Spaceship rules?

Started by Last Hussar, 17 July 2026, 08:46:52 PM

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Last Hussar

Double thread.

I have a number of spaceships.
Question 1.
Any recommendations over Full Thrust,  which I have.

Question 2.
Any ideas for writing my own rules?
Ships are
1) reminiscent of Imperial Star Destroyers, sort of triangular. ('Earth'?)
2) a bit like a Klingon bird of prey, swept forward curved wings, with central body. (Aliens?)

So, rule writing; need to think movement.
Weapons. Thinking different approaches,  beam v missiles? Different protection,  optimised against own major weapon.

Not just rules ideas, feel free to contribute background, "physics" (eg "'Smiggle gun'- fires waves of electrons that do more damage at range")

Ideas?
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Raider4

One Page Rule has Warfleets, which has the advantage of being free . . .

Don't know if they're suitable for you. I've tried version 1, I see they're on to version 2 now.

Duke Speedy of Leighton

I'll bring round Void Fleet Admiral.
It's a good generic set, with lots of factions that fit to fleets.

And yes...
I have lots of fleets.
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Badger

If you're looking to maybe write your own rules, and want some outside-the-box (or maybe from a different box) thinking, maybe you'll get further with this than I ever did:

I've long wondered how one might adapt the idea of programmed movement cards, as used in the board game "RoboRally", for a starship game.  With the idea that larger (more massive) ships react more slowly to attempts to change course, their movement cards have to be planned out further ahead.  The smaller the ship, the fewer cards between when a new card is added to their programmed list and when it takes effect.

Practically speaking, this would probably be limited to each side having only a small fleet, maybe 5 ships per side at most, as it would become ungainly pretty quickly.  Each ship class would probably need its own deck of cards designed for it, with each ship getting it's own physical deck.

I'm anticipating a player being able to use a ship's whole deck (aside from those cards already laid down into its movement "program") as a "hand" to choose from — not randomly drawing potential movement cards each turn.

Actually, as I think of it, you wouldn't need physical cards;  just a list of options to choose from when plotting movement choices (5 turns ahead for dreadnoughts, 4 turns ahead for battleships, 3 turns ahead for cruisers, 2 for destroyers, 1 for frigates, same turn for fighters, or something like that).

If you run with the idea, it proves marvelously successful, and it sells hundreds of copies or ore, all I ask is a free copy of the published game!   :P

Ithoriel


QuoteIf you're looking to maybe write your own rules, and want some outside-the-box (or maybe from a different box) thinking, maybe you'll get further with this than I ever did:

I've long wondered how one might adapt the idea of programmed movement cards, as used in the board game "RoboRally", for a starship game.  With the idea that larger (more massive) ships react more slowly to attempts to change course, their movement cards have to be planned out further ahead.  The smaller the ship, the fewer cards between when a new card is added to their programmed list and when it takes effect.

Practically speaking, this would probably be limited to each side having only a small fleet, maybe 5 ships per side at most, as it would become ungainly pretty quickly.  Each ship class would probably need its own deck of cards designed for it, with each ship getting it's own physical deck.

I'm anticipating a player being able to use a ship's whole deck (aside from those cards already laid down into its movement "program") as a "hand" to choose from — not randomly drawing potential movement cards each turn.

Actually, as I think of it, you wouldn't need physical cards;  just a list of options to choose from when plotting movement choices (5 turns ahead for dreadnoughts, 4 turns ahead for battleships, 3 turns ahead for cruisers, 2 for destroyers, 1 for frigates, same turn for fighters, or something like that).

If you run with the idea, it proves marvelously successful, and it sells hundreds of copies or ore, all I ask is a free copy of the published game!  :P
That sounds a lot like Jim Duncan's WW1 Dog Fight rules, which did use cards and which, from experience, would struggle at even 5 units a player.


Ideal for repurposing for a fairly detailed Spacefighter game. Less useful for squadron action though.

It was a club rule set used at The South East Scotland Wargames Club and as far, as I know, not widely circulated.

Also, since that was only your second post and I don't remember posting this before, welcome to the Forum Badger! 
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Orcs

Full Thrust covers it all. There is a more basic lite version around.

Or Try Lemmys

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Ithoriel


QuoteNo need to reinvent the wheel


History would suggest otherwise!  ;D
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Quote from: Ithoriel on 29 July 2026, 11:21:48 AMHistory would suggest otherwise!  ;D


Make it square this time ?

Full Thrust is a good set but requires detailed record charts. Those avaliable from GZG are tailored to thier ranges.
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Big Insect

I would also concur regarding Full Thrust ...
However .... (& don't stone me, please) ... I am also a sucker for the original GW Battlefleet Gothic.
It's more like dreadnoughts in space ... but you'gotta just love it  :D  :D  :D  :D

Mark
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Ithoriel


QuoteMake it square this time ?


Well, I for one am glad not to be transported in cars or trains with solid wooden wheels!  :)


QuoteI would also concur regarding Full Thrust ...
However .... (& don't stone me, please) ... I am also a sucker for the original GW Battlefleet Gothic.
It's more like dreadnoughts in space ... but you'gotta just love it  :D  :D  :D  :D

Mark


I've not only played many cracking games of Battlefleet Gothic but have even been involved in both a Midway game and a Leyte Gulf game that used BG as the basis for the rules. So, no shade from this direction for liking them.

Full Thrust is good but more work to set up if you want to use non-GZG models. And, yes Jon, I know, why would you?  ;D


 
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

Lord Kermit of Birkenhead

Have to agree about BG, but like FT would reguire a lot of work to set up. The ships are excellent though - Cathedrals in space.
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fred.

Is this the classic example of a space game that is really just a reskinned sea naval game?
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Big Insect

Quote from: fred. on 29 July 2026, 02:05:56 PMIs this the classic example of a space game that is really just a reskinned sea naval game?

Ah yes! The old question which came first the BFG rules or Dreadfleet  :'(  :'(  :'(
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

This communication has been written by a dyslexic person. If you have any trouble with the meaning of any of the sentences or words, please do not be afraid to ask for clarification. Remember that dyslexics are often high-level conceptualisers who provide "outside of the box" thinking.

Genom

My group tend to default to Full thrust for our space combat needs. For those who mention setup as a pain, I do agree but Star Ranger has all the GZG SSD's as well as section further down for Non-GZG fleets which might cover your needs, there is also Mechworld that has a rather nice Full thrust ship builder if you want to do your own without all the hardwork.

Our backup choices are probably too specific, x-wing and attack wing from those well known franchises.

Badger

I'm another fan of Full Thrust, too.  Lovely miniatures from GZG but completely usable with myriad other ranges, and it's hard to argue with the price of the rules.   ;)