A couple years ago, whilst I was still hashing out a novel set in Alandar, I decided to run an RPG set in the world. I adapted Wick’s Roll-and-Keep system, got a bunch of my friends to play, and so on (the focus of this post isn’t really on those particulars). Before the game began, I had my players vote on what kind of storyline wanted to deal with most in the campaign. The categories were ‘Exploration’, ‘Intrigue’, ‘Romance’, and ‘Military’ and each player had 100 points to distribute. When the dust settled, the party had voted overwhelmingly for Intrigue and Military while Romance came in third. Almost nobody wanted to explore.
Now, one of the things I knew was going to be essential if I was to run a campaign with a significant military element: I needed a way to adjudicate large battles that would both allow for the players to have control (more or less) over the actions of their army while simultaneously allowing for individual acts of heroism. Now, as it happens, the 7th Sea core rules (Roll and Keep system, Wick) had a system for running mass combat, but it didn’t work too well for me. Accordingly, I do what I almost always do with the games I run: I fiddled with it to no end.
The basic premise of the old 7th Sea system was that each player would pick their level of engagement in the battle (whether they were in the thick of things or way back in the reserves) and they would roll on a table that would determine if they had heroic opportunities or not. These opportunities were various things like ‘claim the enemy banner’ or ‘duel the enemy general’ or some such and they could add to your reputation, get you wounded, and help tip the battle this way and that. The battle itself was essentially decided by a dice off between generals. If you won three rolls in a row, you won the battle.
Now, I’m a fan of strategy games, military history, and military strategy in general, and this system left me a bit flat. The battles themselves were just window-dressing for heroic derring-do and little more. Now, this works great in a swashbuckling game like 7th Sea, where the nitty-gritty of strategy isn’t really part of the game. It wasn’t going to work in my Alandar campaign, where I had two and later three characters who were heavily involved in military campaigns. So, here’s what I changed:
Armies Are Characters
I made the armies themselves (or, more specifically, the divisions or regiments of those armies) into ‘characters,’ much like ships or vehicles. They had a set of characteristics to adjudicate their armaments, morale, mobility, discipline, and training. This changed the battle from something abstract to something more concrete and, since the system lent itself to duels, battles simply became duels between ‘characters’ comprised of tons of NPCs. I gave everybody sets of maneuvers they could use (advance, charge, flank, shoot, envelop, hold, withdraw, etc.), crafted specific advantages armies would have over each other, and established a rudimentary system for game balance. I will not claim it is perfect, but it worked well enough.
Battles Are Session-long Events
A major battle in a war is not a simple affair. Before the armies even take the field, there is weeks of skirmishing, supply lines to maintain, ground to scout out, enemy movements to spy on, and (in the case of Alandar) ritual magic to decide upon. I could get every player more-or-less involved with the planning and execution of these battles, even if they weren’t warriors, per se. The battles themselves would go on for a long time and, within them, there would be multiple different opportunities for individual heroism, periods of dialogue, and even skullduggery that could be committed against each other.
It’s All About Morale
In war, and particularly in pre-modern war, the plan isn’t really to kill all the enemy combatants, as that rarely is achievable or happens. The plan is to break the enemy army’s morale; if they no longer wish to fight, the war is over. Morale was sapped by casualties; the longer a battle went on, the more morale was sapped on both sides. There were occasions during the campaign when one side or the other would sound a retreat long before their forces broke, knowing that having a cohesive army was better than risking losing the whole thing on a gamble. Winning battles and engagements enhanced morale, but not by so much that you could willy-nilly charge your guys at that fortified position and expect to come out scott free (unless you were a particularly inspirational leader, that is). The PCs who were the generals of the armies in use had to be very careful keeping their army together, which in and of itself was a campaign element and recurring challenge.
The result of this system was, to my eyes, quite successful. My friends in the campaign still talk about the Charge of Atrisia against the 4th Kalsaari Heavy Legion, they still grin at the Sack of Tasis and shudder over the bloody fields of Calassa. Their characters became legendary figures in the history of the world and the war they fought in – The Illini Wars – I’ve made an integral part of Alandarian modern history. The Treaty they negotiated to end the war with the Kalsaaris was a two-session long arc in which there was more back-stabbing, political plotting, and nerve-wracking negotiations than at almost any other time in the campaign. I showed my players a map – a map they had bled and worked and even died over for the past 5-6 months of gaming – and told them to list their demands. I countered, we haggled, and in the end they negotiated a treaty they hated but that was the best they could do. They’d won against all odds, and I like to think I gave them the closest thing to being a Napoleon I could.
In the end, what I learned was that running a military campaign requires players who want to be in a military campaign, just like anything else. If you have players who want that kind of game and you work hard to give it to them, some pretty crazy stuff can happen.
Just finished John Scalzi’s Old Man’s War. It had been recommended to me by a variety of people for years, and has received glowing praise, including one guy – a writer and industry insider I met – who called it ‘the best military scifi out there.’ Now, I’d been hearing a lot about Scalzi in general, as he’s very popular, and I’d read a couple short stories he’d put out in various venues (which were okay, but not fabulous), so I picked up Old Man’s War to see what all the fuss was about.
As it happens, I’m still not sure.
Now, I’m not saying that the book is bad – it’s not and, indeed, as an introduction to the subgenre that is military SF, it’s a great place to start – but there really isn’t anything all that exceptional about the book. I liked it, more or less, but it was kinda…well…boring. I felt like I’d read it before. There was nothing flashy, nothing new, nothing to get my blood going. The science he discusses was interesting, but most of it I’d heard elsewhere before this (from sources published prior to Scalzi’s book) so it wasn’t precisely riveting. The dialogue was snappy, but it seemed like everybody was approximately as clever as everybody else, which sort of made it bland. The characters weren’t flat, really, but also fell just short of compelling. I wasn’t fully engaged with the struggle of the main character, John Perry, mostly because he didn’t undergo any kind of change and encountered precious little conflict. It was a book that seemed to avoid creating an antagonist.
If I felt like I’d heard this story before, it’s because I have. It’s been told a lot, actually, and it’s the basic ‘join the army, go to war, change your perspective’ thing that’s shown up over and over again in both the military SF genre and military fiction in general. It started all the way back with All Quiet on the Western Front (or possibly earlier, though that is the most influential book for the modern era), continued with The Dirty Dozen and its WWII cousins, went on to be showcased extensively through the Vietnam War era with movies like Platoon and then, later, with Full Metal Jacket. Robert Heinlein did it with Starship Troopers, and, when it was made into a movie, Paul Verhofen did it again, but gave it a distinctly different feel. The short-lived Fox series Space: Above and Beyond did it, as did Timothy Zahn in the Cobra War series and William C Dietz did in Legion of the Damned. Basically, if you’ve read or seen any of those books or movies, you’ve essentially already read Old Man’s War.
The trope shows alarmingly little variation. It goes like this:
Step 1: Guy joins army for reason (x), but doesn’t really know what he’s getting into.
Step 2: Guy goes to boot camp, wherein he meets Drill Sergeant (see figure A), who is tough and mean but who whips the group into shape and, even, comes to begrudgingly respect his recruits.
Step 2A: Guy bonds with buddies in boot camp.
Step 3: Guy goes to war, feeling he’s tough, but then meets real soldiers, and realizes he’s wrong.
Step 4: Guy gets in first engagement, earns respect.
Step 5: Guy’s friends start to die. This has (x) effect on guy.
Step 6: Guy is finally involved in The Big One–some pivotal battle–and manages to achieve some manner of distinction (only guy who survives, guy who saves the day, guy who saves his buddy, etc., etc.).
That’s it. Story over.
Now, the good Military SF stories shake this formula up a bit in various ways. Heinlein, of course, is the template since he’s the guy who ported this story into science fiction first. How you change and/or depart from the template is the way you distinguish yourself from the pack and add something new and interesting to the story. Additionally, since the external conflict in the story is so abstract and impersonal (especially in sci fi, where the enemy is mostly inhuman and noncommunicative), the really important aspects of the story are the internal conflicts and/or the message being conveyed by the author about war.
War is, at its heart, a deeply political subject and most authors tell this story for the express purpose of engaging with it. This can be very interesting, and creates a lot of variation in the structure. Zahn in the Cobra Trilogy, for instance, deals with PTSD in cybernetic super-soldiers. Remarque in All Quiet on the Western Front, seeks to expose the cruel lie of a ‘glorious or just war.’ Deitz’s story is one of redemption, wherein you have a former criminal coming to terms with his new role in life. Scalzi’s is about…
Being old and in space? No, could have been about that but nothing was really done with it. Finding the love of your life again during wartime? Nope, not really. Kinda, maybe, but, again, that plotline doesn’t go anywhere. Is it a political message about the necessity of war? No. Again, potentially, but not really pursued. Is it anti-war or pro-war? Errrr…ummmm…I sort of have to say both? There are moments where either side is supported, but the author doesn’t really come down on one side or the other. This would have been okay, if the general thrust of the story was to show some kind of moral ambiguity or conflict over the necessity of war, but that was very much absent. It’s more like Scalzi just doesn’t want to talk about it. He’s more interested in battle scenes and blowing things up and fancy technology – all of which is cool, mind you, but the lack of anything else leaves the story a bit thin. Light. Hollow.
Perhaps, in the end, I just had really high expectations that weren’t met. I was looking for something that would cement this story in the pantheon of scifi lit for years to come, but it wasn’t there. This isn’t literature – it’s a fluff tale of explosions and battles and, for all that, it isn’t even as full of Awesome as some other stories in the same category. It was just another story about a guy (in this case, an old guy) who leaves home to join the army and has random adventures against a rotating cast of aliens. You know, that old yarn.
Just ran another mission of an RPG I wrote entitled ‘Frontier: 2280″ (which all my friends call ‘Battlelords”, but that’s a whole different game–one I played, liked, and then decided to completely depart from and make into my own paramilitary sci-fi adventure game). In this one, as in some of the past sessions, space combat has played an important role to the party’s survival. As with the rest of the game, however, I’ve tried to keep things as close to ‘real science’ as I can, and I’ve spent a good deal of time thinking about how space combat might work in the future and why. Here’s what I’ve come up with:
It is important that prospective space combat cadets push from their minds the flash and zoom of pulp sci-fi. Fighting in space doesn’t work that way. Indeed, it is actually quite boring for those people not crunching the math on incoming ordnance with white-knuckled urgency. If you’re lying in your accel couch after the maneuver alarm, nothing much is happening so far as you can tell. Watch a movie or something.
1: Space Combat Happens Over Long Distances
In the early years of ship-to-ship combat, the boarding action was generally considered the be-all and end-all of the space combat arena. This was the case because neither side really liked the idea of punching holes in things as expensive as spaceships and, furthermore, it is really, really hard to hit a moving spaceship with any kind of conventional weapon. It is akin to hitting a bullet with another, smaller bullet and, frankly, the difficulties involved made the whole affair impractical.
This, however, is no longer the case. As sensor systems improved and the guidance AIs on missile got better, the prospect of actually crippling or destroying an enemy vessel that was still >5000km away became more of a reality. Furthermore, given the efficacy of close-range laser attacks and the brutal finality of boarding actions, it became preferable to blow up the enemy when they were so far away you needn’t worry about debris from their exploding vessel putting holes in your own vessel or their last laser strafe cutting your fuel lines or some kind of last F-U virus being uploaded into your system and killing your computers dead.
Modern ship-to-ship combat has more in common with the largely mythical submarine duels of the 20th century Cold War than it does with the Milennium Falcon. Enemy vessels are barely and intermittently visible to sensor suites and advanced targeting systems are constantly calculating a likely intercept course for sophisticated missiles to fly out there and hunt down the enemy. All the while, one’s own vessel is hoping no missiles are coming in towards them or, if they are, they are picked up by tactical radars and targeted by point-defence laser systems before they get too close. Close-quarters combat is extremely rare unless the enemy is actively trying to capture and not destroy the enemy vessel in question. Sometimes they are so far away, one can’t ever be certain if they did, in fact, kill the enemy. All they know is that the ship has stopped popping up on their sensors.
2: Let Space Do the Killing For You
Fun Fact: the vacuum of space is the most hazardous environment known to mankind. Accordingly, space-based military technology has oriented itself towards creating circumstances wherein the vacuum of space is the thing doing all the killing–it does so for free and with a minimum of fuss. You really don’t need to blow up an enemy ship. All you need to do is kill their engines and then let the crew drift off into the void and starve–easy, see?
The vast majority of naval weapons are missiles. They run in a couple general types:
-Spikers are fragmentary explosives on a massive scale. Their purpose, quite simply, is to put holes in ships–lots and lots of holes in lots and lots of places and, if possible a really big hole somewhere. This often doesn’t result in explosive decompression (though it can), but more practically makes portions of a vessel unusable, causes them to leak fuel, and can make them much, much easier to spot on sensors.
-Rad-blasts are intense radiation munitions designed to cook the people inside ships until they are dead. These work best after a spiker has put lots of helpful holes in a vessels radiation-shielded hull. Volleys of missiles are often timed to have Spikers detonate immediately before Rads.
-Killers are direct-impact high-explosive munitions. They are designed to blow a ship into smithereens, and they do so quite well. The problem with them, however, is it is very difficult to score a direct hit on an enemy vessel at ranges of thousands of kilometers while both ships are moving at incredible rates of speed and, often, on conflicting courses with limited sensor information. In a practical sense, Killers are saved until it is clear that an enemy ship is crippled and spewing enough radiation to be easily found by the Killer’s pAI guidance system.
-Nukes are effectively useless in space combat. They do spill a good amount of radiation (though Rads kick out more), but their ‘explosive shockwave’ is dependent upon the presence of an atmosphere to be effective (you don’t get a shockwave if there is nothing to push). Nukes are used exclusively as orbital bombardment ordinance or as ship-to-ship weaponry for the desperate.
-EMPs are electromagnetic pulse weapons intended to disrupt or disable the electronic systems aboard a starship. They are very effective at doing this, but at the cost of making the other ship harder to detect for anywhere from a few minutes to a few hours as they get their systems back online. Also, they don’t kill ships or even people aboard them, so long as they still have operational generators. They are often used to precede boarding actions.
There are numerous other forms of ordnance, but those are the major ones.
It is important to remember the sheer number of ways space can kill ships. Only a few of these ways are ‘hot’ (hit by a Killer, Spike-rad combos, atmospheric re-entry, boarding action, short range laser-strafe). Most of them are ‘cold’, including starvation, dehydration, freezing, or asphyxiation. To affect these ‘victories’, the enemy need only disable the enemy vessel’s engines or power systems, for the most part, and let them drift into the Big Empty, never to be heard from again.
3: ‘Fighters’ are for Suicidal Nut-Jobs
The idea of a ‘fighter’ has been roundly abandoned by pretty much everybody by the 23rd century. The idea of a small, manoeuvrable vessel with good acceleration and high weapon payload exists, but those things are called ‘missiles’ and they are ‘manned’ by pAIs, not people. That way, when they don’t come back (and they don’t), you don’t care. You also don’t need to worry about things like inertial stress on the pilot or keeping life support active. It is cheaper, more efficient, and easier to just fire missiles that maintain fighters. Fighters still are very important in atmospheric roles, but not in space.
The notable exception to this is the HBV (Hostile Boarding Vehicle). These are basically assault boats used to board enemy vessels. They are only launched at short range when the odds of interception are very high (miss your intercept on an HBV and welcome to Cold Death) and they are also one-way trips, most of the time. Once attached, an HBV is not easily disengaged from this ship it’s boarding, and their boarding team needs to win the boarding action or wind up the prisoners of the enemy crew (or dead–there’s always that option). Ideally, HBVs are launched at crippled ships with disabled or non-existent point-defence systems, and they are usually launched in groups (why send one when you can send three?). ‘Ideal’ situations, of course, are not always possible. It is for this reason that marines are considered crazy.
4: Fuel = Life
Due to the likelihood of Cold Death in the Big Empty, power is of utmost importance. Everything a ship does takes power and, therefore, fuel to accomplish. Want to change course? Fuel is needed to power the reactors which power the engines. Want to operate your point-defences? Fuel is needed to power the reactors which power the lasers. Want to speed up or slow down? Fuel. This is the primary reason, by the way, that missiles are preferred over other weapons (railguns, lasers, wavecannons, plasma throwers, etc.) because, unlike all those other weapons, missiles require a minimum of power to fire and are every bit as effective.
Without fuel, a ship is as good as dead. It’s life support can’t function, it can’t stop, turn, or speed up, it can’t fight, it can’t even see. Again, this has a huge impact on space warfare. Fighters aren’t used in part since the power needed to retrieve them is power wasted. Ships focus on crippling and letting enemy ships drift since, usually, the power needed to kill them isn’t necessary and needlessly weakens yourself. Battle happens at extreme ranges since the power needed to outmaneuver and intercept a ship isn’t necessary and can be a disastrous waste of resources.
Most vessels operate a main fusion reactor with a number of auxiliary fission reactors in reserve. The fusion reactor eats He3 fuel at a relatively speedy rate, but is able to reliably power all systems at once. The fission reactors are much less powerful, but work through their fuel rods at a much slower rate. Some ships maintain a store of chemical boosters and emergency beacons that run on their own, self-contained power in case of emergency, but those aren’t going to push a ship anywhere quickly nor are they especially likely to save a ship that’s drifted too far out of course. They only really buy you time.
5: Sensors are Limited
Star Trek is a load of nonsense. Unless you’re within a hundred clicks of a ship (give or take a few), you can’t tell whether an enemy vessel is powering weapons or how many lifeforms are aboard or really much of anything, especially not if the other ship doesn’t want you to scan them…or it’s venting radiation or it’s in the middle of a dust cloud or there is unusual solar flare activity or any number of other environmental concerns that render even the most sophisticated sensor arrays pretty useless.
‘Sensors’ refer to a couple distinct systems: RADAR, radio and conventional telescopes, thermal detectors, spectographic scanners, and gravitic recorders. All of these things work at the speed of light (c) or slower, meaning a vessel that rests 7 light-seconds away, when scanned, will be delivered information 7-14 seconds old (7 to get there and in some cases 7 to get back) or even more. If you have a *really* good fix on another ship, you know its velocity, direction, acceleration, and, if you’re very lucky or very good, can make an accurate guess at its mass. Typically, all you get is a read on its drive signature–either ion trails being picked up, telling you more-or-less where the thing is headed, or the gravitic warping effect of a slip drive, telling you basically the same thing. By crunching a lot of math, you can make a fairly accurate guess as to the velocity of the thing and, eventually, take a guess at its *average* acceleration. By crunching even *more* math you can hazard a guess at how much power it has at its disposal, giving you an idea of its size or, at least, the size of its reactor. If in a fight with a ship, the only good way to know if you’ve damaged it is to notice erratic patterns in radiation spillage, drive streams, or maybe even register a large explosion (if you’re lucky). Clever tacticians, of course, learn how to fake these things pretty well, so crews learn to stay on their toes.
The best way to learn about another ship is to talk to it. Again, communications run at the speed of light, so there is usually a slight delay. All non-military vessels and most military vessels that aren’t on active duty broadcast a callsign unless they are up to no good, which tells anyone who’s listening the ship’s name, complement, mass, and intended destination. Thanks to pirates, a ship’s callsign can be assumed to be inaccurate to varying degrees, even though SPIT-NET considers this behaviour illegal. Still, talking with somebody can reveal a lot–if nothing else, you can see if what they say matches up with your sensor data and guess if they’re lying and maybe even postulate why.
The tactical fallout of all this is, essentially, that most ship-to-ship space battles end before one side knows what’s happening. Getting blindsided by a spike-rad combo before you have your point-defence system running at optimum is a regrettably common occurrence (and also a reason to have your point-defences *always* operating), as is finding yourself under attack from a ship you can’t even see. Space combat is a giant game of lethal hide-and-seek, and if you don’t know you’re playing, you are usually going to lose.
So, that’s the gist of it. I’ve been running it this way, and so far it has given way to white-knuckled suspense for the players aboard their little souped-up merchant vessel. They haven’t been hit by a missle yet, but it will happen. Then the fun will really start…
Lasers are cool. Face it. Look deep in your heart; accept it as truth. Ever since you and I and everybody else saw Star Wars, we’ve wanted lasers. Not for dinky science experiments or for pointless, boring crap like ‘communication’ or ‘entertainment’. We’ve wanted laser to incinerate our enemies, dammit! We want ray guns!
Well, we’re getting closer. As of 2009, lasers hit battlefield strength. Keep in mind, though, that this doesn’t mean raygun-toting stormtroopers anytime soon. That laser they’re talking about has to ride around on a truck. It eats HUGE amounts of energy, it costs as much as a fighter jet (hell, probably more), and if you use it wrong, it probably melts/blows up/lights on fire or all three at once.
And all this just to shoot at mortars.
The inherent problem with lasers/energy weapons is that they don’t really do anything substantially better than we can do already with conventional guns. War is the most utilitarian of all laboratories–a guy with a shovel can kill just like a guy with a $10,000 weapon can kill. If you’re spending that money, it better damned well let you kill $10,000 better than the guy with the shovel/hunk of rock/pointy stick he found on the side of the road. For a laser to be useful, it needs to fill a niche that other military tools don’t or can’t.
For that reason, I find it rather doubtful we’ll be seeing man-portable laser rifles anytime soon. Regular rifles shoot just fine, actually, and until some aspect of military engagements change to force the usage of lasers, they won’t be used. If the AK-47 ain’t broke, don’t fix it (though, this just in, they are). This is the same as the trouble with giant robots, which I’ve discussed before.
So, what would a laser be better at than a gun? Well, a laser causes damage by generating heat, though it can take a
second or two for it to transmit that heat. Kinetic Energy weapons deliver all their force at once, pretty much, while a laser builds up. The good news is that the laser could likely keep the focus on a very precise spot for a comparatively long time. How is this useful? Well, it would be useful in the same way that the military seems to think–anti-materiel, or, in English, for blowing up/destroying stuff rather than people. Think about it: you can, with virtually unerring accuracy, place all the power of your weapon on a single rivet of the enemy tank/ship/plane/gun. If you’ve got troops trained well enough, they could make junkyards of enemy fleets or convoys in a matter of seconds–pretty cool–and with relatively little loss of life (yay, prisoners!). It’s got a use, certainly.
As for ray guns, they might show up, but they aren’t going to be lasers. Perhaps some kind of plasma thrower or radiation sprayer, maybe (but, again, they need to beat out good old-fashioned firearms to make it worth it). That, however, isn’t the direction the military is currently heading for their small arms–don’t think lasers so much as high-tech grenade launchers and ultra- lightweight machine guns.
So, yeah, no lasers for blasting rebel scum. Sorry guys. On the bright side, though, don’t be so disappointed–the blasters of Star Wars were really just plasma weapons, anyway. Those we might still build…someday. If we were really, really mad.
Kiril kacked a guy once with a riot gun. Guy specced-out in full body armor, armed to the teeth, and Kiril kacked him anyway with a gun spits rubber and plastic. Never scanned the protocols on how that was done, affirm? TRACI tells me you can’t do it; I rate her advice priority 1a when it comes to killing. Kiril, though, is different.
Kiril’s Rooskie, or was, anyway–none of us laid our courses much by the Powers that berthed us, affirm? Anyway, he was a lot older than he looked; spent decades on slowships during the last Big War, dreaming of chumps that needed killing. We never ping Kiril on his age. You don’t chat with Kiril, affirm? That’s like making nice with a tiger or something.
Kiril and TRACI have a special bond. Like, a covalent one, affirm? He and the bitch run the same protocols, plot the same courses, spec the same regs. Hard to tell where he stops and TRACI starts, sometimes. Whisper is Kiril’s a Battle-Gen gone loopy; Rooskie Big Shots made him disappear or something after, dunno, he ate a bus full of kid or blew up his mom or some shit.
Anyway, the riot gun. Riot gun is the mass of your thigh, affirm? Metal, ceramics, and plastic construction; pre-loaded, disposable. CAs’ll pass ‘em out to their enforcers if the colonists get uppity. Any grade-zero chump with crossed eyes can shoot ‘em so long as he’s got hands and a working index finger. They fire tight bunches of rubber shot and ceramic slivers at high intervals. Not specced to kill, affirm? Make you wish you were, though.
We’re on an Op–standard smash and grab, low mortality protocols, dusty little bunker complex on some sandbox sphere. It’s a Chinese facility. We EMP their snoopers from orbit as the pod is inbound, drop a flak on their heads to keep them inside, then hit ‘em before they’ve got the perimeter running green. Runs clean. Viper rails the hardpoints to let ‘em know where their smooth course lies. Nobody gets shot. My kinda action, affirm?
Kiril, though, is shit-top pissed. Doesn’t cast anything except to ask “These fucks know kung fu?” He asks it six times. You can see what he’s thinking, like it were on beacon.
Kiril’s on what Viv calls ‘The Ride’. It starts when TRACI makes you her bitch; it ends in a pile of corpses. Seen it happen before, but not from the beginning. Just the end, when a guy named Mugoni ran through an airlock with a grenade and a bulkhead cutter. By the time we caught up, there was nobody left in that can in less than ten pieces. You couldn’t float down a single corridor without inhaling some chump’s blood.
Kiril finds his chump. Officer, probably–flat sniffer, peepers like black rocks. He’s running red, affirm? A buncha convicts and social outcasts have pissed on his country’s honor. He’s ready to throw down and Kiril clears him for action, affirm?
“You know kung-fu?” Kiril asks. His console translates into Choppo for the chump. Chump eases himself into some kinda stance. Looks menacing. Looks like the vids.
Kiril puts up his mitts. They fight, but the chump isn’t reading this action top-down, affirm? He thinks they’re having themselves a duel. He thinks this is the vids. They throw for a second or two, lock, then officer chump is thrown down. He rolls to his feet like the ground is rubber, faces Kiril, and that’s when Kiril stuffs the riot gun in the guy’s face and pulls.
Chump ain’t dead, affirm? Riot gun is kinda like a rubber eraser dragged across his face at mach 1–loses his eyes, nose, lips, most of his skin. He’s got plastic splinters stuck in his skull like darts in a board. He starts to scream, that’s when I turn away. I hear Kiril empty all three of the other barrels into the chump. He belays the screams, downgrading to a kind a bubble-bubble.
Kiril crouches over him and whispers. “All those years for kung-fu. What a waste of your fucking time.” We can hear it, clear as day; the comlinks are still live.
When we left, Viv wrote up the report for Barry and left out Kiril’s part. They registered that action anyway (they always do). Action rated Kiril two black marks–violation of mission parameters, misuse of corporate property. Like I cast you before, riot guns aren’t for killing.