The Brick Moon: the war goes to orbit
The war has found its final frontier. High over the Brick Sea hangs a small gray moon, and in the armistice years both sides got there the hard way — drawing-board rockets, canvas pressure suits, riveted capsules with one porthole — and brought the war along. The Brick Moon is a whole new way to fight: real orbits, real burns, real silence, and a station made of actual bricks that both teams want very badly.
Every other sky in this war lies to you politely. Pull the stick and the plane goes where the nose points; ring up flank speed and the ship goes where the bow aims. The Brick Moon does no such thing. Your spacecraft is always falling — the only question is whether you're falling around the moon or into it — and the sooner you make peace with that, the sooner you'll be dangerous up there.
The takeoff is a burn
You launch from your team's cosmodrome on a climbing arc, engine cold, coasting toward the top of your climb — and the guidance computer already has the ship. Do nothing at all, and it swings the nose prograde, waits for the top of the arc, and makes the burn for you: fifteen seconds later you're not flying, you're orbiting, and the engine is off, and it stays off, because up here coasting is free and fuel is everything. Grab the stick or shove the throttle at any moment and the computer stands down without a word — the ship is yours the instant you reach for it, and after a few quiet seconds the watch changes back. Pilots who want the whole ship can switch guidance off with P and fly the burn themselves, with the gyro holds (K prograde, J retrograde) and the APO and PERI readouts doing the coaching.
One tank feeds everything you do: dodging, chasing, running home. Spend it all on the chase and the moon keeps you.
Down is faster
Here is the lesson every rookie learns over the Brick Moon, usually twice. There's an enemy ahead of you, in your exact orbit, plodding along at the same speed. You light the engine to catch up — and you rise, slow down, and watch them pull away. Orbits don't work like roads. To catch something ahead of you, burn retrograde: you drop into a lower, faster lap and reel them in from below. To let something behind you catch up, climb. The whole theater turns on this one beautiful backwards fact, and the first time you use it on purpose — dropping low across the mare to rise up under an enemy who never checked below — you'll feel like a killer with an orrery.
The planet is in every firing solution
Your cannon shells fall around the moon just like you do. Fire dead at a target a kilometre ahead and your rounds sag hundreds of metres under the mark — at these speeds the curve of the world isn't a correction, it's the whole aiming problem. So your reticle is a fire-control computer: it flies the shot before you take it and shows you the mark that connects. Trust the mark, not your eyes. Your eyes evolved on flat ground.
The Bastion gun corvette carries the theater's exclamation point: an 85 mm heavy rifle whose recoil is real. Every round kicks the hull backward — a broadside is also a burn, and a captain who empties the magazine in one long fight will find her orbit quietly rewritten by her own gun. Newton rides every trigger up here.
The dark side keeps secrets
The sun over the Brick Moon never moves, so half the world is always night — and your orbit crosses into it every single lap. In the dark you're nearly invisible to enemy optics… until you burn, because a lit engine bell is the brightest thing in the sky and every telescope on both teams is looking for exactly that. So the theater's signature play writes itself: kill the engine before the terminator, coast through the shadow cold and quiet, and be waiting when your target glows against the sunrise line. If the DETECTED banner lights up, somebody's plot has you — change something. And when you need to vanish completely, run cold: radiators in, engine and guns offline, a submarine dive in vacuum.
And space is silent — really silent. You hear your own engine through the airframe, your own guns as thuds in the structure, your own hull. Enemy fire? Enemy explosions? Nothing. A kill two hundred metres off your beam is a soundless bloom of light while the radio breathes static. You will not get used to it.
The plotted future, and a telescope
Two instruments turn the well from arithmetic into instinct. The first is your trajectory, drawn straight into the sky ahead of you: a line tracing the next three minutes of your orbit, cyan while it holds, turning red where it starts to sink toward the peaks, ending in a ring on the dust where it ends — if it ends. You don't judge your periapsis off a number anymore; you watch your own future bend, and when it goes red the guidance computer is already easing it back up. Grab the stick if you'd rather do it yourself.
The second is the spotting telescope: hold Z and the sky leaps five times closer. A war fought across kilometres of vacuum is a war of glints — every contact your team has spotted wears a range mark so you know which glint is eight kilometres out and which is two, the one your seeker is tracking burns gold, and off-screen threats point in from the edge of the glass. Find them on the plot, close on the mark, confirm in the telescope, and only then commit the fuel. That's the whole discipline of the theater in one sweep of the eye.
Three prizes, three altitudes
The round is a war for three places, and each one demands a different skill. THE BRICK MOON station — a slow wheel of brick and girders, sixteen hundred metres up — rewards rendezvous: you must get inside its bubble and match its speed, the hardest thing a pilot learns here, and the station won't wait, because it's orbiting too. The two radar relays down on the surface reward landing: only a hull standing on its legs holds them, so you retro-burn down to a touchdown under 4 m/s, hold the ground, and relaunch when the war comes looking. Hold a prize and the points tick; hold the relays and the dark side goes bright for your team only.
Four hulls, one tank
The Dart is the interceptor — a blunt capsule on a service drum with one bell and legs, quick to swing, deep of tank, armed with a 23 mm that teaches you phasing one plink at a time, and two ASAT missiles for the arguments a gun can't reach. The Bastion is the gun corvette — armored crew citadel, twin cheek cannon on one firing line, big solar arrays, the 85 that doubles as an engine, and the patience of a battleship. The Hammer is the ordnance barge: six tungsten rods on an open rack, dropped from the high rail onto anything foolish enough to sit still on the ground — press M and the chart shows the red X where a rod released now would strike; the aim is the moment you let go. And the Mule is the tender: match orbits close aboard and she refills your tank and re-racks your ordnance — which is why she flies with an escort, and why the enemy hunts her first. All four launch, orbit, fight and land with the same handful of controls: throttle for the bell, stick for the thrusters, K and J for the gyro holds, and a chart that tells you the truth.
The Brick Moon runs as its own theater, alongside the air war, the fleets, the steppe and the Gulf. Climb the well, read the ellipse, watch the sunrise line — and mind your periapsis.