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"Need fastplay fleet starship rules" Topic

15 Posts

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771 hits since 5 Feb 2019
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Personal logo D6 Junkie Supporting Member of TMP05 Feb 2019 11:10 a.m. PST

We need a set of fastplay spaceship rules that can handle fleets, allow for custom builds and do not need a hexmat. Thanks for any suggestions

Wackmole9 Supporting Member of TMP05 Feb 2019 11:49 a.m. PST

Full thrust is my suggestion.

Personal logo Parzival Supporting Member of TMP05 Feb 2019 12:15 p.m. PST


But I'm biased. evil grin

You can play with a grid or without a grid. Both work fine. (I prefer a square grid for faster play, but rulers work as well.)

Players have indicated that increasing the Thrust values for all ships by 2 makes for a quicker game (especially on approach). That will be in the revised rules, but, alas, a computer disaster destroyed the revised rules files (yes, they were backed up. Yes, BOTH the internal and backup drive died, the latter one month before the former. huh? "frown* frown frown)

But with that addendum, the current rules are just fine.

You do need a lot of dice, and not just d6s, but it's not a "bucket of dice" game. It's just that different armament systems use different dice. Having plenty handy speeds things up.

All ships are divided into classes, which determine set speeds and maneuvers for the class, as well as number of attacks, but armament is completely customizable. So one frigate can be a completely different tactical animal from another frigate, though their speed and maneuver is the same.

The game also allows you to choose specific races and factions (with a certain familiarity to them, *cough* *cough*), each with unique advantages and disadvantages that suit their natures.

The result of all this is that fleets won't be cookie cutter.

Each ship is represented by a single line of text like this:
HC Venture SC0 T6 M2 Sh 4Ph 2PC Pt5 Jt1 S W J M T KABOOM)
So you can fit an entire fleet of 20 or more sheets on a single sheet of paper!

And the rules are absolutely free!

Personal logo Saber6 Supporting Member of TMP Fezian05 Feb 2019 12:24 p.m. PST

Full Thrust

alan L05 Feb 2019 12:40 p.m. PST

A Sky Full of Ships


Stryderg05 Feb 2019 1:04 p.m. PST

How big a fleet are we talking here?

emckinney05 Feb 2019 3:40 p.m. PST

Case Blue.

No, I mean Attack Vector: Tactical!

No, wait, nevermind …

A little more seriously, this should have been "let me search for the 50 topics on this," not a new topic.

Personal logo D6 Junkie Supporting Member of TMP05 Feb 2019 3:41 p.m. PST

10-15 ships per player

manyslayer05 Feb 2019 6:24 p.m. PST

GOBS and A Sky Full of Ships are the two I'd suggest taking a look at. One Page Fleets might work as well but the rules are loose.

Lucius06 Feb 2019 5:52 a.m. PST

Another vote for Full Thrust.

Personal logo Bashytubits Supporting Member of TMP06 Feb 2019 12:18 p.m. PST

THWs 5150 is designed for fastplay large fleet engagements.

Lion in the Stars06 Feb 2019 12:55 p.m. PST

Full Thrust will work fine at 10-15 ships per player.

The earlier Dream Pod 9 space rules, Jovian Chronicles Lightning Strike (available in PDF from RPGnow) will also work fine.

I think GOBS is designed more around 30+ ships per side, so may be a little too large-scale for what you want.

John Leahy07 Feb 2019 8:53 a.m. PST

How many players? Because FT won't work well with 6-8 players each w 10-15 ships. A Sky Full of Ships will do it.



Aotrs Commander14 Feb 2019 10:26 a.m. PST

There is also Accelerate and Attack (I am also biased!)


AttAcc was designed to be sometgine of a spiritual successor to Full Thrust (at least the way I played it). It is centred around custom fleets, having support for more tech levels than you should ever need (and optimised for the bottom quarter – we hacve over 40 fleets now, and the amjority are in the 6-8 range, so there's plenty of latitude for customisation). AccAtt is designed to model pretty much anything in braod terms – about the only thing it won't do is vector movement, but a) that is definitely not good for quick-play or large numbers of ships an b), you could easily just crib FT's vector movement system if you really wanted!

It's pretty fast play (about the same speed as FT, but without the screech-to-halt the orders phase gives you, so you're always doing something.)

That said, it is also a much more tactical set of rules, and while the rules are easy enough to pick up, understanding how to play will take longer – and it is best sutied for two players (or maybe a couple of player co-operating on each side), so if you want fast play for lot people to only play occasionally (or for young players) and/or don't want to have to think hard tactically, then AccAtt might not be as sutiable.

(I jokingly refer to AccAtt as the tabletop equivilent of playing a computer game on max difficulty with ironman on, in terms of "hard", but in terms of tactics, not mechanics. It is of the same school as UshCha's Manouvre Group, if perhaps a little less demanding than that!)

If you want to take a qucik look, there is the free web expansion pack, which has stuff like the QR sheets and such, to give you some sort of idea of what you're looking at.

(Must be noted that the QR sheet cover all 20 tech levels, so you will only use a fraction of the sheet for any given game, most of may well be the the average dice table!)


stormspear28 Feb 2019 1:37 p.m. PST

I'm looking for the same thing been pondering adapting some version of battle fleet gothic/warmaster/future war commander
for larger generic fleet actions. the leadership mechanic seems like it would lend realism to a game based in space (lost fleet books) and communication lag is a real thing.

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