Star Frontiersman Issue #4

Total Page:16

File Type:pdf, Size:1020Kb

Star Frontiersman Issue #4 ISSUE MAY 2007 OPTIONS IN FTL TRAVEL SCREE FRON – YAZIRIANS WITH A TWIST CINEMATIC MARTIAL ARTS, STAR-FRONTIERS STYLE! HELMETS AND SCATTERGUNS A SEEDY FOUNTAIN BAR/CANTINA THUGS, MOOKS, GOONS & MINIONS! THE DIMINUTIVE YINNI WAITING TO BE DISCOVERED AND LOTS MORE, READY TO USE! Issue 4: May 2007 Technical Journal FTL Travel ......................................................1 Star Systems Scree Fron......................................................4 New Rules Cinematic Martial Arts ......................................9 Starting Gear ................................................13 Species/Gender Ability Modifiers ......................14 Equipment Defensive Equipment: Helmets ........................15 Miscellaneous Equipment ................................16 Scatterguns ..................................................17 More Guns....................................................19 Robot Programs ............................................20 Melee Weapon Illustrations .............................22 Locations Outpost Refinery ...........................................23 Fountain Bar .................................................24 Descriptions..................................................25 Adversaries Thugs, Mooks, and Goons ...............................26 Stop in to show your love. If you are an experienced web programmer and want to lend a hand, it would be most welcome. Archetypes I currently own the domain and am hosting it on an inexpensive Human Xenomedical Specialist ........................29 server, and am pre-paid for a full year. I have a guestbook (sign Yazirian Priest ...............................................31 in please!!) and a main frames page with a few pages full of links. I didn’t purchase any SQL databases or any extra features... but Character Races I’d love to have a forum where we could all share ideas and to Yinni............................................................33 make it easier to submit stuff for the webzine. I can do a little html and even less java – but am willing to learn. Drop me an Adventure! email if you’re interested in helping out with the site: Death Implant...............................................36 [email protected]. Mystery of Starshine ......................................36 If you have a Star Frontiers fan site (I know there are lots out The Usurper..................................................36 there) or have a Sci-Fi site in general that includes material that Temple Raiders .............................................36 might be useful for this system, please give me a link (with a The Great Hunt .............................................37 graphic/logo if you have one) so I can make a nice links page. After the release of this issue – I’ll make the old geocities site Classifieds forward you to the new domain, but you don’t have to wait – go ..................................................................38 ahead and change your bookmarks! STAR FRONTIERS, WIZARDS OF THE COAST, and the Bill Logan WIZARDS OF THE COAST logo are trademarks belonging to [email protected] Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and Last Revision: 05.04.2007 Weare have used a newhere home without for ourpermission. project... © 2001 Wizards of the Coast. All Rights Reserved. The free distribution of this revised edition of the out-of-print game system is not intended to detract income from Wizards of the Coast. By Andrew Modro method are the starships using? Is it classic hyperspace? FTL TRAVEL Space-time warping fields? Extra dimensional wormhole Travel between star systems at speeds greater than light tunneling? Quantum foam sliding? We are not told. This is a staple of science fiction. Without the ability to tran- leaves the door wide open for the GM's imagination and scend the speed of light, travel between even the closest personal tastes. A few options are examined here. stars takes years. In a place like the Frontier, FTL (Faster-Than-Light travel) is absolutely essential. The STAR FRONTIERS game treats FTL in a very abstract manner, especially in the Alpha Dawn rules. Knight Hawks attempts to add a bit of flavor, but also confuses the issue when compared to Alpha Dawn. The purpose of this article is to examine interstellar travel and to provide flavor options for Alpha Dawn and Knight Hawks games that can be used without altering the rules as presented. THE VAST DEEP Space is big -- ask any Douglas Adams fan how big it is for an entertaining answer. Light, the fastest thing in the cosmos, takes years to traverse the cold dark between the stars. Galaxies are tens or hundreds of thousands of light-years across, and lie millions of light-years apart. The observable universe itself is many billions of light- years wide. Science tells us that nothing can travel faster than light. HYPERSPACE To travel from one star system to another would take The most classic FTL method in all of science fiction, many years. Even with incredibly powerful futuristic rock- hyperspace invokes a set of dimensions lying "parallel" to ets, a slower-than-light ship would spend years our physical universe. In this different space, distances accelerating ever closer but never completely up to the between locations are warped or condensed, allowing a speed of light, then more years turning over and deceler- ship to traverse great distances in the real universe while ating after the halfway mark. The "Inhibitor Universe" moving much less in hyperspace, much like a grand cos- novels of Alastair Reynolds and Vernor Vinge's "A Deep- mic "shortcut". ness in the Sky" present excellent views of space opera in which light speed is never broken, and the consequences Hyperspace traditionally touches all points in our physical of that limitation. universe, but access can be limited by such things as gravity wells around large bodies like stars or giant plan- But many are willing to believe that a way can be found to ets, or by the necessity for powerful "jump gates" circumvent this cosmic "speed limit". Science fiction is full containing machinery much too large for starships to carry of faster-than-light travel of many wondrous varieties, in their hulls. from "warp speed" and "hyperspace" to "space folding", "wormholes" and "slipstream drive". Eventually we may Many variants of the hyperspace concept exist. For ex- discover a real-world method for getting around the limi- ample, in some hyperspace concepts, ships can roam tation of light speed. In the meantime, we can dream. freely within the extra dimensional space, while in others they are restricted to prescribed routes due to naviga- The STAR FRONTIERS game touches on FTL only in brief. tional hazards (gravity wells, fluctuating distortion rates, The Alpha Dawn rules only mention how fast FTL is, and strange alien inhabitants...) In some variants, "hyper- do not describe how it is achieved. The Knight Hawks set space" is a kind of infinite void in which nothing exists does offer an explanation -- a unique method invoking the outside the ship. Void -- but does not sit easily with the Alpha Dawn expla- nation. This is more of an opportunity than a difficulty, Examples of science fiction using hyperspace are too nu- however. Each GM is free to explain, in as much detail as merous to encompass. The most famous is, of course, she wishes, just how FTL is achieved in the Frontier. Star Wars, in which ships can cross an entire spiral galaxy in mere days. FTL IN ALPHA DAWN Using hyperspace with Alpha Dawn is simple. The "one Alpha Dawn is quite specific about FTL. The rules state day per light-year" rule becomes an average cruising that travel between star systems takes one day for every speed for ships in hyperspace. Some ships could be much light year of distance -- and that's all they say. What 1 faster, such as couriers and powerful small military war- JUMP GATES ships. Some could be slower, such as heavy freighters or Or JUMP POINTS or FIXED WORMHOLES: These variants old junkers. Alpha Dawn games would likely use a version are notable more for the idea of a fixed and controllable of hyperspace in which ships generally ply well- "entry point" than for the actual method of FTL. In each established routes. Deviating from these explored courses variant, ships must journey to a set location to make use could be possible, but would require great computational of the FTL technology. power and a lot of courage. Jump gates, such as those seen in "Babylon 5", and jump SPACE FOLDING points, such as in the "Starfire" military space opera nov- This concept turns hyperspace on its ear. Instead of trav- els, offer fixed points of entry into hyperspace. Entry into eling through an extra dimensional space just as it would hyperspace may (B5's more powerful ships) or may not through normal space, a ship using folding tech breeches (ships in the Starfire universe) be possible outside of space-time to connect two distant points, making a tem- these fixed points. Jump gates are actual constructions porary bridge with no real distance at all! which tear open a hole into hyperspace, while jump points are natural rifts in space. This concept is related to the idea of wormholes. Worm- holes are a kind of "space subway tunnel", slipping Fixed wormholes, such as those in David through dimensions outside our own normal Weber's "Honor Harrington" novels space to bridge two different points. (which also use "normal" Space folding can be considered a kind hyperspace), provide fixed of controlled wormhole generation. points of
Recommended publications
  • Models of Time Travel
    MODELS OF TIME TRAVEL A COMPARATIVE STUDY USING FILMS Guy Roland Micklethwait A thesis submitted for the degree of Doctor of Philosophy of The Australian National University July 2012 National Centre for the Public Awareness of Science ANU College of Physical and Mathematical Sciences APPENDIX I: FILMS REVIEWED Each of the following film reviews has been reduced to two pages. The first page of each of each review is objective; it includes factual information about the film and a synopsis not of the plot, but of how temporal phenomena were treated in the plot. The second page of the review is subjective; it includes the genre where I placed the film, my general comments and then a brief discussion about which model of time I felt was being used and why. It finishes with a diagrammatic representation of the timeline used in the film. Note that if a film has only one diagram, it is because the different journeys are using the same model of time in the same way. Sometimes several journeys are made. The present moment on any timeline is always taken at the start point of the first time travel journey, which is placed at the origin of the graph. The blue lines with arrows show where the time traveller’s trip began and ended. They can also be used to show how information is transmitted from one point on the timeline to another. When choosing a model of time for a particular film, I am not looking at what happened in the plot, but rather the type of timeline used in the film to describe the possible outcomes, as opposed to what happened.
    [Show full text]
  • GURPS4E Ultra-Tech.Qxp
    Written by DAVID PULVER, with KENNETH PETERS Additional Material by WILLIAM BARTON, LOYD BLANKENSHIP, and STEVE JACKSON Edited by CHRISTOPHER AYLOTT, STEVE JACKSON, SEAN PUNCH, WIL UPCHURCH, and NIKOLA VRTIS Cover Art by SIMON LISSAMAN, DREW MORROW, BOB STEVLIC, and JOHN ZELEZNIK Illustrated by JESSE DEGRAFF, IGOR FIORENTINI, SIMON LISSAMAN, DREW MORROW, E. JON NETHERLAND, AARON PANAGOS, CHRISTOPHER SHY, BOB STEVLIC, and JOHN ZELEZNIK Stock # 31-0104 Version 1.0 – May 22, 2007 STEVE JACKSON GAMES CONTENTS INTRODUCTION . 4 Adjusting for SM . 16 PERSONAL GEAR AND About the Authors . 4 EQUIPMENT STATISTICS . 16 CONSUMER GOODS . 38 About GURPS . 4 Personal Items . 38 2. CORE TECHNOLOGIES . 18 Clothing . 38 1. ULTRA-TECHNOLOGY . 5 POWER . 18 Entertainment . 40 AGES OF TECHNOLOGY . 6 Power Cells. 18 Recreation and TL9 – The Microtech Age . 6 Generators . 20 Personal Robots. 41 TL10 – The Robotic Age . 6 Energy Collection . 20 TL11 – The Age of Beamed and 3. COMMUNICATIONS, SENSORS, Exotic Matter . 7 Broadcast Power . 21 AND MEDIA . 42 TL12 – The Age of Miracles . 7 Civilization and Power . 21 COMMUNICATION AND INTERFACE . 42 Even Higher TLs. 7 COMPUTERS . 21 Communicators. 43 TECH LEVEL . 8 Hardware . 21 Encryption . 46 Technological Progression . 8 AI: Hardware or Software? . 23 Receive-Only or TECHNOLOGY PATHS . 8 Software . 24 Transmit-Only Comms. 46 Conservative Hard SF. 9 Using a HUD . 24 Translators . 47 Radical Hard SF . 9 Ubiquitous Computing . 25 Neural Interfaces. 48 CyberPunk . 9 ROBOTS AND TOTAL CYBORGS . 26 Networks . 49 Nanotech Revolution . 9 Digital Intelligences. 26 Mail and Freight . 50 Unlimited Technology. 9 Drones . 26 MEDIA AND EDUCATION . 51 Emergent Superscience .
    [Show full text]
  • Exploring the Referral and Usage of Science Fiction in HCI Literature
    Exploring the Referral and Usage of Science-Fiction in HCI Literature? Philipp Jordan1, Omar Mubin2, Mohammad Obaid3, and Paula Alexandra Silva4 1 University of Hawaii at Manoa, Honolulu, USA [email protected] 2 SCEM, Western Sydney University, Sydney, Australia [email protected] 3 Uppsala University, Uppsala, Sweden [email protected] 4 DigiMedia Research Center, University of Aveiro, Aveiro, Portugal [email protected] Abstract. Research on science fiction (sci-fi) in scientific publications has indicated the usage of sci-fi stories, movies or shows to inspire novel Human-Computer Interaction (HCI) research. Yet no studies have anal- ysed sci-fi in a top-ranked computer science conference at present. For that reason, we examine the CHI main track for the presence and nature of sci-fi referrals in relationship to HCI research. We search for six sci-fi terms in a dataset of 5812 CHI main proceedings and code the context of 175 sci-fi referrals in 83 papers indexed in the CHI main track. In our results, we categorize these papers into five contemporary HCI research themes wherein sci-fi and HCI interconnect: 1) Theoretical Design Re- search; 2) New Interactions; 3) Human-Body Modification or Extension; 4) Human-Robot Interaction and Artificial Intelligence; and 5) Visions of Computing and HCI. In conclusion, we discuss results and implications located in the promising arena of sci-fi and HCI research. Keywords: Design fiction, Future visions, HCI inspiraton, Popular cul- ture in science, Science fiction 1 Introduction Sci-fi has inspired many technological innovations. Its influence is present in the invention, conceptualization, design and application of interfaces and technology.
    [Show full text]
  • Tolva Lorebook 050417 Singlep
    This is a book about the wider fictional context in which our video game, The Signal From Tölva, can be understood. You do not need to read this book to enjoy the game, and reading on should not spoil the game for you. Instead we intend to provide an inspiring and colourful backdrop, and to shine another light on the mysterious events that take place in the world in which the game is set. Events on Tölva represent one crucial step within a larger story which encompasses the ambitions and machinations of factional machine intelligences across an entire galaxy. The fate of the human race also hangs in the balance in this hostile and complicated universe (even though humans don’t appear in The Signal From Tölva video game, they do play a role in the wider story). Tölva, you should remember, is but a single point in endless space. What happens there will have implications for an entire galaxy, but it is nevertheless only one node in a network of conflict and complexity that makes up a strange and violent universe. Read on to learn more about the ideas, technologies, worlds and personalities that make that universe what it is. introduction 03 THE GRIM PROLOGUE This is a tragedy of the remote future. It is a story about the relationship between the people the human race became and the intelligent machines they created to explore the galaxy. The setting of Magnitudes is far distant from today, and is a time when spacefaring and planetary exploration are routine. Extreme high technology and exotic events are commonplace, but these things are not often at the disposal of normal men and women.
    [Show full text]
  • SF COMMENTARY 81 40Th Anniversary Edition, Part 2
    SF COMMENTARY 81 40th Anniversary Edition, Part 2 June 2011 IN THIS ISSUE: THE COLIN STEELE SPECIAL COLIN STEELE REVIEWS THE FIELD OTHER CONTRIBUTORS: DITMAR (DICK JENSSEN) THE EDITOR PAUL ANDERSON LENNY BAILES DOUG BARBOUR WM BREIDING DAMIEN BRODERICK NED BROOKS HARRY BUERKETT STEPHEN CAMPBELL CY CHAUVIN BRAD FOSTER LEIGH EDMONDS TERRY GREEN JEFF HAMILL STEVE JEFFERY JERRY KAUFMAN PETER KERANS DAVID LAKE PATRICK MCGUIRE MURRAY MOORE JOSEPH NICHOLAS LLOYD PENNEY YVONNE ROUSSEAU GUY SALVIDGE STEVE SNEYD SUE THOMASON GEORGE ZEBROWSKI and many others SF COMMENTARY 81 40th Anniversary Edition, Part 2 CONTENTS 3 THIS ISSUE’S COVER 66 PINLIGHTERS Binary exploration Ditmar (Dick Jenssen) Stephen Campbell Damien Broderick 5 EDITORIAL Leigh Edmonds I must be talking to my friends Patrick McGuire The Editor Peter Kerans Jerry Kaufman 7 THE COLIN STEELE EDITION Jeff Hamill Harry Buerkett Yvonne Rousseau 7 IN HONOUR OF SIR TERRY Steve Jeffery PRATCHETT Steve Sneyd Lloyd Penney 7 Terry Pratchett: A (disc) world of Cy Chauvin collecting Lenny Bailes Colin Steele Guy Salvidge Terry Green 12 Sir Terry at the Sydney Opera House, Brad Foster 2011 Sue Thomason Colin Steele Paul Anderson Wm Breiding 13 Colin Steele reviews some recent Doug Barbour Pratchett publications George Zebrowski Joseph Nicholas David Lake 16 THE FIELD Ned Brooks Colin Steele Murray Moore Includes: 16 Reference and non-fiction 81 Terry Green reviews A Scanner Darkly 21 Science fiction 40 Horror, dark fantasy, and gothic 51 Fantasy 60 Ghost stories 63 Alternative history 2 SF COMMENTARY No. 81, June 2011, 88 pages, is edited and published by Bruce Gillespie, 5 Howard Street, Greensborough VIC 3088, Australia.
    [Show full text]
  • Temporal Distances: Fudging It 4
    ADVENTURES IN SPACE Space Travel Space: A Brief Introduction 1 Drive vs Thrust: How Much Faster? 2 Absolute Distances: The Hard Way 4 Temporal Distances: Fudging It 4 Velocity: How Fast Am I? 5 Absolute Velocity 5 Temporal Velocity: Easier/Less Accurate 6 Temporal Velocity: Accurate/Trickier 6 Engine Strain 7 How Big is a Star System? 8 How Big is a Galaxy? 9 Interstellar Travel: Workarounds 10 Shortcuts 10 Jaunting 10 Winging It 10 Hoofing It 10 Drive Limits 11 Ready-to-Play Drive Limits 11 Fuel Capacity 11 Fuel Rarity 12 Imprecise 12 Interstellar Only 12 Minimum Size 12 Non-Orbital 12 Specialized 12 Traceable 12 Uncomfortable 13 Volatile 13 Variable Drive Technology 13 ADVENTURES IN SPACE Space Travel Space: A Brief Introduction Throughout this first section, one does well to remember the sage advice of The Hitchhiker’s Guide to the Galaxy: “Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space.” As you might expect, figuring out a reasonable way to cope with the immensity of a solar system, a sector, a galaxy or an entire universe is a serious undertaking that a GM building his own setting needs to confront early on. There are a couple ways to do it, each with their own advantages and disadvantages, and each suited for a different kind of narrative. What these methods have in common is that they make use of two of a spacecraft's Systems: Thrust and Drive.
    [Show full text]
  • The Blackness of Liet-Kynes: Reading Frank Herbert's Dune Through
    religions Article The Blackness of Liet-Kynes: Reading Frank Herbert’s Dune Through James Cone Peter Herman Theology & Religious Studies, Marymount University, Arlington, VA 22207, USA; [email protected] Received: 1 August 2018; Accepted: 17 September 2018; Published: 18 September 2018 Abstract: Frank Herbert’s landmark science fiction novel Dune has received numerous sequels, prequels, and film treatments. Detailing the saga of humanity’s far future beyond our present solar system, the work plays successfully with religious, political, and ecological themes. This essay deals with the social/theological implications of two figures within the story-world of Dune: Its protagonist and visible hero, Paul Atreides/Muad’Dib and the lesser figure of the “Imperial Planetologist” Dr. Kynes, also known to the Fremen as “Liet”. By reading these two figures through the theology of James Cone, we discover that the obvious hero is not a messianic figure but a demonic one. Further, it is the lesser character of Liet-Kynes who actually fulfills the messianic role in Cone’s theological system. This essay is preceded by and makes use of Jeremy Ian Kirk’s work with the film Avatar that provides similar analysis. Where Kirk’s principal concern is with the ethical considerations of Avatar, this essay will more closely bear on Cone’s dynamic of redemption and conversion, specifically his notion of dying to white identity to be reborn in blackness. Keywords: theology; whiteness; black liberation; liberation theology; soteriology; salvation 1. Introduction Frank Herbert’s six Dune novels provide an amazing and detailed view of a possible future for the human race among the stars.1 The world-building in which he engaged spans thousands of years and billions of miles in his speculative future version of our known universe.2 Religion, specifically the often cynical manipulations of the Bene Geserit Sisterhood, plays a role in the narrative.
    [Show full text]
  • M´Elange: Space Folding for Multi-Focus Interaction
    Melange:´ Space Folding for Multi-Focus Interaction Niklas Elmqvist1 Nathalie Henry1,2,3 Yann Riche1,2,4 Jean-Daniel Fekete1 {elm, nhenry, yann, fekete}@lri.fr 1INRIA 2LRI, Univ. Paris-Sud 3University of Sydney 4University of Queensland Saclay, France Orsay, France Sydney, Australia Brisbane, Australia (a) (b) Figure 1. Examples of the Melange´ technique: (a) Browsing flight routes on a world map. (b) Displaying a large matrix visualization of a network. ABSTRACT INTRODUCTION Interaction and navigation in large geometric spaces typi- Current visualization applications often involve navigation cally require a sequence of pan and zoom actions. This strat- in large visual spaces — many times the size of the screen egy is often ineffective and cumbersome, especially when — using a sequence of zoom and pan operations. The tasks trying to study several distant objects. We propose a new that are performed on these spaces typically require multi- distortion technique that folds the intervening space to guar- ple objects to be displayed at sufficient scale for precise ma- antee visibility of multiple focus regions. The folds them- nipulation, yet these objects may be separated by long dis- selves show contextual information and support unfolding tances. Zooming and panning is tedious, potentially disori- and paging interactions. Compared to previous work, our enting, and often ineffective [6, 7]. In order to retain view of method provides more context and distance awareness. We multiple objects, the standard practice is to split the screen conducted a study comparing the space-folding technique to into several subwindows, but this means that the context be- existing approaches, and found that participants performed tween the objects is lost.
    [Show full text]
  • Speculative Technology
    cure for an as yet uncurable disease cure for Alzheimer's disease cure for blindness cure for cancer cure for the common cold life extension technology anti-aging technology revival long after death body part transplant brain transplant eye transplant head transplant heart transplant species transmutation species uplifting accelerated growth rate therapy appearance altering technology artificial body part brain disembodiment technology personal flying contraption human enhancement technology brain implant brain stimulating implant rejuvenation technology remote controlled person super growth therapy super strength formula brain-computer interface plug-in learning device body implant implanted weapon memory implantation technology implanted memory punishment intelligence augmentation technology mass mind control mind control technology mind linking technology mind reading technology mind altering technology mind-computer merging truth inducing technology mind transfer technology mind uploading duplicate of a person memory erasure mindwipe punishment death ray killer microdrone paralysis device smart ammunition digital clone of a person speculative weapon autonomous weapon systems in society autonomous weapons system killing everyone sentient bomb virtual lover android clone of a person autonomous weapons system android sex-droid virtual person mechanical insect mechanical man robot prizefighter speculative robot robot helper artificial intelligence AI assistant AI companion AI safeguards sentient space probe sentient machine sentient computer
    [Show full text]
  • PDF Download the Battle of Corrin
    THE BATTLE OF CORRIN PDF, EPUB, EBOOK Kevin J. Anderson,Brian Herbert | 592 pages | 28 Mar 2005 | Hodder & Stoughton General Division | 9780340823385 | English | London, United Kingdom The Battle of Corrin PDF Book I really, really wanted to like Legends of Dune, of which Battle of Corrin is the third book. Jun 08, Joe Pranaitis rated it it was amazing. Chapterhouse Dune is the last book Frank Herbert wrote before his death and stunning climax to the epic Dune legend that will live on forever. Plot points are often repeated over and over again, to make absolutely certain you realize that this is how something in the original series originated. And, not even a little bit grounded in reality. We never got any kind of a philosophy about this either. Nov 03, M. In the greatest battle in science fiction history, human and machine face off one last time. If you don't want to like it then you won't. Canonically, this character should be named Jehanne. Add to Cart failed. This betrayal deserved better. The complexity of characters and development of simultaneous plots provides an exciting read. Categories : American novels science fiction novels Dune franchise novels Novels by Kevin J. But not all of them. Historians claim that this action was the key turning point of the struggle. Kept my attention even though I listened to part of it every day. Erasmus continues his experiment with his ward Gilbertus Albans , whom he names his Mentat. Jul 24, Scott Rhee rated it it was ok Shelves: science-fiction. Free with a day trial.
    [Show full text]
  • Download Dune: the Battle of Corrin Free Ebook
    DUNE: THE BATTLE OF CORRIN DOWNLOAD FREE BOOK Brian Herbert, Kevin J Anderson | 704 pages | 01 Sep 2005 | St Martin's Press | 9780765340795 | English | New York, United States Dune: The Battle of Corrin It started Dune: The Battle of Corrin really weak and by the middle of it, I found myself doubting even being able to finish it, but I trudged along and while it did get better during the second half, this book just didn't live up to the others at all. Kevin J. La Casa Atreides Preludio a Dune 1. In this sereis things were almost always created in one moment of magic discovery. Count Sheuset Ecevit wanted to ensure the position of his house waged war against the other important houses Dune: The Battle of Corrin the Landsraad. Maybe it was hunger for the original ideas, worlds and people created by Frank Herbert. It was a tactical victory but a strategic stalemate for the Sardaukar. They live in Washington state. The engaged fleets were restricted to low velocities and their maneuvers often influenced more by the environment of the quasi-nebula, than tacticality. We're shown the origins of all of the different guilds and groups and organizations from the "present-day" Dune universe, and it's just so neat and tidy that it doesn't feel even remotely real. Oct 09, Tom Harris rated it it was ok. Dune franchise. During the year impasse the three remaining Titans— AgamemnonJunoand Dante —are struggling to rebuild their cymek empire. In a final attempt to save the captives, Abulurd deactivates the weapons for the entire fleet, making the Corrin attack more difficult and dangerous and eventually causing much higher casualties.
    [Show full text]
  • Hyperspace (Science Fiction) 1 Hyperspace (Science Fiction)
    Hyperspace (science fiction) 1 Hyperspace (science fiction) Hyperspace is a plot device sometimes used in science fiction. It is typically described as an alternate region of space co-existing with our own universe which may be entered using an energy field or other device. Travel in hyperspace is frequently depicted as faster-than-light travel in normal space. Hyperspace is sometimes used to enable and explain faster than light (FTL) travel in science fiction stories where FTL is necessary for interstellar travel or intergalactic travel. Spacecraft able to use hyperspace for FTL travel are sometimes said to have a hyperdrive. Detailed descriptions of the mechanisms of hyperspace travel are often provided in stories using the plot device, sometimes incorporating some actual physics such as relativity or string theory in order to create the illusion of a seemingly plausible explanation. Hyperspace travel is nevertheless a fictional technology. Authors may develop alternative names for hyperspace in their works, such as the Immaterium (used in Warhammer 40,000), slip space in the Halo universe, Z space in Animorphs, or "Underspace" (U-space), commonly referred to in the works of Neal Asher. Normal space In normal 3-D space, the "shortest path" between two events A and B is found in the following way. First, look at all paths in 4-D space-time between A and B, and find the space-time path that takes the shortest time to traverse. Because of relativity, there is no such thing as universal time: so let the time be measured with respect to a clock whose motion matches the space-time path.
    [Show full text]