Sarissamachy
Literally called "War of the Spears," Sarissamachy is a tradition that reflects the barbaric times the Star-Decks were created in.
Initially used to train Tri-Deck crews the complex & coordinated maneuvers in solo and fleet tactical deployments. When Hellecian Tri-Decks turned into raiding bands during the Age of Anarchy, Sarissamachy became a contest of honor, valor & right to lead.
The goal of the contest would be slicing the opponent's command deck with the prow of their ship. No weapons or explosives, only the frame of the ship as a weapon.
Given the uniform cylindrical design of Hellecian Star-Decks, its keel and prow would act like a knife running down the length of a cutler. Along with the drift mechanics of two opposing ships piloting in the vacuum of space through crews of rowers and winders, each operating banks of stabilizers and a flexible skeleton of hull plating.
This contest would not only be very challenging, but deadly.
The tight maneuvers needed to destroy an enemy's command decks are extremely difficult. Even the most experienced crews can cripple/destroy their own ships attempting them.
Which is why Sarissamachy has been outlawed in the Core Worlds and some Frontier Worlds. Only the oldest/traditional commanders with experienced crews would ever challenge another crew to Sarissamachy.
In the series, AJM-001 and his Psygonauts will be challenged from time-to-time to Sarissamachy by ambitious commanders who wish to gain eternal glory in defeating The Psygorellius in Sarissamachy. Most times, the Psygonauts will win by the skin of their teeth.
Mechanics:
For a crew to pull off these maneuvers, the following factors need to be communicated in a split second:
As a result, the following list of idioms should be drilled into a crew of experienced rowers and winders while attacking and countering the movements of an enemy ship.
Keeping in mind the three pivot points (regions where rowing chute stabilizers are concentrated around) on a Star-Deck: the prow, the mid-ship (the primary pivot axis) & the stern (rear/main engines)
Offensive:
Defensive
Steering
Initially used to train Tri-Deck crews the complex & coordinated maneuvers in solo and fleet tactical deployments. When Hellecian Tri-Decks turned into raiding bands during the Age of Anarchy, Sarissamachy became a contest of honor, valor & right to lead.
The goal of the contest would be slicing the opponent's command deck with the prow of their ship. No weapons or explosives, only the frame of the ship as a weapon.
Given the uniform cylindrical design of Hellecian Star-Decks, its keel and prow would act like a knife running down the length of a cutler. Along with the drift mechanics of two opposing ships piloting in the vacuum of space through crews of rowers and winders, each operating banks of stabilizers and a flexible skeleton of hull plating.
This contest would not only be very challenging, but deadly.
The tight maneuvers needed to destroy an enemy's command decks are extremely difficult. Even the most experienced crews can cripple/destroy their own ships attempting them.
Which is why Sarissamachy has been outlawed in the Core Worlds and some Frontier Worlds. Only the oldest/traditional commanders with experienced crews would ever challenge another crew to Sarissamachy.
In the series, AJM-001 and his Psygonauts will be challenged from time-to-time to Sarissamachy by ambitious commanders who wish to gain eternal glory in defeating The Psygorellius in Sarissamachy. Most times, the Psygonauts will win by the skin of their teeth.
Mechanics:
For a crew to pull off these maneuvers, the following factors need to be communicated in a split second:
- Intention of maneuver (Offense, Defense, Maneuvering)
- Roll/Pitch/Yaw of the vessel
- Orientation of Prow
- How long of a burn is needed from rowing chutes? Main engines?
- What/When/Where the ship's hull plating needs to be tight/pliable on impact?
As a result, the following list of idioms should be drilled into a crew of experienced rowers and winders while attacking and countering the movements of an enemy ship.
Keeping in mind the three pivot points (regions where rowing chute stabilizers are concentrated around) on a Star-Deck: the prow, the mid-ship (the primary pivot axis) & the stern (rear/main engines)
Offensive:
- Krios (Ram; primarily posigrade propulsion, occasionally retrograde)
- Kopismo (Slash; horizontal rotation - portside facing the Y-axis)
- Trochizo (Sharpen; horizontal rotation - starboard facing the Y-axis; keel sliding down the enemy hull towards the enemy command deck like a knife down a cutler)
- Schizo (Saw; vertical rotation - prow over stern)
- Kopanizo (Hammer; stern impact)
Defensive
- Ektrepo (Deflect; rotating the stern to deflect blows)
- Apofevgo (Parry; rotating the prow to deflect blows)
- Peristroffi/Apostroffi (Pivot; shifting the pivot point from the mid-ship to either the prow or the stern - mainly to generate momentum)
- Apolyo (Release; simply releasing a pivot by shutting off all rowing chutes to either escape an opponent's blow or set up an attack)
Steering
- Kochyli (Spiral; most common maneuver - a Tri-Deck fires all its chutes in a concentric circle like the grooves on a Conch Shell, churning the prow to set the angle of attack on the opening approach while faking out the enemy)
- Syspasi (Twist; a 180 degree turn)
- Movement Prefixes:
- Posi/Retro (Forward/Reverse)- Dexi/Kata (Yaw; Clockwise/Counterclockwise)- Pano/Kato (Pitch; Prow Up/Prow Down)- Roulou/Antiroulou (Direction; Prow Right/Prow Left)
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