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These games are not available yet but hopefully will be soon, keep checking back for progress and possible opportunities for playtesting.

 

 

Warcosm, Wormhole and Squadron Strike have been moved to their own pages.

 

Games that once were in the works but were never published are now Lost in the Aether

 

From Mythic Fox Wargames

 

7/7/2008 - Aether Lock from Mythic Fox is in the works.  They are currently in the fleet design and balancing phase of the development and are hoping for a late 2008 or early 2009 release.

"Man has left his dying cradle.

Centuries ago our last ship, the Astraea leapt into the void. Living in vast floating space Arcs our ancestors scoured the heavens for a new home. Finding nothing they turned upon one another.

The first stellar war consumed billions of souls as mighty Arcs were consumed by flame. After a century of war only a handful of Arcs remained, six forming an alliance against the seventh and banishing it to the edge of known space.

Now a thousand years later with resources dwindling like the life and light of Sol the galaxy is again an uneasy place. The Communion of New Eden and their fanatical devotees seek to break the Six Arc Alliance and claim a patch of sky for themselves.

Have they found a habitable planet?

A place man could again call home?

Welcome to Aether Lock, a new gripping fast paced tactical space combat game. Using our new combative initiative system you're never more than a minute from an important decision. Manage your resources, out think your enemy, don't let the dice do the talking because you make the decisions and your ships and their crew will live and die by them.

In Aether Lock good tactics and bold play will win the day more often than lucky dice rolls."

 

 

From Arkayn Game Designs

 

1/12/2006 - I've gotten information about Astra Imperia from the designer, Eric Luken:

Astra Imperia is a 4X simulation. It allows you to simulate the clash of a pirate attacking a merchant convoy, to the attacks of fleets in the depths of space. Astra Imperia grew out of my dissatisfaction with other games in the genre, and slowly developed over the last four years. The official history of the universe gives a diaspora of nationalities that spread into space over the next 300 years. Along the way, a couple of alien races are encountered. The major polities are human-based though. Campaign rules allow players to create and guide their own interstellar empires to greatness or collapse into ruin on the ashes of history.

An average game (2-3 ships per side) lasts around 2 to 3 hours, depending on the tactical ability of the players. A typical battle would involve closing to sensor ranges to be able to determine who your foe is and gaining targeting locks on him. Then a "dance" as both parties attempt to maneuver the other into their ranges and arcs, while staying out of their opponent's. And finally the clash as weapons and ships bludgeon each other with weapons and missiles.

It is a hex/counter game, though I've been using minis from Brigade Models for demos and such. I have been looking into having custom minis sculpted and created, but that is for the future.

As for the future of Astra Imperia, I am looking at an rpg set in the Astra Imperia universe, and possibly a periodical. Of course, as the official Terran Confederation expands, who knows what they will find lurking in the depths between stars.

Eric is aiming for a first quarter of 2006 release.  A Lite version of the rules is currently available on their website.  

 

 

From Wessex Games

 

2/3/2007 - Astronef is in development by Wessex Games as a Victorian Science Fiction space game as part of their Redcoats on Mars series of games which includes Aeronef (VSF flyer combat), Aquanef (VSF submarine combat), and Land Ironclads (VSF 2mm land combat).  Also Astronef is supposed to be based off an entirely different premise of space combat that Iron Stars, another game of VSF space battles.

 

 

From Thane's Games

 

12/13/2006 - Rules version 1.08 are up and include rules for mixed squadrons of ships.

 

11/19/2005 - Version 1.07 of the rules is now available with major changes and additions.

 

7/2/2005 - Announced on The Miniatures Page, Thane Morgan of Thane's Games is looking for playtesters  for Battleshift:

I've got Battleshift up and ready for playtesting. link

This is a truly fleet-scale gamed, that's working towards running hundreds of ships on the table. It may already be there, but I don't have enough ships to really test it properly at that scale :)

The ships can be made very distinctive from each other in weapon capabilities and speed, and I will be adding special systems as I become convinced the normal stuff is working like it ought to.

It features a suppression system to reduce the accuracy of enemy ships through shield flares. The name derives from the ability of ships to shift between natural space and hyperspace during the battle, which adds a whole new layer of maneuver options.

It came about because of thread a few months ago about how few mini games really do fleet level actions. Most mini games bog down with a couple dozen ships on the table.

Check it out give, me feed back.

 

 

From Gorilla Games

 

6/23/2008 - More info on Battlestations: Fleet Actions (notice the change in name) have been posted on the Gorilla Games website.

Highlights include:

Instead of controlling one crew member in adventure style missions you’ll be able to play Battlestations: Fleet Actions taking charge of multiple ships and crews.

In Battlestations: Fleet Action ship modules no longer have squares of movement. A single crew member occupies one module.

Battlestations: Fleet Action will be a stand alone book with web based support programs that’ll have you designing your own fleets in no time. A typical battle takes under 90 minutes.

 

5/1/2008 - Listed in the list of games for pre-registration at GenCon Indianapolis this August are 3 sessions of Battlestations: Fleet Admiral with the following description of the game:

"Come play the new Fleet Level game of Battlestations. Command multiple starships against other players. Use fighters, fusion cannons, and missiles to battle. Launch boarding actions to take over enemy ships."

 

 

 

From Dark Nebula Games

 

11/2/2007 - Peter Garancis of Dark Nebula Games has announced the following information about a new game in the works.

Cyprian Rift: Warships is an action packed sci-fi miniatures game that has been in development for some time and the initial phase of playtesting has been completed. This year the game was playtested at GenCon07 and had good feedback from the players. Currently in the product development hopper are rules revisions, initial warship design concepts and get a web site up.

Game Overview:

Cyprian Rift: Warships is an action packed starship miniatures game!

As commander you take charge of your task force of Corvettes, Frigates, Destroyers and Cruisers to run covert shadow missions thru the Cyprian Rift. Those bold enough to enter the precarious rift have the chance to explore the mysterious pocket universe that lays beyond.

Mysterious dead worlds and lost ancient technology abound in the pocket universe, ripe for the picking. However, yours isn’t the only Faction intent on the prize! You must battle your way through enemy ships intent on your destruction while traversing a bizarre and unpredictable maze of conduits filled with incomprehensible galactic events, obstacles and obstructions that will challenge your tactical genius every step of the way.

In the Cyprian Rift is where your Legacy will begin…or where your name will be forgotten; another insignificant casualty to the galactic battle for power. Do you have what it takes to enter the rift? More importantly, do you have what it takes to survive!?

Cyprian Rift: Warships is a tactical miniatures game that incorporates starship miniatures, hexgrid gameboard, dice, and various card decks. Fleets are custom designed by using Modular System Compartments which are a revolution way of retrofitting ships so they can be modified and upgraded quickly with a variety of different systems and equipment. Each ship can be customized as you like: the choice is yours! Players use their tactical skills by maneuvering their ships and using their abilities to outclass and destroy their opponents or by completing challenging missions before their enemies can. Tactical cards can be used to perform daring actions, specialized attacks, or bold maneuvers while Spatial Phenomenon’s add depth and variety to each game.

No two games of Cyprian Rift: Warships will ever be the same!

 

 

7/2/2008 - More info about Firestorm: Armada is now available.  The game is due out in late October 2008 and they plan to star selling fleets by September.  More images of the sculpts for the miniatures have been posted here.

 

5/15/2008 - Spartan Games has listed under their products Firestorm: Armada with a proposed launch date of 3rd Quarter of 2008.

This is an action packed game of starship combat set within the boundaries of the Firestorm Universe. War has erupted in the space surrounding the Terran Worlds and nothing looks set to stop the Invaders. Race after race has been plunged into the abyss of the conflict and no one race has so far been able to stop the relentless invaders. Now the Terran Alliance has been forced to react with the full capability of its military machine.

You will control powerful fleets of frigates, cruisers, battleships, fighter carriers and transport ships as you fight as a Terran commander, an Invading fleet commander or one of the outlying star systems that has allied itself with the Terrans to combat the threat.

Our models are primarily from resin with some white metal components. A full colour rule book supports the models, along with decks of game cards, templates, tokens, historical background documents and much, much more.

Who will you be? A Defender or an Invader..

 

 

 

 

Interstellar WarfareFrom Digital Alchemy

 

"Interstellar Warfare brings the simplicity and flexibility of cards to the realm of tactical space combat games allowing players to easily design ships, manage power, record damage and more without ever putting pen to paper or using complicated math. Players simply select ship hull panels and add ship system cards to design new warships. Construct warships to fill various roles within your fleet and send them into battle to devastate your enemies."

 

6/6/2007 - The 'Latest News' on the Digital Alchemy page states:

"Due to various delays in production the release of Interstellar Warfare has been delayed.  More news to come."

 

5/22/2007 - When asking about DA's new game Firing Solution, they gave this update on Interstellar Warfare:

"Interstellar Warfare met with a number of production issues due to the components that have delayed the project. At this point we don't have a specific release date yet... although it will likely be released as a PDF product before the boxed edition."

 

11/14/2006 - News from Digital Alchemy:

The deafening quiet about Interstellar Warfare has finally lifted... due to production schedules and quite a few game play enhancements that came out of playtest we have pushed back the release of Interstellar Warfare until February. The big news is that the game now has 3D movement and firing arcs and that the MSRP has been lowered to $34.95.

The Reinforcements supplement is now set for a March 2007 release.

The following additional information has been posted on the Digital Alchemy site about Interstellar Warfare:

Space

Space is a three dimensional environment but is rarely treated as such in space games due to the complexity involved.  Interstellar Warfare changes all that by providing simple playable rules for 3D movement and weapons fire without vectors, tables or complicated math. Optional 2D rules are included for those who prefer two dimensional thinking.

Movement

Interstellar Warfare movement is Inertia based so ships continue to travel at their current speed and heading until power is applied to the engines to perform maneuvers. Ships may increase/decrease speed, turn, roll, change altitude and more.

Ships

Ships are constructed by selecting a ship panel such as a destroyer or battlecruiser and combining it with weapon and equipment cards. Each ship panel specifies how much space it has for ship systems and all weapon and equipment cards list their required space. Simply fill a ship with weapons and equipment up to its space limit to create a new ship. Ship panels have all necessary power, speed, altitude, damage and roll indicators to track a ships status during the game.

Weapons

Weapons are defined by their Firing Arc (Fore, Aft, Broadside, Turret), Mount (Dorsal, Ventral, Spinal),

Short/Medium/Long Range, Damage, Power & Space Requirements and Special Abilities. A Weapons mount may limit its ability to fire at targets of differing altitudes.

Equipment

Point Defense Systems, Stealth Hulls, Reactors, Armor and other special equipment may be added to ships making them more suitable for their intended role within a fleet.

Tactics

Interstellar Warfare’s 3D battlefield provides unique tactical challenges. Due to bulk and available power larger vessels tend to stay close to the galactic plane while smaller vessels frequently move above or below them keeping out of reach of their deadly spinal weapons. Fleets consist of large warships with long range weaponry and a host of smaller vessels to screen the fleet against attackers and maneuver into their opponents blind spots.

 

9/18/2006 - The release of Interstellar Warfare is still a month away in October but the first supplement, Reinforcements, is set for a November 2006 release.  It will feature  additional new and existing ship panels, and ship system cards allowing for larger and more varied fleets to be created, as well as new installation panels to fortify your territory.

 

6/26/2006 - Dan from Digital Alchemy gives me this information about their forthcoming game, Interstellar Warfare:

Interstellar Warfare is a tactical space combat game played out on a hex map. Players build ships by selecting ship panels and adding system cards to create unique ship designs. All ship abilities, power allocation and damage are tracked on the cards allowing players to build fleets and send them into battle without ever running to a photo copier or using pencil & paper. Movement is inertia based and in 3d without vectors or other pesky math. The boxed set will include everything needed for play, 20+ ship panels, 100+ ship system cards, hex map, rulebook, counter sheet, and damage/power markers. All cards and ship panels include full color artwork.

Interstellar Warfare will be shipping mid/late September and will be available via distribution and from our site. The website contains some information about IW including some art, but alot more will be coming between now and release.

 

 

 

11/2/2007 - DGA Games will be releasing Trader Captains of the Cloud, a tactical universal starship combat game for The Great War of Magellan universe created by Richard Hatch (Apollo from the original Battlestar Galactica).  DGA Games has already released an RPG for this universe and when I asked them at GenCon about the starship combat game that was coming soon, they said they planed to release it by the end of 2007.

A trailer was produced for The Great War of Magellan and you may have seen it at a science fiction convention.  It is available online here

 

http://vbam.firenebula.com

10/18/2003 - VBAM (Victory By Any Means) is a campaign game in the works where you can play an entire race (not just a ship or fleet) and conduct an entire war one step at a time.

The developers VBAM have announced their new space combat system. The VBAM: Tactical System will be based on vector movement, realistic damage, and fully integrated with their Campaign Guide. In addition, they are also planning an addition to their site to highlight the details of both games in the near future.

More info when it is available.

 

http://www.hydraminiatures.com

7/21/2008 - Matt updated the status of War Rocket rules and miniatures on Hydra's Blog.

Highlights are:

We are currently doing extensive playtesting of the rules to insure that gamers will have an exciting, satisfying set of pulp sci-fi space combat rules. The quality of the rules is very important to us so we are taking our time to make sure we “get it right.”

Since the War Rocket ships are smooth and lack the ‘greeble’ of Star Wars style ships, the surfaces need to be extremely smooth and free of the texture left by the 3d printer. We’ve had problems making silicon molds since rapid prototyping (RP) resin leeches chemicals that cause the molds to cure improperly. This resulted in very bumpy, porous castings.

Our new printer Todd Boyce of Ninja Magic successfully steered us toward a solution he uses on his own ships. The RP master prints are taken to a jeweler and molded in a jeweler’s moldmaking material. The RP resin model is burnt away in a high temerpature kiln and molten bronze is poured into the hallow cavity in the heated mold. The mold is broken open to reveal a very clean bronze master casting. We can clean up any imperfections such as printing lines in the bronze with jewelers buffing tools. The result is a nearly flawless casting!

We will be previewing the first few production castings in a few weeks. 

Galacteer class 1: Final bronze master casting. Size (1.25″ or approx. 30 mm long)

Galacteer class 2: RP resin master. Size (2.5″ or approx. 60 mm long)

We’re gamers ourselves so we know it’s tough waiting for products when you are really excited about them. Hydra Miniatures has very high standards of quality and we are working hard to make sure the figures and rules are simply top notch products! Over the next few weeks, we’ll be showing previews of our first productions castings and the first images of the Imperial fleet of Marduk the Tyrant. Thanks for your patience and stay tuned for more War Rocket information!

 

1/20/2008 - Matt Beauchamp,  president/principal sculptor of Hydra Miniatures has announced they have a new game in the works, War Rocket.

"We opened in October 2007 and our main product range is a line of 32mm Pulp sci-fi figures based on pulp art from the 30's 40's and 50's. However, we are venturing into spaceship combat territory with our new game in development--War Rocket!

We hope to have the game ready for release this summer."

This additional information is posted on their website:

Our 32mm pulp sci-fi figures have proven wildly popular and we are currently working on more pulp sci-fi goodies. In addition, we are extremely excited to announce our upcoming product War Rocket-- the game of pulp sci-fi space combat. The rules are being designed by master painter Dave Pauwels and will focus on the smaller spaceship missions that are the mainstay of pulp sci-fi comics such as Flash Gordon, Buck Rogers, or Dan Dare. War Rocket is designed to be a fun and fast, mission-centered game in which each player controls no more than a dozen sparking, buzzing rocketships.

The miniatures are being created by veteran 3D designer Phil Beauchamp and the masters were output using a 3D printer. Metal castings are made from these resin masters and the detail on these models is incredible. The scale of the rockets is approximately 1:285 (6mm) and most spaceships will be 1 to 3 inches long. However, we'll be designing larger battleships that will be 4-5 inches long.

Currently there are four factions in development: Galacteers (Galactic Space Patrol), Imperial Forces of Marduk the Tyrant, Zenithian saucer-men, and Space Pirates/Marauders. The two ships in the illustration above are from the Galacteer faction.

 

http://www.ninjamagic.com

With Hostile Intent is a table-top starship combat game where players using fleets of starships, ranging from a few vessels to large squadrons, battle each other using strategy and tactics.

The game uses an inertia/vector based movement system and is hexless - meaning ship placement and movement is not constrained to a location on a hex map or other specific playing surface. Movement and orientation are kept track of in three dimensions using a simple and intuitive (math-less) method of dealing with line of sight, along with easily understood indicators on the ship control sheets. Range determination is performed simply by measuring distance with a tape measure and checking a chart, to take into account altitude.

While the game will provide its own exciting universe, from the ground up it is being designed with the intent that others can adapt it to their favorite universe with relative ease. Having this foundation will also give the game and its setting the ability to grow without the system falling apart or failing in some regard.

The goal is for the game to be fun to play, first and foremost.

 

11/2/2007 - With Hostile Intent is still in development and hopes are for it to possibly show up later this year.  Additional miniatures have been released for a second faction within this game's background.

 

5/26/2006 - From Todd Boyce:

I have an introductory version of the With Hostile Intent rules, as well as some other material and information, now publicly available in a free online magazine called "The Great Machine." Issue 19 has the materials and can be found here:

http://planetside.firenebula.com/greatmachine/ 

This is a Babylon 5 Wars related, unofficial fan-produced publication, so much of what is in there is related to that game system. Having a lot of ties to that community, B5W has had a bit of influence in my game design too so fans of that type of game are my general target audience.

This introductory version (in a very informal format) represents about 80% of the most common rules (current rules that is) and should provide a very good feel as to how the game works and plays.

Todd will also be at the Origins convention and may have some of the miniatures available for sale, though some of the ships will not be available due to molding problems.

 

5/10/2006 - An now the latest update from Todd:

Things are gradually falling into place, albeit at a much slower and frustrating pace. Working ten-to-eleven-hour days and six-day weeks for the last five months at my day job, while greatly helping to support this endeavor, has been the bane of my existence for getting things done in a timely manner. As of this week I'm going back onto a sane schedule, though, and development will be picking up speed once again.

With Hostile Intent - Battleship and Corvette rendersDespite those difficulties, I have on order the first batch of miniatures that I intend to sell, two more miniatures at the prototyper's (the computer models pictured, the Tipaka Battleship and Tak Kuta Corvette), and I'll try to get Steve Tyler started modeling the next set of designs this coming week. The four Kikoku ships being cast (the painted miniatures pictured) are the Kito Kapak Carrier, Kotaku Battlecruiser, Tiko Destroyer, and Kapuki Frigate.

WHI Ship miniatures comparisonThey will be sold in "fleet box" sets, though the quantity of each of the ships in each set is TBD as well as the price. I'm open to hearing suggestions regarding quantities. Tentatively I was thinking 1 x Carrier, 2 x Cruisers, 2 x Destroyers and 4 x Frigates.

Development on the With Hostile Intent starship combat game is ongoing, but is not expected to be completed and published until the end of this year, or possibly first quarter next year. However, a few WHI playtest events are planned for KublaCon in a few weeks.

I am also planning to attend both Origins and Gen Con Indy, where I might be selling the minis. While there, I'll try to find a place to set up and run some demos for those interested in giving it a try, as I missed the deadlines for setting up anything official.

   

 

11/30/2005 - Just received from Todd Boyce of Ninja Magic:

Miniatures and accessories coming soon

I've received some sample castings from Jeff Valent Studios and so far I am extremely pleased with how the first miniatures and accessories for my upcoming game "With Hostile Intent" have turned out. Despite a short deadline, Jeff really came through for me by getting them in my hands just before GenCon SoCal so I could use them in an event I ran on Saturday. I didn't have much time to get them painted for the convention so the paintjobs might seem a bit sloppy under photographic scrutiny.

The first two miniatures are a part of the Kikoku fleet; a Kotaku class cruiser and Tiko class destroyer - the Kikoku being a vaguely crab-like species and one of the main playable ones in the game. These will soon be followed by a battleship, carrier, frigate, corvette and fighters to round out the fleet for the first release. The carrier and frigate are in Jeff's hands now.

The extremely talented Steve Tyler modeled these miniatures and has been great to work with. More examples of his work can be found here: http://www.scifi-meshes.com/coolhand/ 

Also being cast are small missile and torpedo counters (usable in a variety of games, not just WHI) and lastly, magnetic flight stand adapters!

These adapters will not only add convenient and instantaneous placement on and removal from flight stands for easy transport and storage (and a tight enough grip to hold a miniature upside down - even when jiggled), but in a different configuration they can be used as stackable posts to indicate altitude or simply put miniatures at different levels so they can be moved into close proximity without the miniatures crowding or bumping into each other.

These products will hopefully be for sale within the next month or two.

 

6/24/2005 - Todd Boyce of Ninja Magic has mad the following announcement:

WHI playtest with Cold Navy ships at Origins

Ninja Magic, in cooperation with Xtreme Hobby, will be running playtest demos of "With Hostile Intent" at Origins. These demos will showcase converted ship designs and miniatures from the Cold Navy miniature line.

The demos will be informally set up wherever there's room in the open gaming area so if you're interested in trying something new, look for Cold Navy miniatures on the table or a guy wearing a black Ninja Magic/With Hostile Intent t-shirt. I plan to be there in the afternoon on Thursday and Friday and in the morning on Saturday.

 

5/3/2005 - News from Todd Boyce:

Though the upcoming 3D starship combat game "With Hostile Intent" will still be in development for some time to come, the miniature line that will go with the game is in production.

The first miniature has been sculpted by Jason McDermott and is on the way to me right now. After a final inspection it will be shipped off to Jeff Valent Studios for production casting. 

This miniature is about 2 inches long.

As for when the miniature(s) will be available for purchase, I can't really give an estimate. There are a lot of things I need to get in place before that can happen.

 

3/29/2005 - Todd Boyce announces the following information about a game in the works, With Hostile Intent.

With Hostile Intent is the working title of the game. It is in the initial playtesting stage which I hope to open up to a more public audience sometime in the next several months - when I get the next revision of the rules done.

WHI is a 3d starship combat game. The rules are simple, gameplay is fast, and the system is very flexible - if you can believe such a thing about a 3d game. I know many others before me have made that claim with dubious results and that is one of the reasons why I said to myself "There has got to be an easier way to do this." Well, this is what I've come up with and so far I'm very pleased with the results.

Since the universe is still in development, initial playtesting of the system is being done using conversions to Babylon 5 and Star Trek. However, here is a sneak peek at some concept artwork I've made:


  


Here's a little bit of information about the game:

The game will be as open ended as possible to allow players to create their own ships and races, or their favorite genre - though at this point it's unlikely I'll have a formal ship construction system.

Ships are free-floating on a table top (though playing on top of a square grid map for visual reference is recommended).

The game uses phased movement (3 phases per game turn) based on an initiative die roll.

Ships have inertia with facing independent of direction of travel.

Range is measured by checking a chart using horizontal (measured by tape measure) and vertical distance (measured by written altitude difference) as reference.

The game uses d6's primarily for damage, d10's for various status checks and defense, and d20's for mostly attacks, initiative and damage hit locations.

Many of the game rules are based on commonly used mechanics and are therefore quick for new players familiar with other games to pick up.

Game tests so far indicate two players will be able to operate 6-8 ships each (plus fighters) for an afternoon's enjoyment. That's 12-16 ships on the board played in 4-8 hours (depending on the skill and speed of the players).

3d line of sight is handled using a simple and quick visual technique - no math involved! Conceptually it might be a little tough to grasp at first however - which is why I'm really focusing on making sure the rules are easily read with lots of examples.

I'm hoping the game will be published by this time next year or at the very latest by next year's Gen Con.

I will have a website set up for further news and development but right now I just have a placeholder at http://www.ninjamagic.com.