How do you do piracy… in SPACE!?

Interstellar space travel in Iridium Moons was always going to be a form of hyperspace jump like in Star Wars or Traveller. Simply because it’s the one form of faster than light travel that only requires the addition of hyperspace and can leave everything else about real physics untouched. But I also like the idea of ships being undetectable, untraceable, and unreachable by anyone.

But this form of space travel does raise one significant issue for typical Space Opera settings. How do pirates attack ships?

If there is no way to intercept ships in hyperspace, the only time they can be attacked is either on the ground, in which case it wouldn’t really be space piracy, or during takeoff and landing. Which means any pirates would already have to be waiting in orbit or sitting on the planet’s surface to take off right behind the ship they are after. And I think any spaceport that sees significant traffic would have some ability to track orbital traffic and provide a minimum degree of security.

In Traveller, there is a mechanic that ships can only use their hyperspace drive while maintaining a distance from any other objects that is at least 100 times the object’s diameter. Which sounds a lot, but for the Earth that’s 1.3 million kilometers. The closest distance to Venus is 26 times, and Mars 42 times further away than that. So there’s still no way for for pirate ships waiting on another planet in the system to catch up before even the slowest cargo ship is gone.

I don’t really care too much about specific made up numbers, but I do really care that at least the general logic of major setting elements is plausible within its own parameters and stays consistent over time. And if you don’t establish early on the basic rules of what is or isn’t possible, you end up with situations like Star Trek and even later Star Was works, where completely new mechanics are introduced at a whim without considering that their existence would have completely changed earlier events. It’s bad enough in passive storytelling media, but so much more worse in games where players can “why can’t I do this now when I saw it working earlier?”. And since I really want to have space pirates, and they have become quite important to some of the conflicts I have developed for the Foross Cluster, figuring out how pirates attack ships when freighters have hyperspace drives and spaceports have security is something that’s been on my mind for the last half year.

And I have finally found a solution that fits my narrative needs and allows for nerdy technobabble math that checks out.

In Traveller, a ship can only use its jump drive if it has a minimum distance from any other object of at least 100 times its radius. For Iridium Moons, the rule is that the jump drive can only move a ship through hyperspace if it has enough power to overcome the gravitational force between the ship and any other object. While the gravitational force on an object increases linearly with its mass, the way by which the strength of the force decreases over distance is exponential. Among ships with the same engine power, a ship that is 10 times heavier would need to gain 100 times the distance from a planet or star to use its hyperspace drive. One could of course outfit the heavier ship with an engine that has 10 times as much power, but cargo shipping is all about keeping costs down as much as possible, and going slower is always cheaper. While one could strap 200 corvette engines on a superfreighter to let it get into hyperspace as quickly as a corvette, nobody is going to do that because it’s not economically viable.

Using this logic, every planet has around it a large zone where small ships build for speed can use their hyperspace drives, but large ships build for cost efficiency can’t. And that’s how pirates can attack cargo ships in Iridium Moons.

One interesting consequence is that pirates would favor having numerous small ships that can jump very close to planets, instead of a single big ship. And in turn, system security forces would also use these smaller rapid response ships to come to the aid of cargo ships under pirate attack. Frigates and gunships become the default kind of warships and pirate vessels. Big cruisers with massive guns would still have a place in such an environment, but they would be used to attack targets that are heavily armed and can’t run away. Like space stations, planetary bases, and spaceports. If the defenders only have corvettes and frigates to defend with, a single cruiser can easily tear through them with little threat to itself.

And that’s something you barely ever see anywhere in sci-fi and space fantasy. Starwars has its swarms of little starfighters, and I think they are also in Battlestar Galactica, but other than those space battles usually seem to take place between a few big cruisers and battleships. The intermediate scale seems to be largely forgotten. Star Wars does of course have corvettes and frigates, but they seem to appear only as background cannon fodder while the starfighters and cruisers do all the real work. It’s also a scale that does lend itself very well to games. Lots of Space Operas have the classic Hero Ship with a crew of 4 to 10 people, but these seem to be mostly unique in the battles they engage in. By having players mostly engage with ships on a similar scale, you can have cool one on one fights rather than having to deal with half a dozen starfighters at once. And on a single enemy, its much more worthwhile to deal with gradual damage that impacts ship performance rather than blowing up after one or two hits.

I think this is a really interesting approach to space combat that has a lot of potential for doing new things.

Savage Worlds and Deadlands creator Shane Hensley is also self-professed as a Neo-Nazis

So Shane Hensley, owner of Pinnacle Entertainment Group and creator of the games Savage Worlds and Deadlands also came out publicly to side with the fascist agitator Charlie Kirk, making himself a self-proclaimed neo-nazi.

I feel bad for anyone who plays Savage Worlds or owns any Savage Worlds books. But buying anything from Pinnacle Entertainment Group means you are supporting nazis, and recommending or talking positive about its games means you are supporting fascism.

I assume we will have more such revelations in the coming days and weeks.

Red Box Games RPG miniatures is proclaiming to be Neo-Nazi

RPG miniature shop Red Box Games posted on Facebook that the person running the account is a self-proclaimed Neo-Nazi.

Really don’t have anything more to say about this. Don’t do business or associate with fascists. If you were to buy anything from Red Box, you would be funding hate crimes.

Fuck Charlie Kirk. Good riddance that this piece of shit got killed by one of his fascist buddies. If an afterlife exist, he’s roasting in hell.

More Star Wars/Traveller ship scale

Today’s contribution to I Made It So I Might As Well Share It. Might be interesting or useful to someone else as well.

A selection of some of the most iconic Star Wars ships at the same scale, with their respective volume in Traveller tons. (Traveller calls a volume of 14m³ a ton for interesting but annoying reasons. It’s the unit for designing space ship interior deck plans.)

Click to embiggen.

As the eagle-eyed have already spotted, this image does not include Star Destroyers as they would reduce anything else to small smudges of grey pixels. But I did calculate their volume, and the classic Imperial class Star Destroyer would be 5,000,000 tons, and the much less ludicrously scaled Victory class 900,000 tons. On the end of the scale, both the YT-1300 Millennium Falcon and the Airbus A320 passenger plane are about 40 tons. (Much to small to have a hyperspace jump drive in Traveller.)

The rapid increase in volume compared to only slight differences in exterior size may seem off, but that’s a simple optical illusion by the brain just not being any good at comprehending the relationship of length to volume. Cones in particular look like they should be similar in volume to a cylinder with the same base and length, but is only a third of that. And the Strike is much more of a cylinder compared to the Dreadnought being almost rectangular with rounded corners. And the Saturn-V rocket has 85% of its volume in the thickest section that makes up two thirds of it’s length. That’s how you can easily fit three of them into the considerably shorter but more than double as wide GR-75 freighter.

Turikans and Parakarians

Most of the people who migrated to the Foross Sector during the time of the great mining operations arrived as individuals or small families and formed new communities among members of their own species, and even some mixing between different species, that developed new local cultures created from a blend of their countless different backgrounds. However, the enkai of Sarhat and Kion are a notable exception to this.

In the early days of interstellar space exploration and colonization, the enkai homeworld was greatly divided into dozens of major states with tens or hundreds of millions of people and in a persistent state of shifting alliances and rivalries. Each of the larger power blocks established their own colonies in different star systems, among the largest and most successful were Turik and Parakarit. Over time, these colonies became fully independent states in their own right, and began to establish many new colonies of their own to become less reliant on trade with other powers. 400 years ago, the government of Turik created a mining colony on Halon, and a few decades later Parakarit followed up with a colony on Kion, which saw some mining as well bit became primarily the main food producer for the entire sector. Once the depletion of the mines on Halon became evident, much of the mining operations and workers were gradually moved to new mines on Sarhat, mostly in the newly founded colonies Tauros and Korlis. Eager not to miss the opportunity this time and leave all the profits to their main rivals, Parakarians also established the Partenas colony to run their own mines on the planet as well.

Almost all the enkai who migrated to the Foross Sector were from either Turik or Parakarit, and both groups had their own separate colonies that saw each other as their main rivals. Only very small numbers of individual enkai from the homeworld or other major colony worlds have moved to Kion, Sarhat, or Halon, and were all integrated into the Turikan or Parakarian culture of their new homes.

Eventually mining in the Foross Sector became less profitable, and the original rivalry between Turik and Parakarit faded into history as both planets became leading members of the Confederated Worlds. This led to a sharp reduction and eventual discontinuation of any funding or direct support for the small remote colonies of the Foross Sector and the establishment of the local oligarchies that rule the sector to this day. The rivalry and open hostility between Turik and Parakarit has long been a thing of the past now, and the cultures of both worlds have changed significantly from what they were three centuries ago. But the enkai of the Foross Sector still identify themselves very strongly as Turikans and Parakarians and cling tightly to the customs and traditions of their ancestors. Or at least to the distorted image they have retained of their cultures from over ten generations ago. While Turikans and Parakarians see other people from their culture in other colonies and even on other planets as distant relatives, the other culture could very well be an alien species. And all enkai can tell very easily which culture a person is from, even though they look pretty much identical in appearance to any other people.

Turikan culture, as it exists today on Sarhat, distinguishes itself by a high appreciation and admiration for big and dramatic speech and actions. Boldness is considered a virtue and being somewhat confrontational seen as a sign of strength.

In contrast, the Parakarian culture of Kion and Partenas puts a higher value on the appearance of composure and politeness, and sees emotional outbursts as somewhat undignified. But especially for the oligarchs, this rarely translates into generosity or humility. They tend to be just as selfish, petulant, and backstabbing as their Turikan counterparts. They just maintain the pretense that they are not, even though it is usually obvious to anyone around.

Peoples of the Foross Sector

Since I last wrote about the different humanoid species of Iridium Moons, the setting has undergone a number of changes, with some peoples being gone, others added, and the remaining ones having undergone many small changes and expansions to their concepts. So I feel its a good time to do a new writeup of them instead of referring to the outdated post from three years ago. The exact number of different peoples is still not fully decided. There are a few ideas I am contemplating, but might still get discarded. So for now, I am keeping this to the seven peoples that currently have a well established presence in the Foross Sector and make up a significant portion of the population, and are relevant to the descriptions of locations and factions in the region.

Vhen

The vhen were the original inventors of hyperspace jump drives over 700 years ago. They are tall humanoids with narrowly built bodies that have blue-grey skin, large black eyes, and otherwise fairly featureless faces. Vhen tend towards being very reserved in their emotional expression as perceived by other species, rarely raising their voices and having very subtle body language. But despite outward appearances, vhen can be highly engaged and invested in subject that matter to them, and can be very tenacious and hold bitter grudges for long times.

The vhen homeworld is the center of the United Systems and seat of the Directorate, which controls foreign politics and trade, as well as the Directorate Navy, the most capable military force in Known Space. Though the vhen, mahir, and lomi all make up a comparable portion of the full population of the United Systems, most of the worlds under the Directorate are colonized by vhen, who also make up the majority of personnel of the Directorate Navy, which has the Directorate regarded as a vhen empire by outsiders.

In the Foross Sector, vhen only established a presence after Halon was mostly abandoned and the populations of enkai on Kion and Sarhat had already grown into tens of millions of people. They established the Sarantal colony on Palan in an attempt to create a primary port and trade hub for the sector that would control trade with the core worlds. A plan that has been largely successful, though the profitability of the orbital starport  has decreased significantly since the Confederated Worlds discontinued any direct support to their colonies on Kion and Sarhat 80 years ago. The vhen oligarchs of Sarantal established the small Arkon colony on Kion, much to the annoyance of the old Solanika colony, but most of Arkon’s inhabitants are enkai and genya like on the rest of the planet. Vhen make up only 20% of the population of Sarantal, and 10% of the much smaller population of Arkon, which makes them a fairly small minority in the Foross Sector as a whole. But one with a very prominent role in the economy and politics of the sector.

Enkai

Enkai are very human-like in appearance with reddish-brown skin and black hair. They are very different from the vhen in demeanor and culture, tending towards big dramatic gestures and grand words to make their points. Though many other peoples see them as highly emotional people, enkai are no more honest than anyone else, and can be cunningly duplicitous and manipulative in their apparent emotional openness. However, they can be highly committed allies for any cause they genuinely care for and don’t back out easily in the face of overwhelming opposition and defeat.

The enkai were the first advanced society with a large population that the vhen encountered during the early period of interstellar space exploration. At this time, six centuries ago, the enkai had already developed and made extensive use of fusion power and space exploration within their system, but had no knowledge of hyperspace travel. The vhen shared the knowledge of hyperspace physics and the engineering principles of jump drives with all the major competing nations of the enkai homeworld, which as expected led to a massive surge in space exploration and the expansion of deep space infrastructure, as the rival powers used all their industrial capacity to get a head start in establishing new colonies and claiming valuable resources for themselves. This enabled an expansion of Known Space far beyond what the vhen were capable of on their own.

Though competition and fierce rivalry, and sometimes open war dominated the early centuries of enkai expansion into space, the numerous states of the enkai homeworld and the major colonies in the core sectors of Known Space eventually united as the Confederated Worlds, which also include the homeworlds of the tubaki and firax (and potentially some others). But despite the name, the Confederated Worlds are in many ways an enkai empire, though a fairly decentralized one given the limitations of interstellar communication. While the tubaki and firax have mostly full autonomy over the internal politics of their homeworlds and maintain their own military forces, the confederate economy is large under control of a small number of enkai companies, and the high command coordinating the fleets of confederate worlds consists almost exclusively on enkai admirals.

Chosa

The chosa are tall and typically strongly build humanoids with reptilian skin, sharp teeth, and flexible, quill-like hair. They possess great physical strength and deal well with higher gravity and heat that most other species find very exhausting, which makes them highly sought after as miners and construction workers on remote mining worlds.

The chosa homeworld is most industrially advanced and militarily capable world outside of the United Systems and the Confederated Worlds, and has resisted any attempts by the two great powers to be drawn into their spheres of influence for centuries. This has resulted in a small number of less developed worlds seeking out closer cooperation with the chosa and forming the Star League as a safeguard against ambitions by the Confederated Worlds in particular. The chosa see the Star League as a purely defensive alliance and don’t directly involved themselves in the internal politics of the various member worlds.

When enkai mining companies opened the first mines on Halon, chosa workers made up a majority of the first contingent of workers responsible for setting up the initial infrastructure and habitats on the inhospitable planet. When the mines on Halon were closed, most of the chosa descended from these original workers moved with the mining companies to Sarhat, where they make up the second largest population after the enkai. However, over the generations that have followed, they have also become common sights on Kion and Palan.

Tubaki

The homeworld of the tubaki is one of the most populated planets of the Confederated Worlds, but they have always played only a minor role in the confederate leadership and politics. They are similar in height and stature to enkai, but tend to be a good deal stronger for their stature and weight. Tubaki are entirely covered in short brown fur, but typically have thick manes that they often wear long. Like chosa, tubaki have long been recruited as workers on remote mining worlds, but don’t deal with heat as well as enkai and chosa. After the mines on Halon were closed, some of the tubaki workers moved with the rest of the operations to Sarhat, staying underground in the mines during the day and going outside mostly during the night. But a larger number of them moved to Kion, where the environment is much more forgiving to their health. Unlike chosa, who have found numerous positions of power and influence on Sarhat once the mining companies left the sector, tubaki have remained a somewhat marginalized group usually found in the lower ranks of society.

Mahir

The mahir are close relatives of the enkai, which by current genetic and archaeological evidence were taken from their homeworld by an unknown civilization and resettled on a distant world some 90,000 years ago, when enkai culture was still in the stone age. There is strong evidence that the mahir had been genetically altered to better adapted to the conditions of their new world before being released and then apparently abandoned by their captors for completely unknown reasons.

Like enkai, mahir are largely comparable to humans in body and appearance, but have bright white skin and hair that very effectively reflects sunlight and especially ultraviolet radiation. Mahir cells have a particularly high capacity to repair DNA damage from radiation, and their bodies can tolerate significantly higher levels of exposure to radiation before suffering harmful effects. Due to the long period of separation and having developed all of civilization independently, enkai and mahir have completely different cultures. They do not have the cultural tendency to big dramatic gestures and are much more subdued in their outwardly behavior, but have the same natural inclination to strong emotions. This makes it difficult for other species, particularly enkai, to estimate the limits of a mahir’s patience, and when things are pushed too far, tense situations involving mahir can escalate very quickly in difficult to predict ways.

The mahir homeworld and its largest colonies are members of the United Systems, and mahir make up about a quarter of the Directorate’s administration and forces. The main presence of mahir in the Foross Sector is the Usomi colony on Palan, located a few hundred kilometers from the larger Sarantal colony established by the vhen. Usomi is run by a consortium of several mahir companies from the core worlds and governed by the Presidium as the last company owned colony in the sector. Mahir make up about a third of the population of Usomi, but are usually encountered only as occasional individuals having set out on their own in the other colonies, and having no established communities on Sarhat, Kion, or Meruna.

Firax

Firax are a short species with features resembling monkey and rodents. They grow only to about a meter in height and have limited physical strength, but have sufficiently strong and flexible limbs and tails to easily climb up anything that has sufficient hand and foot hold. Combined with their capacity to fit and move freely in spaces too large for other species, firax are often highly sought after as electrical engineers and technicians.

The firax homeworld is part of the Confederated Worlds, but this is a status that many of its population are not very happy about. Their annexation into the confederacy had not been very popular at the time, and there is widespread support for a greater independence from the enkai who have an almost complete hold over the confederate government. One attempt in that direction was the establishment of the Keritika colony on Meruna, outside the borders of confederate space. Whose real purpose is to establish connections and relationships with other worlds and species without direct interference by the confederate government. Outside of Meruna, small communities of firax now also live on Kion and Palan.

Genya

The genya are one of the most recently discovered species on the edges of Known Space. They are a semi-aquatic species somewhat smaller in stature than enkai, with tougher but still flexible skin and large black eyes, and sharing some resemblances with otters or seals. Genya have evolved from a aquatic but fully air-breathing species whose migration back to land was seemingly primarily driven by the use of tools. Anatomically, genya are still much more nimble and agile in water than they are on land, but the developments of agriculture, food preservation, and the use of fire has led to an almost entirely land-based culture in which swimming has become a leisure and sport activity. Though one that most genya engage in almost daily if sufficient bodies of water are available.

As the genya homeworld has very little coal or petrochemicals, many advanced discoveries in chemistry and physics could not be turned into economically viable industries, and the planet remained largely agrarian when it was discovered by explorers 270 years ago. The introduction of fusion power generation allowed for a true industrialization of genya society, which quickly resulted in a massive population explosion within only a few generations. The overpopulation led to many hundreds of millions of genya seeking work as colonists on newly surveyed worlds with potential for large scale mining. Before the industrial revolution, large parts of the population had been living as semi-nomadic clans, which were often suffering the most under the new dense urban living conditions. In many cases, clan elders, who traditionally had been in charge of planning and organizing the nomadic migrations, made work contracts for their entire clans of several hundred people. This practice preserved the existing communities as they were moved to other worlds and resulted in a much stronger cultural cohesion among genya colonists, compared to settlers and workers from other species, who mingled and assimilated much more among each other in more multi-cultural societies.

Genya make up very large portions of the populations of both Palan and Meruna, and there are many large genya communities in Kion as well. Most people see them as menial workers on the lowest rank of society, who show up for work and return home at the end of their shifts, with little involvement or interest in public affairs or current events. But genya communities are much tightly connected and organized than is visible for outsiders. Genya towns and neighborhoods have their own institutions and highly influential people, but these rarely have any interactions with the official colonial governments dominated by enkai and vhen administrators.