
Hey all, I have put up my in-development space-ship rules on the Wargame Vault,
http://www.wargamevault.com/product/147874/Rail-Gun-Wargaming-Rules-for-Starship-Combat-PlaytestI’ve seen a few other designers put a playtest version up for cheap (this one is $1.99), so thought I’d give it a try, too. If you get it now, you get all the updates and will have the complete game when it’s done. You can also give playtest suggestions, comments, ideas for scenarios and ships, or harangue me generally, as you see fit.
The game is intended as medium complexity–in between hard-core, 3-d tactical simulations and beer-and-pretzel fleet action games. Here are some details:
1) A typical game involves 2-8 ships per side, and takes 45 minutes to 2 hours to play.
2) The game uses D10s and measurements in inches, and is scale neutral–you can use any sized ships. It requires a 3’x3′ or bigger space.
3) Light bookeeping is required. Each ship’s data fits on a 3×5 index card.
4) Movement is done by “vector.” There’s nothing to slow you down in space and there is no in-game speed limit. Speed carries over from turn to turn.
5) Knowing that the enemy is out there is one thing; hitting them with fire is another. Detecting targets—and trying to make yourself less detectable—are built into the firing rules.
6) Once a ship starts getting damaged, it will likely lose key systems in a hurry.
7) Weapons are simplified to a Firepower value, a range, and a “class” designation.

The game is played 2-d.
9) Ammo is tracked, but abstractly.