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"Best rules for Flash Gordon/Retro SciFi type miniatures" Topic

17 Posts

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Moe the Great03 Mar 2016 1:40 p.m. PST

I've picked up a bunch of Flash Gordon/Retro SciFi figs and I'm looking for some good rules to go along with them.

I'm not looking for any campaign type rules. Maybe something at the squad level.

Any suggestions welcome.



Tom Reed03 Mar 2016 1:50 p.m. PST

Blaster & Bulkheads
Pulp Alley
Mutants & Death Ray Guns

Moe the Great03 Mar 2016 1:53 p.m. PST

Thanks.. OF those which do you prefer?

Coyotepunc and Hatshepsuut03 Mar 2016 2:01 p.m. PST

FiveCore 2nd edition.

Zargon03 Mar 2016 2:59 p.m. PST

I think Pulp Alley is your best choice as it actually is very 2 fisted pulp, there. Is a bit of setting up to do though to get the game running smoothly. Mutants and Death Rays set-up and runs quicker but is a bit more shallow as a game. In both games factions sizes can be from 3 to about 10ish in size. Hydra games have a set of rules dedicated to 50-60s style retro gaming but don't know much about those. Hope this is helpful.

boy wundyr x03 Mar 2016 3:07 p.m. PST

Rattrap Productions, who did .45 Adventure had a retro-sci version of their system. It's crunchier than these others, if you like that level of detail.

The retro-sci version of Blasters and Bulkheads is Chaos on Cronos, although Chaos came first (part of the Four-Color/Supersystem line).

Mako1103 Mar 2016 3:50 p.m. PST

I would think you'd want some sort of "hero" type rules, which greatly restrict the central characters from being "offed" too easily, for a more cinematic experience.

mad monkey 103 Mar 2016 5:02 p.m. PST

Savage Worlds showdown rules.

The H Man03 Mar 2016 6:27 p.m. PST

A usual I'll plug my new Rampage playtest rules. 28mm scifi. 5 soldier squads in up to 5 squad units. 1 or more units in an army. Allows for a 15+ soldier game. Suites the elaborate style of flash and other early scifi, but also other forms of scifi. No figures yet, so you can just use what you like. Try perhaps Trogans, Stall, or The Balance. Plays in rounds, not turns, using order counters and squad formations to create fast, exciting and strategic games. Last of all, let me know what's wrong (or right) with it. For anyone wanting the free play test rules to try just email

surdu200504 Mar 2016 4:27 a.m. PST

Not surprisingly, I use GASLIGHT (specifically To Be Continued… by GASLIGHT) for my pulp and pulp science fiction games. You can download the quick start guide from the GASLIGHT Yahoo Group or the rules' Web page: link

The GASLIGHT compendium has rules for ground-based fleet battles.

For space ship games, I recommend War Rocket.

Buck Surdu

Tom Reed04 Mar 2016 8:07 a.m. PST

I like Pulp Alley, but GASLIGHT is good too.

Moe the Great04 Mar 2016 8:42 a.m. PST

And that's why I like this site.. also good suggestions.


Eric runs Gaslight games up here in Buffalo and I kinda of had something like that in mind, but I guess never thought of using it for SciFi. It does make sense. I might pick your brain at Cold Wars.


You have a good point, which actually can be accomplished with Gaslight..

Thanks everyone!!!


altfritz04 Mar 2016 3:45 p.m. PST

Fantastic Worlds by Rattrap is what we have been using for the last few years.

Lysander06 Mar 2016 10:00 a.m. PST

Savage Worlds actually has an entire "Flash Gordonesque" RPG setting. Big fan of these rules. They work for RPG and tactical engagements.

Capt Flash13 Mar 2016 9:40 p.m. PST

Lots of good suggestions here, and lucky for me, answered some of my own questions on this theme.
Thanks from me as well for the insights.

kmfrye03 Apr 2016 10:25 a.m. PST

3rd vote for Fantastic Worlds. Good "skirmish meets RPG" detail.

Keith F.

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