I've watched the guys at the club play Battlefront Valkyrie a couple of times. This is a cool, printable game which seem to foreshadow the likely direction of gaming: buy your pdfs and stls and away you go. Basically, it is a streamlined, off-brand Star Fleet Battles.
Saturday, September 13, 2025
Battlefront Valkyrie
Saturday, June 15, 2024
Star Trek Runabout
A couple of years back, I was putting together some 28mm STTNG-era crews and I ran across this shuttle pod.
It was from the Action Fleet series and was close enough to scale to work. I also got four STTOS shuttles in the same lot.
It included a pilot (maybe Picard?) and you could open it up to play. It looks like there is a warp core in the cargo area that you can eject (it comes out).
Saturday, September 16, 2023
Wrath of Khan Klingons
To go with the ST:TMP Federation Crew that I showed last week, I bought a 1982 set of Klingons that FASA released at the same time.
Saturday, September 9, 2023
25mm Star Trek Wrath of Khan bridge crew
As a birthday treat, I bought a job lot of 25mm FASA ST:TMP figures from the Wrath of Khan. It looks like I ended up without a Chekov (oh well!). These came with the trousers and tunics blocked in so I just completed the paint job and based them. I decided to go a bit brighter than I usually might.
Overall, an interesting look back at the early 1980s. I have the Klingon set as well (although I don't think there were Klingons in the Wrath of Khan?). I will try to finish those in the next few weeks and post them.
Saturday, August 5, 2023
Xenos Rampant Tiny Trek
The Klingons had to attack and destroy a space station with two separate commands. The Federation had to defend the station and had a relief force in addition to the station itself (which we played as a single command).
he unit stats and orbat are all at the bottom of this post. The hexes on the mat have no game meaning. The Klingons come on from the right side in the picture above. The Federation relief force comes on from an adjacent edge (as shown above), which creates an interesting tactical situation.
I've played the scenario twice and it is very tight. Bruce and Nathan drew the two Klingon commands and their strategy was to rush the big ships at the station while using the smaller Klingon ships to tie up the relief force. An alternative strategy is to beat the hell out of the relief force and then go after the station. We passed a pewter Sisko back and forth to track who had initiative ("who has the Sisko?").
The battle basically had three components In the middle, the USSs Janet Jackson, Tiffany, and Robin Sparkles tangled with the KSSs Megadeath, Motley Crue, and Queensryche. This was mostly a drawn. The Robin Sparkles got beat up pretty bad but the Motley Crue and Queeenryche were run off.
On the left, the KSS Scorpion focused its attack on Deep Space 3 (oddly, I have no pictures). Eventually, the Scorpion was able to cause enough damage that the Space Station started failing courage checks. Thus led to run-away systems failures, and it eventually bit it just a turn before the Federation was likely to break the Klingons
Meanwhile, on the right, the USSs Debbie Gibbon and Alanis closed with the KSSs Iron Maiden, Slayer, and Korn. The Korn was eventually able to slip past and attack the Federation heavies from behind but the Slayer and Iron Maiden got the crap beat out of them in close combat.
Overall a fun game and the rules adaptation seems to work fine. We experimented with allowing ships to slip up to 45 degrees off centre for free in this game. That worked fine and (or but, depending on your tastes) it made movement very fluid (versus only straight forward flight with a penalty for turning). Meh, either way was fine.
The Klingons had three fighter units and the Federation space stations had five fighters. I had to proxy in some vipers and raiders (hoots of derision) since I haven't based the ST:DS9 fighter tokens.
Saturday, June 10, 2023
Fine-tuning Fleet-level Starship Combat using Xenos Rampant
I hauled my tiny starships over to Bruce's place last week and we gave the adaptation of Xenos Rampant to fleet-level action (i.e., the player is an admiral commanding multiple ships) two good playlists. We made a couple of adjustments between tests and the result seems to give a good game. Scenario was convoy escort: Galactica versus Star Fleet. The ships are 1/10,000ish scale from the National Cheese Emporium on Shapeways.
- always have movement as their automatic action
- move straight forward; a turn of up to 90 degrees costs 2" of movement
- act like vehicles, meaning they can try to shoot after moving at a -1 to their activation roll
- have a forward shooting arc of 180 degrees (we ignore arcs during assault)
- have -1 to armour when shoot at from behind their front edge.
- have no facing, can turn freely during a move, and always turn to face an attacker
- can neither shoot nor be shot at
- fly back towards their carriers when they fail a courage test and, once they touch a carrier, automatically rally during the next rally phase
- that touch a carrier (because of a failed courage test or voluntarily) also regain 1d6 strength points
- can launch as a part of move action simply by moving away from the carrier.
Saturday, June 3, 2023
Xenos Rampant Outerspace
Bruce and I were speculating about whether Xenos Rampant could be adapted to starship combat. We had a nasty bout of wildfire smoke 10 days ago (it was an 11+ on a scale of 1-10 and you could see about five blocks). Since I wasn't up to to roll 3d6 against my constitution, I decided to see if I could work out an adaptation.
- Capital ships shoot in the front 180 degrees. Turning up to 90 degrees costs 2 inches of movement. Armour is -1 from the side or rear (if shot is from behind from base edge). The armour reduction encouraged maneuver. Most capital ships move automatically straight forward but have to dice to shoot or assault (the Battlestar's reversed this). Every unit has the firefight skill.
- Fighter have no facing, can turn freely during a move and always turn to face an attacker. They can neither shoot nor be shot at (they are basically melee units). Their armour was 1 but they had extra strength points (basically they were rabble).
- If fighters fail a courage test (and they will), they fly back towards their carriers. Once they touch the carrier, they automatically rally and regain 1d6 strength points. Launching is just a part of their next move action. They can also voluntarily land and regain strength. This creates a sense of carrier operations without much bookkeeping.
I'm continually surprised how adaptable these rules are to different genres of sci-fi gaming. I wonder if they would work for superheroes?























































