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A Clear and Present Danger

Designed for tabletop battles, these rules feature a scenario generator to stop games just becoming mindless slogging matches, and an action-based games system allowing a wide variety of actions to be attempted during play without getting bogged down in complexity!

The system has a simple means of representing spatial distance, so while the games are on a flat tabletop you can take into account the relative distance between spaceships depth-wise as well, using a straightforward method.

Energy is produced by a spaceship’s power plant and then expended on actions, with the order in which actions are done being governed by use of playing cards.

Spaceships can be formed into divisions and squadrons, or operate independently, which impacts command and control aspects during play.

Other themes covered include crew drill levels, radiation and debris, using various types of scanners (heat signature, physical signature, visual scan, indirect), ion or geometric storms, planets, asteroids, close orbit, teleportation, detection buoys and early warning stations, minefields and defence satellites, drones, equipment degradation, bridge detaching, mother ships and planet killers, and sample spaceship designs.

– catalog listing

Richard Watts
In Print
Available online (Wargame Vault) (36-page PDF)


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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 20 November 2016. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 20 November 2016.

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A Clear and Present Danger

Science-Fiction Space Battles Wargame Rules