Resources & Costs
Overview
Section titled “Overview”The technology that enables Knight abilities requires resources. Nothing is free — every effect costs something, and managing those costs is crucial to survival.
Energy Sources
Section titled “Energy Sources”Suit Power
Section titled “Suit Power”The primary source for most effects:
| Aspect | Description |
|---|---|
| Storage | High-density batteries integrated into suit |
| Capacity | Hours of standard operation; minutes of peak output |
| Recharge | Via stations, ships, or field generators |
| Failure mode | When depleted, suit functions minimally |
Linkstone Network
Section titled “Linkstone Network”For coordination and communication:
| Aspect | Description |
|---|---|
| Function | Quantum entanglement for FTL communication |
| Consumption | Expended when used; non-renewable |
| Access | Priority to military; rationed for civilians |
| Strategic value | Whoever controls Linkstone controls war |
See: Linkstone
External Power
Section titled “External Power”For major operations:
| Source | Application |
|---|---|
| Ship reactors | Extended operations; high-power effects |
| Orbital platforms | Purging Protocols; large-scale coordination |
| Ground stations | Defensive operations; siege situations |
| Portable generators | Field operations; limited capacity |
Body Energy
Section titled “Body Energy”The Knight themselves:
| Aspect | Description |
|---|---|
| Caloric | Physical exertion requires nutrition |
| Neural | Cognitive strain depletes focus |
| Stamina | Prolonged effort exhausts |
| Recovery | Rest, medical care, Current assistance |
Cost Categories
Section titled “Cost Categories”Immediate Costs
Section titled “Immediate Costs”What’s spent during effect execution:
| Cost | Effect |
|---|---|
| Battery drain | Proportional to effect power |
| Linkstone burn | For coordinated/linked operations |
| Ammunition | If physical projectiles involved |
| Consumables | One-use components |
Accumulating Costs
Section titled “Accumulating Costs”What builds up over time:
| Cost | Effect |
|---|---|
| Fatigue | Physical exhaustion from sustained activity |
| Neural strain | Cognitive degradation from overuse |
| Suit wear | Component degradation requiring maintenance |
| Companion load | Processing burden on AI systems |
Long-term Costs
Section titled “Long-term Costs”What affects Knights over careers:
| Cost | Effect |
|---|---|
| Health | Chronic exposure to combat conditions |
| Psychological | Trauma, guilt, moral injury |
| Relationships | The work isolates |
| Identity | Who you were before fades |
The Companion’s Role
Section titled “The Companion’s Role”The neural Companion manages resource allocation:
| Function | Description |
|---|---|
| Monitoring | Real-time status of all systems |
| Optimization | Efficiency improvements during operation |
| Warning | Alerts before critical depletion |
| Rationing | Automatic power conservation |
| Counseling | Managing psychological costs |
Companion Resource Needs
Section titled “Companion Resource Needs”Companions also require:
- Processing power — From suit systems
- Memory — Storage for experiences and learning
- Bandwidth — Connection to Knight and external networks
- Rest — Even AI benefits from low-activity periods
Bond Resources
Section titled “Bond Resources”When Knights are bonded (like Luden and his brother):
Resource Sharing
Section titled “Resource Sharing”| Aspect | Description |
|---|---|
| Linked Companions | Can share processing and memory |
| Emergency transfer | If one dies, resources go to survivor |
| Amplification | Coordinated effects are more efficient |
| Burden | Survivor carries double load — literally |
After Bond-Brother’s Death
Section titled “After Bond-Brother’s Death”When Luden’s bond-brother dies:
- All transferred resources come to Luden
- He carries double the weight
- The grief is compounded by physical reality
- His Companion must integrate with the other’s data
Scarcity and Strategy
Section titled “Scarcity and Strategy”Resources are limited, creating strategic challenges:
Field Operations
Section titled “Field Operations”| Scenario | Challenge |
|---|---|
| Deep penetration | No resupply for extended periods |
| Siege | Must outlast enemy resources |
| Pursuit | Can’t pause to recharge |
| Defense | Must maintain capacity until relief |
War Scale
Section titled “War Scale”| Scenario | Challenge |
|---|---|
| Multiple fronts | Can’t be strong everywhere |
| Attrition | Enemies who don’t need resources (reanimated) have advantage |
| Linkstone shortage | Coordination breaks down |
| Manufacturing | Sabotage degrades replacement capacity |
The Necrosynth Advantage
Section titled “The Necrosynth Advantage”The Necrosynths have an asymmetric resource situation:
| Factor | Necrosynth | Orders |
|---|---|---|
| Personnel | Infinite (they make more) | Limited |
| Equipment needs | Minimal (dead don’t tire) | High |
| Morale | Not a factor | Critical |
| Supply lines | Simpler | Complex |
This is why the three-front war is so devastating — the Orders are burning through resources fighting an enemy that only grows.
See: The Three-Front War
Questions to Resolve
Section titled “Questions to Resolve”- What is suit battery capacity in real terms?
- How long can a Knight operate without resupply?
- What happens when a Companion becomes “overloaded”?
- Can resources be stolen or sabotaged?
- How do the Orders manufacture replacement suits and components?