnel for rapid movement along the station’s length. The outermost interior layer holds parks, farms, and elite estates. Below that are habitation levels, then industry, then the bottom layers: warehouses, water tanks, and radiation shielding. In poor habitats, slums cling to the shell—where gravity is highest, shielding thinnest, and life harshest.

Larger habitats can afford to spin slowly, making Earthlike gravity stable and comfortable. Smaller ones must spin faster, causing steep gravity gradients and disorienting motion—dropped objects curve unpredictably as the habitat rotates beneath them. In large, safe habitats, gliding from the zero-G center is a popular sport.

Here are examples of typical habitats and their living conditions. Small ones are harsh. Large ones support leisure and autonomy. There are exceptions—but this is the usual pattern.

200-meter diameter, 1,200 meters long

3.0 RPM, 2.0 G at hull
750,000 m² living space
Population: ~25,000

Vertigo is constant. Gravity gradients are extreme. Most people are crammed into one level. Lower levels are barely usable. Survival depends on repression or fanaticism. A hellhole.

400-meter diameter, 1,400 meters long

2.2 RPM, 1.5 G at hull
1.8 million m² living space
Population: ~60,000

Still unpleasant. Gravity is tolerable, but vertigo remains common. The smallest model that can sustain a society. Slums likely. Low quality of life.

600-meter diameter, 1,600 meters long

1.8 RPM, 1.3 G at hull
3 million m² living space
Population: ~100,000

Livable. Most residents have a decent life. Gravity is only mildly uncomfortable. Slums exist, but there’s room for stability and choice.

1,000-meter diameter, 2,000 meters long

1.3 RPM, 1.2 G at hull
6 million m² living space
Population: ~200,000

Comfortable and affluent. If slums exist, they are maintained by policy, not necessity. Life is good unless the regime is harsh.

1,600-meter diameter, 2,600 meters long

1.0 RPM, 1.12 G at hull
13 million m² living space
Population: ~400,000

Spacious and stable. Gravity differences are gentle. Inequality is political, not structural. Open cultures thrive here.

2,000-meter diameter, 3,000 meters long

0.85 RPM, 1.1 G at hull
20 million m² living space
Population: ~600,000

Opulent. Large, slow-spinning, and easy to manage. Most inhabitants live in comfort.

Smaller habitats focus on resource extraction. Mid-sized ones support industry. Large ones host researchers, merchants, and middle-class life. All habitats have managers who rule and control resources.

There’s no hard line between a habitat and a giant ship. Most are stationary, but some mount ion drives for slow migration or repositioning.

Eventually, habitats become city-states. Their isolation and self-sufficiency make them perfect for cults—religious, political, or corporate. Whoever controls the air, water, and access to zero-G controls everything. Other habitats embrace openness. Some cluster in chains, sharing transit and infrastructure. These tend to be prosperous, diverse, and resilient.

Building Space Habitats

Building a space habitat is relatively easy—just gather materials and 3D-print the simple structure. In the inner system, the hardest resource to source is carbon, needed for the biotope on the top level. In the outer system, carbon is more common but still the priciest component.

Without enough carbon, soil is shallow or absent, stunting plant growth and removing the environment's natural stress relief. Many spacers would kill for carbon if their habitat is running low.

Space Habitat Terrain

Habitats present terrain unlike either gravity or microgravity. As long as you're standing on the inner surface or floating near the center, things behave predictably. But with spin-induced gravity and confusing flight dynamics, two terrain types are unique to rotating space habitats:

The first is the central zero-gravity region. From here, you can jump to nearly any point on the inner surface—if your aim and braking are good. Get it wrong, and you’ll either drift helplessly or slam into the wrong spot.

The second is the outer hull. Gravity here seems to pull away from the hull, but if you let go, you’re flung along a tangent—not straight out. As you approach the hull, it slides sideways beneath you, making it hard to grab hold. Staying close requires constant acceleration toward the surface.

That's why most Jovian vehicles are humanoid in form, equipped with magnetic or grappling feet to stay anchored.

Terra

In modern usage, Terra refers to the region of space near Earth’s orbit, while Earth refers specifically to the planet.

Earth

Cislunar Space

Cislunar space is a cluttered, hazardous frontier shaped by decades of expansion, conflict, and the aftermath of Dedalus Fall. The orbital environment around Earth and the Moon is choked with debris and derelict satellites, creating a dangerous “Kepler syndrome” that complicates navigation and transit. Most tiny objects have burned up by now, making previously inaccessible areas merely dangerous—still far from safe. Cylinder habitats and stations cluster around Earth, the Moon, and their Lagrange points, but many have fallen into disrepair or abandonment following the solar catastrophe.

The congested debris fields and damaged infrastructure of cislunar space create unique adventure zones. Smugglers and runners use risky passages through the junk fields to bypass patrols and cut time, but insurance companies aggressively deny claims tied to these routes. Salvage hunting remains profitable but lethal; most easy targets were stripped clean decades ago, leaving only hazardous, heavily contested wrecks. Intelligence on salvageable sites and hidden hazards is highly valuable—espionage, sabotage, and information warfare are staples of cislunar intrigue.

Luna

The Moon is politically and culturally fractured. Control is split between Earth-based powers, independent settlements, and external factions from the Belt and Jovian space. Moon gravity remains a constant problem: some cities rely on rotating structures to simulate Earth-like conditions; others use genetic engineering to adapt the human body. These differing approaches have hardened into cultural divisions between habitats.

Luna’s main exports are metals, silicates (for electronics), oxygen (for air and propellant), and hydrogen—including the fusion fuels deuterium and tritium. What the Moon lacks is carbon. Biochemicals must be imported and meticulously recycled. It's considered rude to eat and not use the restroom.

Early colonies began in lava tubes and expanded into deep excavations. Excavation mining expands the underground cities and is controlled by large entities with heavy machinery and security.

Regolith mining is something else: dangerous, dirty, and mostly handled by small independent crews—tough, low-gravity–adapted, and defiant. Derisively called “farmers,” they resist corporate and Earth control, making them central to black markets, sabotage ops, and pro-Luna movements. They despise fixed-price contracts and prefer to deal with outsiders and smugglers.

The most heavily guarded sites on the surface are the mass drivers that launch cargo offworld. These are run by external interests with a "shoot first, no questions" policy.

Various groups compete to monopolize supplies, but the "farmers" will usually sell you what you need—unless it's carbon-based. That’s always in short supply on the Moon.

Near Earth Asteroids

A near-Earth asteroid is one whose orbit keeps it near Earth’s distance from the Sun for most of its path. They are not “close” in the sense the Moon is—early spacecraft took months to reach them, and even with modern ion drives, travel still takes days. The same applies to other asteroids inside the main belt, though those with more eccentric orbits are harder to reach and harvest.

Resources from near-Earth asteroids were essential to kickstart the cislunar economy, and they remain the inner system’s most important source of carbon. This carbon is found in regolith asteroids—loose collections of space sand and dust. In microgravity, mining regolith directly is inefficient, even dangerous, as most of it drifts off to become dangerous debris. The standard method is to heat the regolith until it gasifies, then collect the released gases for processing.

Many of these asteroids were eventually mined out, leaving only their hollowed husks and abandoned mining equipment—valuable salvage for later ventures. Some installations may even harbor desperate survivors, overlooked or abandoned during evacuations or simply forgotten in the chaos of the Dedalus Fall.

Mars

Mars: An Adventure, Not Just Life.
Advertising slogan for Mars tourism.

Mars is primarily a tourist destination rather than a place to settle permanently. Its surface gravity (~38% Earth’s) is insufficient for long-term health, so most workers live in nearby rotating space habitats providing full artificial gravity.

Terraforming progressed over the 22nd and 23rd centuries with orbital mirrors boosting temperature, but the Dedalus Fall destroyed many of these systems, halting but not reversing gains. Mars lives on borrowed time, trying to capitalize on its partially terraformed environment before it regresses.

Mars offers exclusive tourism, not mass tourism. Interplanetary travel might be cheap, but not that cheap. Sometimes a rich mobile habitat will park in Mars orbit for a season, but otherwise Mars entertains only a few thousand very rich people at any one time. What Mars sells is high-society life with unregulated pleasures—gambling, personal pampering, extreme sports in low gravity—and the thrill of guided exploration of the Martian wilderness. Radiation is a major surface hazard due to Mars’ thin atmosphere, lack of a magnetic field, and increased solar activity after the Fall. For tourists staying days to weeks, proper shielding and shelters keep risks manageable, making the controlled danger itself a selling point—appealing to thrill-seeking billionaires and adventurous travelers. Long-term stays pose serious health risks unless advanced medical technology is used to repair cell damage and eliminate cancer and aging. This captures the allure of exploration, exclusivity, and living on the edge without the burden of long-term colonial life. There is also a spinoff media industry recording reality shows and virtual experiences based on life as a Martian tourist. With media having to be physically transferred to market, only top-rated shows are worth transferring between markets.

The workforce on Mars is a patchwork of three groups: young short-term workers who tolerate low-gravity exposure during limited shifts; a genetically adapted minority using gene therapy to handle Mars’ environment better; and a core of Martian natives who cannot survive in standard gravity and may burn out from extended exposure. This diversity adds social and economic vitality.

Near Mars Space

Mars’ moons have strategic and logistical roles: the small inner moon Phobos hosts a heavily interdicted Earthforce military base constrained by Mars’ gravity well, making launches fuel-intensive or slow with ion drives; the larger Deimos acts as a civilian transit and refueling station, easing travel and supporting tourism.

Mars orbit hosts numerous space habitats, many of them large, slow-rotating cylinders designed for comfort and prestige. Several are dedicated to higher education, university habitats that accept students from across the solar system. These serve as meeting points where youth of different cultures share experiences and viewpoints, creating both friendships and rivalries. A culture of competition and even dueling has emerged, with champion matches staged on the Martian surface as tourist attractions. Jovian exosuits are beginning to appear in these duels, and Earthforce cadets are having their first exposure to them.

Earthforce also maintains a military university in a Mars-orbit habitat, conducting select exchange activities with civilian institutions.

Both civilian and military students provide a workforce for Mars tourism. This has been framed as a coming-of-age achievement, so even students who are economically independent take these jobs. Cadets work in parade uniforms to add glamour to tourist venues, prompting some universities to adopt uniforms for both students and faculty.

Technology

Technological development before and after the Dedalus Fall followed very different paths. Before the Fall, abundant energy, reliable long-distance communication, and near-universal automation allowed a highly centralized, interconnected civilization. After the Fall, loss of solar collection, collapse of long-range radio, and the end of sail propulsion forced technology into smaller, harder, and more independent forms.

Small-Scale Fusion Power

Pre-Fall, fusion power plants were massive, immobile installations requiring exotic materials and complex maintenance — ideal for planets and major stations, but impractical for small craft and planetary vehicles. The Moon, Mercury, and high-altitude Venus platforms could rely on abundant solar power, while vehicles ran on batteries or chemical engines. As materials science advanced, compact fusion units emerged that could be built and maintained without rare feedstocks, small enough to fit into a vehicle engine room or a remote mining rig. Before the Fall, these were too expensive to be common.

Post-Fall, with solar collection crippled and power grids fragmented, these reactors became the backbone of energy production across the solar system. Smallest viable units are vehicle-scale, powering heavy tanks, industrial haulers, and deep-drilling rigs. Units small enough to power a personal shuttle or aircraft are technically possible but burn fuel inefficiently, requiring refueling every few weeks. A well-run vehicle-scale plant can run 1–3 years on a fuel load before overhaul, while large stationary plants can go decades between refueling cycles. Fuel scarcity makes storage depots and processing facilities major strategic assets.

Ion Drives

Before the Fall, ion drives were favored for deep-space travel, while the inner system depended on magnetic solar sails for interplanetary travel. After the Dedalus Fall rendered sail propulsion unworkable, ion drives became essential for all but the shortest routes. They are more costly to run and require constant maintenance, making fuel depots and workshops strategic points worth fighting over.

Ion drives are most efficient on large ships. Under constant acceleration, a heavy freighter carrying 15% of its mass in reaction mass can maintain about 0.02–0.05 G for weeks, covering interplanetary distances in 15–60 days. Shorter, high-acceleration runs (0.1–0.2 G) are possible for military ships but require 30–50% of the ship’s mass in propellant, drastically cutting endurance. Personal and utility craft still use chemical rockets for short hops, mining runs, and rapid maneuvers.

Chemical Rockets

Chemical propulsion survives because it is cheap, simple, and powerful over short distances. A standard chemical shuttle can lift from a moon or small asteroid, ferry goods between nearby stations, or make quick course adjustments during docking or evasion. Fuel is easy to produce locally, making chemical craft a lifeline for smaller outposts. In combat, chemical engines can deliver brutal bursts of acceleration at the cost of endurance — often enough to dodge a shot or force a pursuit to overshoot.

Laser Communication

Post-Fall, radio signals in the inner solar system were drowned in interference. Laser communication became the only practical means of high-bandwidth interplanetary data transfer. It required powerful transmitters and massive, precisely aimed receivers, limiting it to planets, moons, large asteroids, and stationary habitats. Even these were imperfect targets, since orbital adjustments and hazard avoidance could break alignment. Most ships lack the power to transmit over long ranges, though larger craft can manage short-distance laser links. For most purposes, ships rely on courier drones carrying physical data cores between hubs.

Expert Systems

General AI never worked. Every serious attempt ended in disaster — rogue behavior, mass suicide, or breakdown into useless output. What endured were expert systems — narrow-focus automation capable of flawless repetitive work but incapable of planning or innovation. Pre-Fall, these could be coordinated over vast distances by human supervisors. Post-Fall, without real-time control, drones require on-site human oversight, greatly increasing labor needs. Armed drones survive in limited roles under strict, pre-set engagement rules. The term “AI” has fallen out of use in favor of the more modest “expert system.”

Gene Therapy

Advanced gene therapy can halt aging, but only up to a point. Initial treatments are as easy as vaccines, eliminating most cancers, repairing radiation damage, and making long-duration cold sleep possible. Lifespans of a century and a half are routine, two centuries are possible for the wealthy or lucky, but each additional round of rejuvenation is more costly and dangerous. Only rarely can humans reach three centuries without lethal complications. Bodies and minds stay young, preventing the cultural stagnation of elderly populations, but also locking entrenched elites in place for generations. However, rapid technological change leaves older-but-rejuvenated citizens constantly retraining to stay relevant.

Ovulation can be controlled, eliminating undesired menstruation and maintaining female fertility throughout an extended lifespan, removing the need for contraceptives. Gene therapy is routinely used to remove genetic disorders and substandard human traits, but attempts to create “superhumans” have a negligible success rate. Genetic screening tends to reduce the occurrence of exceptional traits such as artistic brilliance or unorthodox problem-solving, at the cost of genetic diversity.

More radical alterations — regeneration of limbs and organs, adaptation to alien environments, and major redesign — remain experimental, expensive, and risky.

Particle Weapons

Fusion power brought three distinct kinds of particle weapons into service.

  • Atmospheric charged-particle projectors act as guided lightning guns, firing along an ionized path to deliver a devastating electrical discharge. These can kill outright, disable electronics, or fry sensors at short to medium range.
  • Spaceborne charged-particle weapon behave differently. Without air to guide the beam, the charged particles disperse quickly, functioning more like a shotgun blast of charged pellets. They do minimal damage to armor but can overload electronics, disrupt sensors, and cause painful nonlethal injuries to unshielded crew. After the Dedalus Fall, their utility dropped sharply due to heavier ship shielding and increased solar wind interference.
  • Neutral-particle projectors are the artillery of space combat, delivering immense kinetic and thermal damage at extreme range. They are most effective against slow or stationary targets. The particles travel at sub-light velocities, meaning fast or maneuverable ships can evade. Limited post-Fall sensor ranges reduce their long-range advantage, but they remain deadly in the outer system.

Laser Cooling

Rather than relying on broad thermal radiators, some advanced ships use laser-based heat dumping: a heat exchanger that converts waste thermal energy into a coherent, high-powered light beam. This beam vents excess energy in a narrow cone, usually aligned with the main drive plume, masking it from most viewing angles. The approach avoids the usual thermal signature and works even in extreme environments where traditional radiators would melt.

The key breakthrough was developing solid-state emitters capable of operating at reactor temperatures without degradation. While not perfect — all heat still needs to be shed — laser cooling allows higher sustained power output, better stealth, and greater survivability near hostile stars or in combat.

Spacecraft and Space Warfare

Space warfare after the Dedalus Fall is shaped by the realities of propulsion, detection, and the cost of reaction mass. Space flight is less about “speed” in the traditional sense and more about acceleration (how fast a ship can change course or velocity) and delta-V (the total change in velocity a ship can sustain before exhausting its propellant). While constant-acceleration craft simplify maneuvering compared to present-day delta-V–limited ships, battle is still defined by geometry and fuel discipline. High-G burns are decisive but costly; every ton of reaction mass spent on maneuver is unavailable for later pursuit, retreat, or course correction.

Surprise and Engaging the Enemy

Ships at high relative speeds cannot effectively engage each other, the close-range time window is too short. This requires matching velocities, approaching at slow relative speed. With post-Fall radar clutter, it is impossible to detect approaching ship at range, both sides have to rely on scout craft, which must return to base to report. This opens up various surprise scenarios.

  • Deep Space Interdiction Almost all space encounters happen near a destination. Engaging ships in deep space transit is almost impossible. Travelling at huge velocities, any encounter far away from a destination only lasts minutes, and with no warning it is impossible to engage an enemy under these circumstances. If you have intelligence on how the target is about to travel it is possible to intercept at slow relative velocities, making this a standard engagement, from most distant to closest.
  • Standoff Artillery The attacker foregoes stealth and pelts the target with artillery at extreme range. The defender can calculate the attackers position and send its own fighters to interdict. This turns the tables, forcing the defender to counter-attack, but only works against stationary targets - even ion engines allows you to duck this type of attack. The attacker benefits from scout craft to act as forward observers and a rely chain to forward scout reports back to the artillery platform.
  • Distant Launch This is a low risk ow reward strategy. Launch fighters at long range with the carrier travelling at high speed relative to the target. Running cold and only powering up at attack range, this can bypass outer defenses, but the combat window is short, only allowing for a single attack run before velocity carries the fighters out of range. The carrier diverts its path around the target to pick up its fighters afterward. This pickup position is the most dangerous point, the defender can calculate approximately where it is to be and launch its own fighters to intercept.
  • Close Launch This is a high risk, high reward strategy. The carrier runs cold on a trajectory that ends up near the target at low relative velocity and coasts in without accelerating, only releasing fighters very close to the target. If this achieves surprise it gives the fighters a much longer attack window, potentially inflicting a lot of damage. If detected on approach the carrier is a sitting duck and will have to launch its fighters as a defense when the target sends its own fighters.

Battle Environments

  • Deep Space – The preferred arena for large-scale battles. No gravity wells to distort orbits; geometry is straightforward and predictable. Engagements occur in three dimensions but are easier to coordinate.
  • Combat in a Gravity Well – Every thrust alters your orbit, creating complex and counterintuitive motion. Surprise and timing are critical, but engagements are harder to sustain. Fleets often avoid major battles close to a planet unless a target in low orbit demands immediate destruction. The exception are very large and shallow gravity wells like that of Jupiter or the Sun – as long as you are not too close to the primary, this is effectively deep space.

Tactical Zones

Space battles often move through three overlapping ranges:

  • Long Range – Artillery exchanges and standoff weapon use. Detection and interception dominate; neutral-particle projectors are most effective here.
  • Mid Range – Attack craft engage capital ships; point-defense fire and interceptors try to thin the attackers.
  • Close Range – High-G maneuvering and rapid vector changes. Interceptors and boarding craft fight in short, violent passes where fire windows are seconds long.
  • Boarding – Large, predictable targets like habitats and ion-drive ships can be swarmed, but doing so consumes enormous amounts of reaction mass. Boarding actions are dangerous and rarely attempted without total surprise or overwhelming suppression. Still, boarding is an alternative to destroying a target that just won't give up.

Combat Roles

  • Artillery – Long-range fire support, often delivered by neutral-particle projectors. Effective against static or slow targets; less useful in fast-moving engagements. Vulnerable if caught without escorts.
  • Carriers – Project force through wings of small craft. Typically form the backbone of offensive fleets, with heavy point-defense arrays to protect against counterattack.
  • Interceptors – Short-range defense and close-in attack. Operate from carriers or bases; burn reaction mass rapidly in high-G dogfights.
  • Attack Craft – Medium acceleration, long endurance. Specialize in independent strikes, coasting cold for stealth before attacking and disengaging.
  • Boarding Craft – Close to a target and match velocity for capture. Only viable after suppression of defenses.

Weapons Employment

  • Lasers – Ideal for short to mid-range precision fire; point-defense staple.
  • Neutral Particle Projectors – Long-range, high-damage artillery; cannot be intercepted.
  • Charged Particle Weapons – In atmosphere, act as lightning projectors; in space, serve as short-range disruptors for electronics and crew.
  • Missiles/Drones – Effective at short to medium range; long-range missiles are rare due to navigation difficulties in the post-Fall environment.

Operational Realities

  • Fuel Discipline – Commanders must balance decisive acceleration with the need to preserve reaction mass for later phases of a battle.
  • Crew Endurance – Even with gene therapy, sustained high-G maneuvers are limited by human physiology. Combat at 5G is near the practical maximum without artificial support.
  • Civilian Conversions – Many “warships” are converted mining or cargo craft. In emergencies, habitats can be armed rapidly if enough raw material is available.

Capital Ships

Capital ships are the backbone of any fleet, serving both as mobile command platforms and the primary source of heavy firepower. They are heavily shielded against radiation and debris, with armor more akin to layers of ablative gravel than the rigid plating of ancient sea warships. This design soaks up hits and sheds energy over time, making them tough to kill outright. Hulls are heavily compartmentalized, and crews operate in vac suits during combat, rendering decompression a slow and usually non-fatal threat.

Capital ships often mount multiple independent power plants and thruster arrays to remain combat-capable even after taking severe damage. Sizes vary dramatically:

Small capital ships lack artificial gravity and can only sustain months-long deployments.

Largest capital ships are functionally mobile habitats, crowded with permanent crews, production bays, and the ability to build fighters from scratch.

Two main types dominate the role:

Carriers – These deploy interceptors, attack craft, and boarding vessels. In practice, they become the heavy hitters of a fleet, projecting force through their wings of small craft. Carriers themselves carry extensive point-defense arrays and limited heavy weapons for close defense.

Artillery Ships – The siege trains of space warfare. Their primary weapons are long-range neutral particle projectors, which cannot be intercepted and can hammer static or slow-moving targets from beyond the reach of most defenses. Artillery ships have little use in mobile fleet battles and may arrive only after the fighting is over. However, if built for lower acceleration to save on cost and mass, they require escorts to survive the journey to the target. Different fleets adopt different doctrines, with some insisting on artillery capable of keeping pace with the main force and others treating them as slower, protected assets.

Interceptors

Interceptors are short-range, high-acceleration craft designed for defense and fast attack in the immediate battlespace. Even these limit their sustained burn to about 5G — enough to overwhelm most opponents without killing the pilot. Reaction mass is consumed at a prodigious rate, making interceptors dependent on carriers or nearby bases for refueling and maintenance.

Their role is to dominate close-range engagements, where superior thrust allows rapid vector changes, forcing enemies into high-angular-velocity targeting problems. Interceptors are armed for these knife-fight ranges, favoring high-energy lasers and charged particle weapons, where accuracy and rapid target switching matter more than endurance.

Attack Craft

Attack craft are designed for independent strikes at much greater ranges than interceptors. They sacrifice peak acceleration for longer operational endurance, allowing them to launch from standoff carriers, coast cold to the target for stealth, and strike before returning along a circuitous route.

They excel at hit-and-run attacks against shipping, installations, and isolated capital ships. If intercepted, they can fight back but — like WWII torpedo bombers — they are at a disadvantage against dedicated interceptors. Attack craft often mount turreted weapons for defense against high-angular-velocity targets and carry standoff armaments such as short-range missiles or neutral-particle guns for engaging from beyond immediate point-defense range.

Boarding Craft

Boarding craft are built to match velocity with a target, something only possible against a vessel with low or no thrust. This slow, deliberate approach is highly vulnerable to defensive fire, so boarding attempts require complete surprise or prior suppression of the target’s point-defense systems. Charged-particle weapons are often used for this suppression, as they can fry sensors and electronics without destroying the prize.

For the final approach, boarding craft may use a brief, extreme-G burn to close the last few kilometers quickly. While boarding actions are dangerous, they can be highly profitable — the only way to seize an intact ship or habitat that refuses to surrender.