Help support TMP

"Space Combat Rules" Topic

4 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.

Back to the SF Discussion Message Board

Back to the Spaceship Gallery Message Board

Areas of Interest

Science Fiction

Featured Hobby News Article

Featured Ruleset

Road Wolf

Rating: gold star gold star gold star gold star gold star gold star 

Featured Showcase Article

Starship Storage Stands

Personal logo Editor in Chief Bill The Editor of TMP Fezian searches for a better way to store his starships.

Featured Workbench Article

Quickdeath by CyborgTruckerUSA

DemosLaserCutDesigns Fezian takes inspiration from Masters of the Universe when painting these mutant cats.

Featured Profile Article

The Simtac Tour

The Editor is invited to tour the factory of Simtac, a U.S. manufacturer of figures in nearly all periods, scales, and genres.

Current Poll

Featured Movie Review

1,384 hits since 12 Sep 2017
©1994-2020 Bill Armintrout
Comments or corrections?

Morpheus197512 Sep 2017 8:20 a.m. PST

For spaceship games… you prefer to have a fixed number of actions that can increase as the ship's crew is more experienced or fixed commands?

1 Action is spent to
accelerate, decelerate or to provide additional turns
fire a weapon system
boost defenses/shields
land/launch fighters

Fixed Commands
Full Ahead
Concentrate Firepower
Weapons Free
All Stop
Come About
Ramming Speed

Personally I prefer actions because you have 2-3 actions for most ships and can perform them without having to memorize a command chart. Others prefer the cool names and the command chart. I think command charts will also require the game to use additional tokens on the table to mark what is doing what.


Covert Walrus13 Sep 2017 11:32 a.m. PST

Playing Full Thrust most often, the subject hardly comes up; I do prefer the idea of action points if I was gaming such thing though.

I tend to believe a lot of actions in space combat would be perforce reactive as technology increases. For most Hard SF games of course, all the factors of movement and firing are fixed by physics and it's less up to command decisions once combat begins.

Morpheus197513 Sep 2017 12:51 p.m. PST

I see it as tech goes up your crew needs less work to brace or close blast doors or movement and can focus more on the things like combat ops and firing weapons and damage control…..

If I used fixed commands then I would have to assume a fixed tech level across the board.

adlardmatthew02 Dec 2017 10:43 a.m. PST

Rule writing for Sky Relics at the moment and have approached this by having Captains that offer skills or extra command options like points but cost, so players can alter play style and arm choices. It increases options for minimum rule fuss.

Sorry - only verified members can post on the forums.