“Hiraku fuses with his Katana Class D Starship. In less than seconds, his consciousness spreads across 300 million tonnes of fuselage, cargo bays and bulkhead. Physical boundaries dissolve as fists became weapon bays, legs the dark-matter powered Alcubierre Drive, and eyes expand into sensors scanning light years into the distance. As Hiraku tells us, “I’ve been a pilot for fifteen years and Fusion is still a rush.”
Titan Times Article, sourced from the Network 2280
Set in the 23rd century, pilots fly massive starships for competing agencies mining the invaluable material of Actium, found only in the Kuiper Belts of solar systems.
But these are starships with a difference. Instead of decks and cabins populated by crew, individual pilots with rare talent fuse their consciousness with these space juggernauts, issuing commands to travel, arm weapons and launch attack drones.
Now it’s your time to control an interstellar war machine or a freighter trying to outrun pirates. Take the role of a Fusion Pilot, command your ship and destroy your enemy.
Fusion is a tactical ship-to-ship combat game in which 2 players issue commands to their starships, with each command taking a specified amount of time. Players respond to each other’s commands, planning and countering each other’s attack and defence tactics.
The Fusion Boardgame will include everything you need to play over ten different scenarios including pilot profiles, command and tactics cards, scenario sheets, starship mats and a huge Combat Board.
You can read more about the history of the game world in The History of PRISE and FUSION technology and FUSION Pilot Training.
To read about how the game plays, read the following posts:
6 thoughts on “Fusion: Space Combat”
It sounds like you has e things pretty well fleshed out, here.
Thanks Gary. Yes we’ve got a fairly strong concept about the game world. Just need to complete the game to go along with it! 🙂
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How much playtesting have you gotten in?
Quite a lot, but mostly within a small group. We’ve done some observed testing with strangers, which has all been very positive. We’re in the process of getting the graphic design complete, tweaking the rules some more, then want to get some prototypes made and get into some blind play-testing.
This is where I’d argue for blind playtesting without art. That will eliminate aesthetic bias and give you a sense of where the game is actually at. I might have a 5-10 hours here and there to break test it. I love looking for dominant and degenerate strategies. I wouldn’t mind doing a print and play if you have files handy. I’d prefer everything without art if possible (save toner). But as long as it’s greyscale combpatible it should be fine.
Other than the artwork on this site (I think 3 or so pictures), we don’t have any, so all our testing to date and coming up, (including the prototype), is/will be without art. The graphic design doesn’t include artwork, just the layout of the cards, board and tokens, with background space artwork, as shown in the articles on the time mechanic.
Thanks very much for the offer of the PnP test – we’ll definitely take you up on it, and can provide everything without the background space artwork. With Xmas, we’re probably a couple of months away from the blind play-testing phase. I’m still balancing the different weapons and defenses, and then need to update the rulebook with the changes we’ve made over the past few months and new graphic design.