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Author Topic: What is a good ruleset for space battles?  (Read 9569 times)

Offline YPU

  • Galactic Brain
  • Posts: 4438
  • In glorious 3D!
Re: What is a good ruleset for space battles?
« Reply #30 on: 22 March 2015, 10:57:54 AM »
I'm very curious, what version of Full Thrust do people use? There are multiple fan updates out there, and the "classic core rules" are still free, but do you use any optional rules or variants? I really want to know!

EDIT: also just got a pm from wargamevault/rpgnow on this game:
http://www.drivethrurpg.com/product/56670/Warcosm-PDF?cPath=126_4757
« Last Edit: 22 March 2015, 06:18:49 PM by YPU »
3d designer, sculptor and printer, at your service!

Offline Mad Mecha Guy

  • Librarian
  • Posts: 111
    • Mad Mecha Guy
Re: What is a good ruleset for space battles?
« Reply #31 on: 22 March 2015, 07:51:50 PM »
Had forgotten about Starmada & all it editions & supplements.
"It's the Fumes I say, the Fumes, those lovely Laser Cut MDF fumes"

Offline Malebolgia

  • Scatterbrained Genius
  • Posts: 3844
  • Lost in Cyberspace
    • Paintoholic
Re: What is a good ruleset for space battles?
« Reply #32 on: 23 March 2015, 07:58:01 AM »
Never played Starmada, but have the last three editions and IMO the Admiralty Edition seemed like an excellent game. Not too much fiddly stuff in the basics, lots of optional extras for people who want more. The latest version (Nova?) wasn't much of an upgrade IMO...for instance the weapon arcs are insanely detailed.
Always liked Full Thrust, but never liked Vector movement. My NSL fleet was immensely powerful with Vector movement. The fleet had insanely powerful forward weapons and I could always vaporize enemies before they could get within range of their weapons. Apply some thrust to get moving, change your facing now and then and BLAZE AWAY!
“What use was time to those who'd soon achieve Digital Immortality?”

 

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