Difference between revisions of "Fire, Fusion, & Steel"

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|image= [[Image:TNE Fire Fusion & Steel.jpg]]
 
|image= [[Image:TNE Fire Fusion & Steel.jpg]]
 
|caption= The Traveller Technical Architecture.  
 
|caption= The Traveller Technical Architecture.  
|publisher= {{GDW}}
+
|publisher= [[Game Designers Workshop]]
 
|format= Paperback
 
|format= Paperback
 
|canon= Yes
 
|canon= Yes
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|pages= 160
 
|pages= 160
 
|author= [[Frank Chadwick]] & [[Dave Nilsen]]
 
|author= [[Frank Chadwick]] & [[Dave Nilsen]]
|footnote= Product No. 0304<br />ISBN: 1-55878-157-9
+
|footnote= ISBN 1-55878-157-9   Product No. 0304
 
|edition= First
 
|edition= First
 
}}
 
}}
  
== Fire, Fusion & Steel (Book) Synopsis ==
+
== Synopsis ==
n/a
+
'''Fire, Fusion, & Steel''': The Traveller technical architecture puts you in control of your science fiction game in ways that no other product ever has.
  
== Fire, Fusion & Steel (Book) Description ==
+
Other people give you catalogues of future equipment. We've given you the factory.
'''Fire, Fusion, & Steel''': The Traveller technical architecture puts you in control of your science fiction game in ways that no other product ever has.  
+
 
 +
See also: [[Fire, Fusion & Steel]] (1997) for [[Marc Miller's Traveller]].
  
 +
==Description ==
 
Science fiction is about diversity, the unusual, and pressing the cutting edge of science. It's not suited to simple lists of equipment that limit play. Each different world's environment calls for slightly different approaches to transportation, communication, and even weaponry. You need rules to design whatever equipment you need, and as many different variation of it as your players find uses for. More than than, you don't need jargon and double-talk; you need to understand enough of the science behind the equipment that you can see how it works, understand its limitations, and make the game come alive.  
 
Science fiction is about diversity, the unusual, and pressing the cutting edge of science. It's not suited to simple lists of equipment that limit play. Each different world's environment calls for slightly different approaches to transportation, communication, and even weaponry. You need rules to design whatever equipment you need, and as many different variation of it as your players find uses for. More than than, you don't need jargon and double-talk; you need to understand enough of the science behind the equipment that you can see how it works, understand its limitations, and make the game come alive.  
  
See also: [[Fire, Fusion & Steel]] (1997).
+
'''Fire, Fusion, & Steel''' has all of that and more. Starships, aircraft, and vehicles, in almost infinite variation, are at your command, from fusion-powered grave tanks to advanced technology lighter-than-air ships, from gigantic armored star cruisers to delicate ornithopters. pick your power plants from a selection that ranges from primitive steam engines to matter-antimatter annihilation, with side excursions to solar power, batteries, explosive power generation, or even cold fusion.
 +
 
 +
Tired of just playing with jump drives? Tailor your campaign around a wide selection of FTL options, from natural wormholes to stargates, stutter warp, or hyperspace drives. Or if FTL is too advanced for you, conquer space the hard way, with Bussard hydrogen ram jets or Daedalus thermonuclear pulse drives.
 +
 
 +
The cybernetics chapter alone has dozens of entries and provides a rich basis for adding cybernetic enhancement to any science fiction game.
 +
 
 +
Weaponry isn't slighted either. Rules and supporting data enable you to design small arms, conventional cannons, gauss weapons, plasma and fusion weapons, lasers, particle accelerators, meson guns, missiles and more. Or counter them with reactive armor, electrostatic armor, meson screens, or nuclear dampers.
 +
 
 +
'''Fire, Fusion, & Steel''' gives you unprecedented control over your campaign environment by not only providing a variety of design rules (and explaining the physics behind them in layman's terms), but also by covering a wide variety of technologies not part of the core '''Traveller''' game universe. It is a sourcebook on universe building for any science fiction referee, and an indispensable reference work on future technology.
 +
 
 +
==Meta-history and Background==
 +
Included with '''Fire, Fusion, & Steel''' was a small format 16-page booklet called, '''Traveller: The New Era Upgrade Booklet'''. This contained updates to the original [[Traveller: The New Era (book)|Traveller: The New Era rulebook]] and errata for '''Fire, Fusion & Steel''' itself. The rational behind the booklet was described as follows.
 +
 
 +
"For the publication of FF&S, we have created design sequences which are much more comprehensive than those we used when designing equipment for the TNE rulebook. Much of the TNE equipment has therefore been redesigned according to the FF&S sequences, and is included in this upgrade booklet. In addition, several rules additions and errata are included as well.
 +
 
 +
"There are limitations to what can be included in a book of this size. All information on starship upgrades is already available in [[Brilliant Lances]].
  
== Fire, Fusion & Steel (Book) Meta-history & Background ==
+
"All of this material will be incorporated into the TNE second printing, which can be recognised by the phrase, 'Mk I Mod 1 (December 1993)' on its title page."
n/a
 
  
== Fire, Fusion & Steel (Book) Credits ==
+
== Credits ==
:Design: [[Frank Chadwick]] & [[Dave Nilsen]]
+
;Design
:Design and Development Assistance: [[Loren Wiseman]]
+
:[[Frank Chadwick]] & [[Dave Nilsen]]
:Previous Design Work: [[Lester Smith]], [[Ted Kocot]], [[Terrance McInnes|Terry McInnes]], [[Charles E. Gannon|Charles Gannon]]
+
;Design and Development Assistance
:Oversight: [[Dave Nilsen]]
+
: [[Loren Wiseman]]
:Typesetting: Stephen Olle
+
;Previous Design Work
:Proofreading: Stephen Olle, Anne Bedard
+
: [[Lester Smith]], [[Ted Kocot]], [[Terrance McInnes|Terry McInnes]], [[Charles E. Gannon|Charles Gannon]]
:Art Direction: Kirk Wescom
+
;Oversight
:Cover Patinting: [[Doug Chaffee]]
+
: [[Dave Nilsen]]
:Interior Illustrations: [[Bradley K. McDevitt]], [[Kirk Wescom]]
+
;Cover Patinting
 +
: [[Doug Chaffee]]
 +
;Interior Illustrations
 +
: [[Bradley K. McDevitt]], [[Kirk Wescom]]
  
 
== Fire, Fusion & Steel (Book) Table of Contents ==
 
== Fire, Fusion & Steel (Book) Table of Contents ==

Revision as of 20:51, 16 May 2015

<translate>

Fire Fusion & Steel
TNE Fire Fusion & Steel.jpg
The Traveller Technical Architecture.
Publisher Game Designers Workshop
Version Traveller: The New Era
Author Frank Chadwick & Dave Nilsen
Format Paperback
Canonical Yes
Edition First
Year Published 1993
Pages 160
ISBN 1-55878-157-9 Product No. 0304

</translate>

Synopsis

Fire, Fusion, & Steel: The Traveller technical architecture puts you in control of your science fiction game in ways that no other product ever has.

Other people give you catalogues of future equipment. We've given you the factory.

See also: Fire, Fusion & Steel (1997) for Marc Miller's Traveller.

Description

Science fiction is about diversity, the unusual, and pressing the cutting edge of science. It's not suited to simple lists of equipment that limit play. Each different world's environment calls for slightly different approaches to transportation, communication, and even weaponry. You need rules to design whatever equipment you need, and as many different variation of it as your players find uses for. More than than, you don't need jargon and double-talk; you need to understand enough of the science behind the equipment that you can see how it works, understand its limitations, and make the game come alive.

Fire, Fusion, & Steel has all of that and more. Starships, aircraft, and vehicles, in almost infinite variation, are at your command, from fusion-powered grave tanks to advanced technology lighter-than-air ships, from gigantic armored star cruisers to delicate ornithopters. pick your power plants from a selection that ranges from primitive steam engines to matter-antimatter annihilation, with side excursions to solar power, batteries, explosive power generation, or even cold fusion.

Tired of just playing with jump drives? Tailor your campaign around a wide selection of FTL options, from natural wormholes to stargates, stutter warp, or hyperspace drives. Or if FTL is too advanced for you, conquer space the hard way, with Bussard hydrogen ram jets or Daedalus thermonuclear pulse drives.

The cybernetics chapter alone has dozens of entries and provides a rich basis for adding cybernetic enhancement to any science fiction game.

Weaponry isn't slighted either. Rules and supporting data enable you to design small arms, conventional cannons, gauss weapons, plasma and fusion weapons, lasers, particle accelerators, meson guns, missiles and more. Or counter them with reactive armor, electrostatic armor, meson screens, or nuclear dampers.

Fire, Fusion, & Steel gives you unprecedented control over your campaign environment by not only providing a variety of design rules (and explaining the physics behind them in layman's terms), but also by covering a wide variety of technologies not part of the core Traveller game universe. It is a sourcebook on universe building for any science fiction referee, and an indispensable reference work on future technology.

Meta-history and Background

Included with Fire, Fusion, & Steel was a small format 16-page booklet called, Traveller: The New Era Upgrade Booklet. This contained updates to the original Traveller: The New Era rulebook and errata for Fire, Fusion & Steel itself. The rational behind the booklet was described as follows.

"For the publication of FF&S, we have created design sequences which are much more comprehensive than those we used when designing equipment for the TNE rulebook. Much of the TNE equipment has therefore been redesigned according to the FF&S sequences, and is included in this upgrade booklet. In addition, several rules additions and errata are included as well.

"There are limitations to what can be included in a book of this size. All information on starship upgrades is already available in Brilliant Lances.

"All of this material will be incorporated into the TNE second printing, which can be recognised by the phrase, 'Mk I Mod 1 (December 1993)' on its title page."

Credits

Design
Frank Chadwick & Dave Nilsen
Design and Development Assistance
Loren Wiseman
Previous Design Work
Lester Smith, Ted Kocot, Terry McInnes, Charles Gannon
Oversight
Dave Nilsen
Cover Patinting
Doug Chaffee
Interior Illustrations
Bradley K. McDevitt, Kirk Wescom

Fire, Fusion & Steel (Book) Table of Contents

Introduction 4
Book I: Major Systems 9
Book II: Subsystems 36
Book III: Weaponry 90
Appendices 153
Bibliography 160