TABLETOP TACTICS a Universal Wargaming Engine Compatible with Saga, RUGS, and Other Fine Roleplaying Systems

Total Page:16

File Type:pdf, Size:1020Kb

TABLETOP TACTICS a Universal Wargaming Engine Compatible with Saga, RUGS, and Other Fine Roleplaying Systems TABLETOP TACTICS a Universal Wargaming Engine compatible with Saga, RUGS, and other fine Roleplaying Systems By Rowan Gangulfr Published in 2009 by Rowan Gangulfr/Yggdrasil Distro Questions, Comments, Contributions [email protected] Saga, RUGS, & other free roleplaying material are available on the internet rugsroleplaying.org yggdrasildistro.wordpress.com For those with respect for intellectual property laws: Contents are protected under the Creative Commons Attribution-Non-Commercial-Share-Alike 3.0 United States license. You are free to copy and make derivative works for non-commercial purposes. For everyone else: This work is Anti-Copyright. Do what you will, provided it's not for profit, and please credit me when using this material. Contents Introduction 3 Shameless Self-promotion 3 What Is Tabletop Tactics? 3 The Politics of Wargaming 3 A Note on Bad Stereotypes in Gaming 4 What You Need to Play 4 Choosing a Campaign Setting or Gaming World 4 Choosing a Scenario 5 Building an Army, Miniatures, Terrain 5 Basic Rules 7 When Rules Are in Dispute 7 The Roll Chart, Rolling Dice, Bonuses & Penalties to Rolls 7 Turns & Rounds, Conditions of Victory 8 Units, Unit Statistics 9 Independent Characters, Character Statistics 10 Vehicles, Vehicle Statistics 10 Weapon & Armor Statistics 11 Movement, Unit Coherency 11 Size, Size Bonuses & Penalties 12 Advanced Rules, Combat Rules 14 Melee Combat 14 Ranged Combat 16 Flame Based Weapons 17 Explosive Weapons, Determining Scatter 17 Big Guns, Artillery 18 Firing Into a Melee, Rolling Percentage Dice 18 Attacking & Destroying Vehicles, Attacking With Vehicles 19 Morale, Morale Checks, Leadership 22 Cover 23 Terrain Movement Penalties, Dangerous Terrain 24 Climactic Penalties 25 Stealth & Subterfuge 25 Special Characteristics & Abilities 27 Point Values 29 1 Weapons & Armor 30 Sample Weapon List 30 Sample Armor List 33 Generic Scenarios 34 Mutual Battle 34 Pitched Battle 35 Forward Position, Ground Seizure 36 Assassination!, Kill the Head... 37 Waiting For Reinforcements, Survival 38 Demolition! 39 Quick Reference Sheet 40 Unit Templates 41 2 Introduction This chapter introduces the game, discusses its nature and the politics in wargaming, plugs my various other free roleplaying projects, and lists all the materials required to play. Shameless Self-promotion Tabletop Tactics is only one of a series of free roleplaying and wargaming products that I write and publish. Other include Saga, a rules-light narrative system, and RUGS, the Revolutionary Universal Gaming System. These two universal roleplaying engines and a number of campaign settings compatible with both can be found on the internet at rugsroleplaying.org and yggdrasildistro.wordpress.com. Enjoy! What is Tabletop Tactics? Tabletop Tactics is a universal miniature wargaming system. What this means is that with the rules in this manual, you can hold battles between armies of any kind as represented by miniatures on a tabletop or other surface. Because this system is universal, you can run battles in any campaign setting or genre, or you can mix and match armies from different campaign settings and genres. These rules can also be used to run singular battles, or they can facilitate long-lasting campaigns of multiple battles. The rules in the following pages usually assume that two players are battling. However, this system is designed for two, three, four, or even more players to battle at once. The Politics of Wargaming Before getting into the game mechanics themselves, there are a few important things to discuss. The first of these is politics. This probably makes a lot of folks sigh with boredom or disgust, but because of the nature of wargames, it's critical to analyze and understand them with a political eye. Wargames promote hierarchy, large-scale destruction and murder, and violence as the only means of solving problems. Often, they also promote hierarchical (though fictional) socio-political structures, like kingdoms, empires, and nation-states. Even worse, wargaming groups themselves (accidentally or intentionally) often encourage hierarchy by falling into “macho” or “masculine” rolls and excluding women and female-bodied people. I am an anarchist, and I therefore consider all of these things incredibly fucked up. I am also a gamer, however, and I still sometimes play roleplaying games and wargames from the perspective of the oppressor (as in the armies of kingdoms and empires, etc.) I don't want to suggest wargames shouldn't be played from these perspectives and with these attitudes. If I did, I wouldn't write and publish a wargame. But I do want people to be aware of the politics underlying this type of game. Hopefully, with this awareness, people will avoid such attitudes in reality and express them only in the falsehoods of gaming. 3 A Note on Bad Stereotypes in Gaming One other thing that needs a brief mention is something I always bring up in my various roleplaying and gaming materials. That is, please don't feel boxed in by bad fantasy and sci-fi stereotypes, and please don't perpetuate them when playing Tabletop Tactics. If you want an army of axe-wielding Dwarves with beards, or an army of Elvish archers with long hair and unparalleled finesse, that's fine. However, it's very likely that instead of making up an entire army, Dwarven axemen would make up only one or two units, just as a regiment of Elvish archers would represent the ranged portion of their army. Surely, Dwarven armies would also have skilled archers or spear throwers or halberdiers or whatever, and Elven armies must certainly have warriors skilled in the melee. Otherwise, without such diversity, these armies would quickly be destroyed. The use of Dwarves and Elves is but one example. There are dozens of other bad cliches that plague the gaming world (Orcs and Goblins being idiotic, blood-crazed “savages” for example). Your gaming experience will definitely be richer if you avoid these stupid platitudes. What You Need to Play There are a few things besides this rulebook that you'll need to run a battle or a campaign. The first is a handful of d10s (10-sided dice), and probably a d6 (6-sided die). You can get by with only 1d10, but battles will run more quickly and smoothly with more. Other than a d10, players will need writing utensils and paper, and a measuring tape or ruler for determining distances on the table. Player may also want a Scatter Die, but it isn't totally necessary. In addition to these materials, players will also need so sort of miniatures to visually represent their units and unique characters on the table. More information on collecting miniatures can be found in the section on Building an Army below. Choosing a Campaign Setting or Gaming World Since this gaming engine is universal, players must agree on a campaign setting or gaming world that their battles will take place in. This can be anything imaginable: Hyboria (the world of Conan), Dune, Star Wars, Star Trek, Forgotten Realms, Middle Earth, Generic High Fantasy, Post-Apocalyptic Earth, the 41st Millennium of Warhammer 40k, the Renaissance of Warhammer Fantasy, etc. Choosing a campaign setting or gaming world before play is essential, because players cannot choose armies without first knowing what kind of armies exist. In a Dune campaign (based on the universe established by Frank Herbert in the novel of the same name), for example, players could control the armies of the Fremen, House Atreides, House Harkonen, any other House of the Landsraad, the Bene Geserit, the Bene Tleilax, or the forces of the Padishah Emperor of House Corrino. Each of these armies will have very different units and unique characters, and players must create these. The Fremen, for one, will have Knifefighters, Sandworms/Sandworm Riders, and Reverend Mothers. House 4 Harkonen armies will be made up of Infantry, Suicide Troops, Twisted Mentats, and the like. The armies of the Emperor will have Imperial Infantry, a large variety of vehicles to choose from, and Sardaukar Terror Troops. This is but one example of hundreds and hundreds of potential settings and armies. Look forward to future Tabletop Tactics supplements containing armies, campaign setting material, and more. Choosing a Scenario Once you've decided what kind of world you'll be playing in, you also must decide what kind of battle is going to take place. Typically, battles in Tabletop Tactics are fought with an even point value of troops on each side (or on all sides in the case of more than two players/armies), and armies are deployed evenly as if they control one side of the table. In other scenarios, armies may be slightly or greatly imbalanced in terms of point values. These kind of scenarios can be extremely fun, and often represent much more realistic situations than two armies of balanced might going head to head. These include situations like a small force being entrenched in a bunker or barricade and having to fend off a much larger invading force, or an elite squadron penetrating deep into enemy lines and assassinating an important character. Unit point values are described in greater detail in the section on Unit Statistics in the next chapter. A list of generic scenarios that can be used with any campaign setting and armies can be found toward the end of this rulebook. Building an Army, Miniatures, Terrain As mentioned above, players will need some kind of miniatures to visually and physically represent their troops. Players can lay their hands on minis in a number of ways. There are myriad miniature companies with fine products, and just as many ways to steal or acquire these products for free. There are also numerous miniature fonts on the internet, some free and some for sale. These fonts allow players to type and print thousands of troops.
Recommended publications
  • Chapterhouse: Dune Frank Herbert April 1985 Those Who Would Repeat
    Chapterhouse: Dune Frank Herbert April 1985 Those who would repeat the past must control the teaching of history. -Bene Gesserit Coda When the ghola-baby was delivered from the first Bene Gesserit axlotl tank, Mother Superior Darwi Odrade ordered a quiet celebration in her private dining room atop Central. It was barely dawn, and the two other members of her Council -- Tamalane and Bellonda -- showed impatience at the summons, even though Odrade had ordered breakfast served by her personal chef. "It isn't every woman who can preside at the birth of her own father," Odrade quipped when the others complained they had too many demands on their time to permit of "time-wasting nonsense." Only aged Tamalane showed sly amusement. Bellonda held her over-fleshed features expressionless, often her equivalent of a scowl. Was it possible, Odrade wondered, that Bell had not exorcised resentment of the relative opulence in Mother Superior's surroundings? Odrade's quarters were a distinct mark of her position but the distinction represented her duties more than any elevation over her Sisters. The small dining room allowed her to consult aides during meals. Bellonda glanced this way and that, obviously impatient to be gone. Much effort had been expended without success in attempts to break through Bellonda's coldly remote shell. "It felt very odd to hold that baby in my arms and think: This is my father," Odrade said. "I heard you the first time!" Bellonda spoke from the belly, almost a baritone rumbling as though each word caused her vague indigestion. She understood Odrade's wry jest, though.
    [Show full text]
  • Miedzy Tolerancja a Islamofobia.Pdf
    UNIWERSYTET ŁÓDZKI Katedra Bliskiego Wschodu i Północnej Afryki Między tolerancją a islamofobią Muzułmanie w Polsce, muzułmanie na świecie redakcja Marta Woźniak-Bobińska i Blanka Rogowska Łódź 2017 RECENZENCI prof. zw. dr hab. Barbara Michalak-Pikulska dr hab. Izabela Kończak, prof. nadzw. UŁ REDAKTORZY dr Marta Woźniak-Bobińska mgr Blanka Rogowska PROJEKT OKŁADKI Damian Antczak SKŁAD I ŁAMANIE Jowita Podwysocka-Modrzejewska Katedra Bliskiego Wschodu i Północnej Afryki UŁ ul. Narutowicza 59a, 90-131 Łódź e-mail: [email protected] www.kbwipa.uni.lodz.pl ISBN 978–83–63547–09–7 SPIS TREŚCI WSTP ............................................................................................................................................... HISTORIA Maciej Czyż BIZANCJUM A LUDNO CHRZECIJASKA W TRAKCIE PODBOJU (X–XI WIEK) .................................... Jacek Pietrzak POLACY A BLISKI WSCHÓD PODCZAS II WOJNY WIATOWEJ ................................................................ Jakub G. Gajda ROLA PASTW BLISKOWSCHODNICH W KONFLIKCIE AFGASKIM. RYWALIZACJA IRANU I ARABII SAUDYJSKIEJ O WPŁYWY W WIECIE ISLAMU (–) .................... Michał Kozicki THE HISTORY OF RAILWAYS IN LEBANON AND SYRIA AND THEIR UNCERTAIN FUTURE .......................... Elmontser D.M.E. Elmoubark FARAS — A SIGN OF RELIGIOUS TOLERANCE IN SUDAN ....................................................................... EKONOMIA Julia Celejewska MUZUŁMASKIE KREDYTY W SKALI MIKRO .......................................................................................
    [Show full text]
  • Dune Families, Mentat, Bene Gesserit, Bene Tleilax, Fremen, House Atreides, House Harkonnen, Honored
    [PDF] Dune organizations: Dune families, Mentat, Bene Gesserit, Bene Tleilax, Fremen, House Atreides, House Harkonnen, Honored... Dune organizations: Dune families, Mentat, Bene Gesserit, Bene Tleilax, Fremen, House Atreides, House Harkonnen, Honored Matres, House Corrino Book Review This written pdf is great. It is really simplistic but surprises within the 50 percent of the pdf. I realized this pdf from my dad and i advised this pdf to understand. (Mr. Milford Jakub owski IV ) DUNE ORGA NIZATIONS: DUNE FA MILIES, MENTAT, BENE GESSERIT, BENE TLEILA X, FREMEN, HOUSE ATREIDES, HOUSE HA RKONNEN, HONORED MATRES, HOUSE CORRINO - To read Dune org anizations: Dune families, Mentat, Bene Gesserit, Bene Tleilax , Fremen, House A treides, House Harkonnen, Honored Matres, House Corrino PDF, remember to refer to the web link below and save the ebook or have access to additional information which might be highly relevant to Dune organizations: Dune families, Mentat, Bene Gesserit, Bene Tleilax, Fremen, House Atreides, House Harkonnen, Honored Matres, House Corrino ebook. » Download Dune org anizations: Dune families, Mentat, Bene Gesserit, Bene Tleilax , Fremen, House A treides, House Harkonnen, Honored Matres, House Corrino PDF « Our online web service was launched by using a want to work as a full online electronic digital local library which offers usage of large number of PDF file document collection. You could find many kinds of e-publication as well as other literatures from the paperwork database. Distinct preferred subjects that spread out on our catalog are trending books, solution key, assessment test questions and answer, guideline example, skill information, quiz example, user guidebook, user guide, service instruction, repair guide, and so on.
    [Show full text]
  • ALTERNATIVE FASTPLAY MANUAL for DUNE (D10) RPG (Version: 1.0) INTRODUCTION
    ALTERNATIVE FASTPLAY MANUAL FOR DUNE (d10) RPG (Version: 1.0) INTRODUCTION Well, this is not my first RPG module modified for a well-known concept, or for my own creations. But certainly the most important one. And it is called “Dune: Legacy of Landsraad”. My part was the easiest for all, during the creation of the module (at least this very fist edition, I really do not know what additions will be on for the future times.). To choose a well-known novel for setting up the concept and to choose a mathematical dice system for playing the campaigns. I did both, and I think I chose the best ones of two different stages. Story Telling System (of White wolf Productions for sure) and Dune: Chronicles of The Imperium (a RPG setting of Last Unicorn Games). If you ask “Why these?”, the answer would be simple… The Story Telling System is easy to learn and to operate. It leaves more area for a Game Master to think about the storyline or players to “feel inside the campaign” than other types of dice-systems with loads of tables, rules etc. Because Dune RPG surely needs relaxed brains during a game session. And the issue about Dune ... Well, it is more than a fantasy Sci-Fi novel. To read and understand it requires a strong sense of sociology, genetics and population, history, science and industry, politics, warfare, heritages, religion and economics. In other words, “all the serious intellectual data of the world”. I don’t think that a routine and ordinary D&D player would/could find something similar in Dune Campaigns.
    [Show full text]
  • 1444296197527.Pdf
    2 disclaimer Welcome to DUNE. My name is Dorian Hawkins and I love DUNE. This piece of work is one fan’s homage to that wonderful piece of work. Let me stress right from the get-go that this tome utilises the ONE ROLL ENGINE, as devised by GREG STOLZE and popularised by SHANE IVEY and DENNIS DETWILER of ARC DREAM. I do not own any rights or even claim any ownership of their game mechanics. In fact, if you even want to use this book, you need a copy of the REIGN rules (available imminently in an inexpensive pocket book version and PDF, so you really have no excuse). This game is also based on the novel DUNE by Frank Herbert. The rights to DUNE and the CHRONICLES OF DUNE do not belong to me and if there is any challenge to this fan work, holders of the license or intellectual property of DUNE and its related products should contact me at [email protected] immediately. This book is intended for people’s use until there is an official DUNE RPG out there. Until such time, I hope this meager work can suffice. Hya Hya Chouhada! Dorian Thomas Hawkins The One Roll Engine is the property of Arc Dream and Greg Stolze . DUNE is the property of Herbert Properties LLC . The writer makes no claim to such licenses and this role-playing game is available for no profit. Should any party object to this document, please contact the author and it shall be removed. 3 the known universe The year is 10,091, one hundred years before This delicate balance of power serves to prevent the events of DUNE.
    [Show full text]
  • Organizations of the Dune Universe
    Organizations of the Dune universe en.wikipedia.org/wiki/Organizations_of_the_Dune_universe Multiple organizations of the Dune universe dominate the political, religious, and social arena of the fictional setting of Frank Herbert's Dune series of science fiction novels, and derivative works. Set tens of thousands of years in the future, the saga chronicles a civilization which has banned computers but has also developed advanced technology and mental and physical abilities through physical training, eugenics and the use of the drug melange. Specialized groups of individuals have aligned themselves in organizations focusing on specific abilities, technology and goals. Herbert's concepts of human evolution and technology have been analyzed and deconstructed in at least one book, The Science of Dune (2008).[1][2][3] His originating 1965 novel Dune is popularly considered one of the greatest science fiction novels of all time,[4] and is frequently cited as the best-selling science fiction novel in history[.4][5] Dune and its five sequels by Herbert explore the complex and multilayered interactions of politics, religion, ecology and technology, among other themes. Young Alia Atreides in front of (from left to right) a Spacing Guild agent, Princess Irulan, Reverend Mother Mohiam and her Bene Gesserit, and Padishah Emperor Shaddam IV, from the Dune miniseries (2000) We've a three-point civilization: the Imperial Household balanced against the Federated Great Houses of the Landsraad, and between them, the Guild with its damnable monopoly on interstellar transport. — Reverend Mother Mohiam, Dune As Frank Herbert's Dune (1965) begins, the known universe is ruled by Shaddam IV, the 81st Padishah Emperor of House Corrino, whose power is secured by his control of the brutally efficient military force known as the Imperial Sardaukar.
    [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]
  • Bene Tleilax
    GURPS Dune Sean Ware, Chicago Illinois Written: August, 1993. Converted to HTML: October 1995. Converted to Frames: July, 1996. Last Modified: March 5, 1997 This is a preliminary draft of descriptions and rules alterations for a GURPS Space campaign balsed on the Dune series of novels by Frank Herbert. It incorporates elements from GURPS Cyberpunk, GURPS Martial Arts,GURPS Martial Arts Adventures and GURPS Vehicles (1st Edition). It assumes that most of the action will take place on Arrakis, shortly before or during the actions of the first two novels: Dune and Dune Messiah. Further alterations and expansions can be developed to cover other areas of the Dune universe. General Information Campaign Style The original 'seed' for this campaign was for the PC's to be a group of Fremen, or a smuggling orgainization operating on Arrakis. Starting Point cost for such a campaign would be around 100- 200 points. Other possibilities include: Minor House The PC's consist of the key players of a Minor House, starting point level: 100-300 points. Great House The PC's consist of the key players of Great House (Atreides, Harkonnen, Corrino, etc.), starting point level: 200-400+ (most of it in political connections and status). Mercenaries A band of mercenaries for hire, or members of any of the standing armed forces of a House Major or Minor. Starting Point level: 100-300 points. Campaign Tech Level The Dune Universe is considered to be TL9 with some major anomalies. Most of these anomalies can be attributed to the various advancements afforded by the Holtzmann discoveries.
    [Show full text]
  • 1400739753820.Pdf
    Introduction Pg 1 The following set of rules are intended to be used for playing an RPG in Frank Herbert's Dune Universe. The rules are a hack of the World of Darkness rules system. The setting takes place in a non- canonical time-line approximately one-and-a-half centuries prior to the original Dune novel. The information used to compile the setting as presented here is collected from Frank Herbert's six Dune novels and The Dune Encyclopedia written by Willis E. McKnelly and published in 1984. Later works and novels are not drawn upon, although significant inspiration comes from the Dune 2 RTS video game, published by Virgin Studios in 1992. The cover artwork is a modified, early promotional poster from the David Lynch film, released in 1984, as is the image used for the page borders. The black-and-white drawings are taken from The Dune Encyclopedia. Information is presented here as it directly relates to the Chronicle that this booklet is intended to govern. I do not rehash the entire Dune Universe, nor go into depth regarding the World of Darkness rules system. That information is widely available from other sources (like the Dune Novels and World of Darkness books). This booklet assumes that the reader has at-least a passing familiarity with the Dune Universe. It will not explain who Ixians, Fremen or Bene Tleilaxu are. It will not explain the mechanics of space travel nor the history of the Spacing Guild. It contains only the information necessary for the campaign, and is provided mainly for ease of reference.
    [Show full text]
  • Frank Herbert’S Dune Series Is Considered Oneof the Most Popular and Significant Contributions to Sciencefiction Writing in Many Decades
    0-8057-7514-5 FONIK 7tae Frank Herbert’s Dune series is considered oneof the most popular and significant contributions to sciencefiction writing in many decades. After winning the prestigious Hugo and Nebula awards in 1966 for Dune, Herbert went on to write five successive volumes to form a series: Dune Messiah, Children of Dune, God Emperor of Dune, Heretics of Dune, and Chapterhouse: Dune. Thefictional world that Herbert created was at once complex, compelling, andinstructive, and the series attracted readers of all ages. Herbert’s phenomenal achievements surpassed even that success—hepublished a total of thirty books in his literary career, twenty-three of which were science fiction novels. Some fans of his specu- late that his books spawned the ecological move- ment in the late sixties and early seventies. Despite the popularity of the Herbert books with general readers and in science fiction courses, the impact of his achievements has been, until now, inadequately assessed. William F. Touponce’s authoritative and de- finitive treatment draws on archival materials, including taped interviews in which Herbert talks extensively about his childhood, recordings of conversations with Herbert about his work, and reproductions of the earliest versions of certain passages that demonstrate the develop- ment of the Dune cycle. With comments from Willis E. McNelly, editor and compiler of The Dune Encyclopedia andlifelong friend of Herbert, incorporated into the text, Touponce summa- rizes a vast amount of material describing the creation of the Dune cycle. (continued on back flap) Frank Herbert examines what Touponceterms the “Dostoyevskian complexity” of Herbert’s characters, the “polyphonic” quality of the nov- els, and the evocative themes that permeate his works and reveal a profound questioning ofroles that heroes play in our discovery of human potential and limitations.
    [Show full text]
  • DUNE V0.1 (Aka the Completely Irreverent and Unpriced Edition) A
    DUNE v0.1 (aka the completely irreverent and unpriced edition) A beginning is a delicate time. Know, then, that it is the year 10,188 A.G. and more than twenty thousand years into the future as you know it. House Harkonnen controls spice production with an iron fist, as dictated by the Padishah Emperor Shaddam IV, the ruler of the known universe -- which may actually range anywhere from simply the Orion arm of the galaxy to include the nearest few galaxies. No one is really keeping track, to be honest. Rumors do however get around, and one of the more interesting rumors are that House Atreides will be taking charge of Arrakis in 10,190. More importantly, technology here has reached a point of both advancement and stagnation. Things are incredibly durable... but do not expect robots to be replacing you in the workplace. Humans are not disposable, but instead essential -- there are no computers here, but there are humans who have mental functions so advanced that they can outpace computers for raw ability, or who can calculate the safest way to fold space between two places and come out intact. Thou shalt not make a machine in the likeness of the human mind, after all. Welcome to Frank Herbert's Dune. War is on the horizon and the universe will inevitably turn its eye toward Arrakis, for it is the source of Melange, more commonly called spice. The spice extends life... the spice expands consciousness... and the spice is vital to space travel. No matter where you start, it will be easy enough to move about in the known universe, travelling with the Spacing Guild, who has a monopoly on space travel and provide transport between worlds in massive ships called heighliners.
    [Show full text]
  • Navigators of Dune Plot
    Navigators of dune plot Continue The Dunes of Brian Herbert and Kevin J. Anderson's Navigators is the climactic finale of the Grand Dune Grand School trilogy, set 10,000 years before frank herbert's classic Dune. The story tells the origin of the Bene Gesserit sorority and its breeding program, human-computer menthol and... Full description in: Extended Dune, Novels, Dune Edit Share By Brian Herbert & Kevin J. Anderson Navigators of Dune is a 2016 novel by Brian Herbert and Kevin J. Anderson, set in the Duune universe created by Frank Herbert. It is the third book in their prequel trilogy The Great Schools of Dune, which is itself a sequel to their trilogy Legends of Dune. Set almost a century after the events of Dine: The Battle of Corrin in 2004, the novel continues to capture the beginnings of bene Gesserit, Mentat and Suk schools, as well as the Guild of Spacing, all threatened by the independent anti-technology forces that gained power after the Butler Jihad. The Grand Dune Grand School trilogy, first mentioned by Anderson in a 2010 blog post, captures the early years of these organizations, which are featured in dune's original novels. In a 2009 interview, Anderson said the third and final novel would be titled The Swordmasters of Dune, but by 2014 he was still a live novel. On July 27, 2015, Anderson reviewed the cover of Navigators of Dune on Twitter and noted his 2016 release. The novel was published on September 13, 2016. The prequel short story titled Dune: Red Plague was published Tor.com November 1, 2016.
    [Show full text]