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These
games were once in development but now are
'lost in the aether' with broken links
that used to lead to more information but
now they lead nowhere or have just dropped
from the face of the internet.
|

From
Stewart
Davies
9/12/2001
- I saw Stewart at GenCon again.
Still doing demos and still working on
improving the Beta version
9/7/2000
- I was able to catch a bit of a demo on
this game. It is yet another game
that started as modifications to Star
Fleet Battles that eventually grew
into its own game. Currently Star Trek
based, it is designed so it could be used
in any universe. Email Stewart for
more info on the Beta version that is out.
If you get a Beta version and send him all
the problems you find, he will send you a
copy of a computer program to design your
own ships.
|

From
Mythic
Fox Wargames
2/25/2012
- I see no mention of Aether Lock on the
current Mythic Fox website.
6/8/2009
- Aether Lock's website is
updated, more info and they are looking
for playtesters.
The
following are listed as key features of Aether
Lock:
Imperfect
Information
Ships begin games of
Aether Lock as traces, ghosts on the
enemy's sensor screens. Your ships hidden
from the enemy they won't know what
they're fighting until the battle is
joined.
It's best to keep a
few small ships handy for scouting duties,
so you don't run into a nasty ambush and
don't forget to use your decoys to trick
the enemy into diverting resources away
from the body of your fleet.
Combative
Initiative
Aether Lock is
played in short turns, players move and
fight with a fraction of their fleet
before using our combative initiative
system to decide who goes next.
This way players can
take several short turns in a row, but
watch out! Taking multiple turns passes
important resources to the enemy. So you
CAN move your entire fleet in one go but
your opponents reply is likely to be much
more devastating!
Balanced Fleet
Composition
While players are
free to compose their fleets as they wish
the game is constructed so that a balanced
fleet is desirable. As already noted above
you won't use your entire fleet each turn
just a portion of it.
The bigger the ship
the more of your turn it takes up to use.
So do you want to use your entire turn up
pummelling the enemy with your massive
Dreadnought, or would you rather use a
handful of Destroyers and Cruisers for a
more surgical strike?
Sensors and
Targeting
It's not all about
having big guns, although those certainly
help, it's about finding the enemies fleet
and getting locked onto their juicy
targets.
You can fire at a
ship easily enough, however once you've
got a targeting lock on them they're in
real trouble. Now all the ships in your
fleet can hit them from much further away
and much more easily!
And much more...
There's also a
complete ship construction system, rules
for fighters and other small craft as well
as scenarios and much more.
12/17/2008
- An update on Aether Lock from James
Doxey at Mythic Fox:
As you covered in
July we were scheduled for release late
this year or early next. Things have
slipped back a little but we feel it is
better to take the time to make sure our
game is as good as it can be. We've been
tweaking the background as well as some of
the rules and I'm really excited about
what we have to offer;
Engaging game
play: Based on our new Combative
Initiative System players are kept
constantly in the grip of the action. No
player is ever move than a minute from an
important decision.
Full in-game FTL
movement: Aether Lock has been built
from the ground up with in game FTL and
conventional movement at the heart of it.
Sensors and
Targeting: Identify the target, get
firing solution and hold onto it. Aether
Lock's not just about having the
torpedoes, it's about having the targeting
locks necessary to hit something with
them.
I want to go ahead
and blurt out more but I'm saving
specifics for Q1 2009 when our website
will go live. Plus we do now have a
release date in mind for the product,
that's contingent on a number of external
factors so I'm hesitant to give it out at
this stage but I can tell you it ends with
a nine!
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
Wessex
Games
2/25/2012
- I can find no mention of Astronef
on the current Wessex Games site
and any searches only find mentions in
2009 and before, nothing since then.
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.
|

9/12/2001 - At
GenCon 2001 I did not see these guys.
9/29/2000
- Recently on eBay, a pre-release
version of Dark
Lightening
as a Word 97 file has been up for
auction, along with pre-painted plastic
minis for the game. Black
Box Games
website states Dark
Lightening
will be released at GenCon 2001.
The game is described as follows in the
auctions:
Dark
Lightening is next year's hottest
tabletop wargame! It is a fast and
furious simulation of starship fighter
combat in the 23rd century. It can be
played by 2-6 players.
As
one of the co-authors I can tell you
that this is the best starship combat
game that has ever been created. And you
can have a copy of it before it is
released to the public.
Dark
Lightening includes:
*
a rapid initiative and turn sequence
*
a multitude of options that put you in
control of your ship's fate
*
unlimited starship speed
*
unlimited "sliding" tabletop
size
*
and of course "Dark
Lightening," the frightening new
weapon of the 23rd century.
|

From
Rampant
Chicken
10/3/2009
- Updated info on Deep Black,
still hopefully due in 2009.
Sculpts
of the initial ships from the first fleet
are done with the rest in the
works.
-The
initial fleets are Russian Federation, The
Commonwealth, The Nation of Islam, and one
other, still to be decided.
-
Each fleet has 3 standard ship designs,
Battlecruiser, Destroyer, Frigate. Each of
those comes in one or more varients.
- A free PDF download will be available of
the basic rules with the Advanced rules
having full fleetlists for the initial 4
fleets.
2/17/2009
- Coming in 2009 is Deep Black:
Mankind
has rekindled its links to the past and
old rivalries and wars begin anew billions
of miles from where they once fought.
Welcome to Deep Black, a table top
miniatures space combat game set in a
distant future.
Key
Features
*
D10 and points based
* Customizable ship stats with fully
scaled models cast in resin
* Simple inertia based movement and
turns
* Full ECM and ECCM
* Capitol ships, fighters, bombers and
Wild Weasels
* Full fleets and backgrounds for several
major forces
* Rules for Skirmishes, and optional rules
for large fleet scale battles.
|

From
Zac
Soden
8/9/2003 -
Deep Space Warfleet is the
latest version of BattleSpace Fleet
Command, a name change was decided
upon due to a another game had a similar
name and this version is radically
different to Fleet Command.
Starship
fleets are constructed from plastic
building bricks such at LEGO but at a much
smaller scale than usual, allowing massive
space vessels to be represented by models
less than 25cm in length.
If
you would like to help playtest this new
version, contact Zac Sodoen at zac_soden@hotmail.com
for more information. Please enquire
only if you are serious about playtesting
and giving feedback.
|

From
Vandering
Publications
11/2/2007 - The
URL above for Vandering Publications
is no longer active
7/7/2002 - I had
heard of a new game in the works called DTS
so I went to the DTS
Webpage and emailed the company for
more information and here are a few things
I found out from Martin Bourne of Vandering:
DTS
(dramatic tactical system) is a simple,
fast play wargames rules concept that was
originally used for spacegaming, but WWII
naval, pre-dreadnought naval, American
Civil war land (??) versions
have all appeared.
The DTS
project has rather stalled recently owing
to other projects, but the basic system is
still around and reasonably far developed.
We find that two players
can comfortably finish a game in 2-3 hours
with about 7-10 ships a side. Games
can be quite even in that even winning
positions tend to collapse very quickly.
The scale is one to one (tactical ship
combat) and is in 2D.
|

From
Decipher
2/19/2003 - Matt
Colville posted the following info on
the Trek-rpg.net message board:
"I designed an
initial draft of Engage
for Decipher, we did some
preliminary research on how to get minis
done, but the game is now on the back
burner."
5/24/2002 - Some
more info on Engage! was
posted on the TrekRPG.net
forums by Matt Colville on 4/22, he
was the designer of Red Alert!
the Star Trek disk game from LUG:
I'm Mr. Starship
Combat right now. I did the rules in the
Players Guide with help from the Mighty
Modron-Mounted Mad Monk Mappin and am
working on Engage! which hereafter I
shall be referred to by me as Engage
since I'm sick of working on games with
exclamation points at the end.
Little story; with Engage I was pretty
stoked at being given the chance to make
the definitive Star Trek minis game for
the next 20 years. A chance to update
one of the most popular sci-fi battles
franchsises, get people to stop
associating Star Trek Space Combat with
Starfleet Battles, and really make
something new and cool.
But, in the end, my proposed design had
little innovation. Hard to invent
totally new ideas in this industry. I
thought my initiative system was pretty
cool, but then someone reminded me of
where I'd seen it before and I thought
'oh yeah.' If you've played. . .let's
see. . .Silent Death, Red Alert (the
disk game) and the starship combat rules
from the RPG then you'll recognize most
of this stuff. It is skill based so you
will be able to use your actual ship
from your RPG session, though basically
all the main characters only contribute
one skill, so it's not an RPG solution.
Our current model is; if you want an RPG
solution, we've provided one. Lots of
support coming its way from the
Starships book and, I think, the
Operations Manual. If you want a
tactical game, we're doing Engage.
Engage is a long term project. It'll
take almost a year to complete and right
now I'm working on the Two Towers
Adventure Game for Lord of the Ring (it
has mass combat rules in it!) So while
Engage is important to me, at this early
stage it's not my highest priority. I
say that as a preemptive strike against
the slew of questions that may arise. I
have the basic design of the game, and
we may start playtesting soon.
5/17/2001-
Engage!
lives on! According to the
editorial article Boldly
Going: The New Star Trek RPG
posted on TrekRPG.net
about Decipher's plans for the Star Trek
RPG and related product, the following
information was included that us space
gamers would be interested in:
"Another
new design decision will be a starship
book for each faction, again covering
all four properties. So, instead of
searching through multiple books for a
Federation starship, you'll be able to
find it in one comprehensive resource.
Miniatures
are also part of the equation, and the
often mentioned, but never-seen starship
tactical miniatures game, "Engage!"
will see the light of day -- and
quickly. At this time many aspects of
miniature development are still unknown,
but both character and starship
miniatures are planned, handled by a
third party with experience,
likely."
The
RPG itself could be out by GenCon
(August 2001) and some talk on the
TrekRPG.net's message boards indicated
that the first of the starship books
might be out by late 2001 plus it looks
like these books will be landscape
oriented with at least 3 view pictures
and histories for all of the ships.
8/18/2000
- The Star Trek license has changed
hands, how this will effect Engage!
is unknown but
Decipher's
press release specifically mentions
miniatures and miniature games.
The whole press release is in the Other
News page.
11/18/99
- Download the Spacedock
playtest application/NDA from LUG's
web page (under the Game Support link).
Make sure you have the latest version of
Adobe's Acrobat Reader (4.0) since I did
not and had trouble reading the pdf with
3.0. The application has to be
sent in by November 24th so hurry!
When
I talked to people at the LUG
booth at GenCon, they say this new set
of tactical rules in the Star Trek
universe would be out in 1999, but I
don't think a firm date has been set
yet. Still little word on
this one. Their web page has no
listing for Engage!
but under their Star Trek Crossovers
line they do mention
Spacedock: The Starfleet Starship
Construction Manual, Vol. 1,ST:
Crossovers - Sourcebook, Page Count: 128
pages Format: 8.5" by 11", two
color, soft cover.
Please
note that Spacedock
is a supplement for the RPG on starship
construction and combat and is not
directly connected to Engage!
though they will probably be highly
compatable. For those of you who
want all the little details on the
ships, this is a must buy. I
mention Spaceock
here because it is close to
Engage!
and there is little information about Engage!
available at this time.
At
least 2 packs of starship miniatures
were on their schedule, one Federation
and one Romulan.
|

6/30/2007 - Mariner
Games is no more and the rights to Squadron
Commander have been sold to Brigade
Models who will be producing their
own version of the game with their own
background. No word on the future
of Fleet Commander.
9/16/2002 - More
playtesting for Fleet Commander:
I just wanted to
update everyone on our Fleet Commander
project. Work is progressing very well.
Fleet Commander is now a game. We are
playtesting right now. Writing the rules
will begin in a couple weeks.
Here are the basics about the
game:
* The detail level
falls between Star Fleet Battles and
Full Thrust.
*
Power is allocated to individual
ships.
*
Combat is sublight. (Though there may
later be FTL combat rules)
*
Ships sensors play a significant
role.
*
There will be a starship construction
and weapon construction system.
*
There will be fleet level rules allowing
large numbers of ships to be used in
battle.
* The game is fast
paced. Duals between two cruisers can be
finished in about 30 minutes if it s a
good game.
Now that we have a
game in playtesting I will be making
more frequent posts about its
progress.
4/24/2001
- Updated news from Mariner
Games:
Yes,
we are still alive here at Mariner
Games!
The
Fleet Commander 3600 rules
have been completed and are undergoing
our in-house playtesting. Check
back next month for some updates and
information on the game system.
Balkans
Air War is
slowly progressing, but most of the
Mariner Games
effort is going towards FC3600.
Mariner
Games
is pleased to announce that Fleet
Commander 3600
(FC3600)
is well on its way to being ready for
play testing. FC3600
is a fleet-level simulation in the Squadron
Commander 3600
(SC3600)
universe. But more than just
another gaming universe with a
quick-playing rules-set FC3600
is as customizable as SC3600,
allowing players to adapt the rules to
the sci-fi universe of their choice.
Patrick Doyle, chief designer of SC3600
is heading up the design of FC3600.
|

From
Azure
Dragon Games
12/10/2004
- Some updates on ISOS were
posted on their website on 8/12/04:
After
some minor playtesting and a great deal of
re-thinking, the Sigmaverse! concept has
been totally dropped. Darkness &
Aether is still in the mix and the new
future space combat setting is called:
Legacy of Earth. Legacy of Earth focuses
on our local part of the galaxy as Man
fights Man. Eventually, someday Mankind
might find an alien life form, but that is
far in the future. For now the forces of
Mankind do battle among themselves,
seeking to become the dominant state.
Along
with the changes in setting, the decision
has been made to jettison the D20
mechanics as it were. Although I think it
is possible to create a nice and
sophisticated D20/OGL space combat system,
I would prefer to try and do things with
the game that I just do not believe are
congruant with a D20/OGL mechanic. Other
then Battlefyre and the use of 2d10,
nothing much is ready to be revealed about
the system.
12/12/2003
- A list of the factions for ISOS
is now posted. A larger update and
playtest pack are on the way.
8/5/2003
- Sean Hillman writes to let me know
about an upcoming game, In
the Shadow of Stars. It
is due later in 2003 and here are some
development notes on the game:
- Basic System: A
derivation of the D20 RPG system, applied
to Fleet Combat.
- Scale: 1 Hex =
200km; 1 Counter = 1 Ship or Flight of
smaller craft; Fleet sizes can range from
1 to 50 ships per side!
- The playing surface
will be square grid using 1” size.
Square playing pieces are included. Right
now there are no plans for Miniature
support though this will hopefully change.
Players can use Miniatures from other
games.
- Ships will lose base
abilities as they take damage. Depending
on their size and generator, a ship may be
able to use some or all of its weapons and
special abilities in a given turn.
- Will be compatible
with D20 RPGs so that characters can take
part in battles. Will include 2 Prestige
classes!
- Comes with two
intrinsic and evolving Settings: One far
future and one Space / Steampunk
- Pseudo Historical
Tech Tree for both Settings
- Full Tactical Game
and Ship construction rules for
non-historical campaigns.
- Will be supported by
Rules for Operation and Strategic
campaigns. (Later Product / Online
Support).
|

From
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."
5/5/2012 - Digital
Alchemy emailed SCN with an
update on their products and they
indicated: "Interstellar
Warfare ended up being canceled
back in 2007, production of its components
became prohibitively restrictive. It has
been removed from our new website"
2/25/2012 - No
changes on the Digital Alchemy
website that still says this game is due
out in 2007.
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.
|
2/25/2012 - The
blog site above is no longer active and another
site from 2009 is still there but
has little information and no updates.
7//12/2009
- A new game in the works:
"Legions In
The Heavens Enduring, or LITHE,
is a MASS scale spacefleet combat game
currently being designed to handle more
than a hundred ships on the table at once.
It's focus will be on
the five main ship classes it specifies
which will break down into your, Small
Craft (Class 0), Frigates (Class 1),
Destroyers (Class 2), Battleships and
Fleet-Carriers (Class 3), and Megaships
(Class 4).
Other main focuses of
the game will be Communication and
Battlegroup Tactics."
|

Website
http://www.damagecontrolgames.com
11/2/2007
- Phoenix Horizons has
been delayed indefinitely to some issues the cropped
up, plus their control of their domain
name has expired.
4/22/2007
- Damage Control Games has
announced their new game, Phoenix
Horizons due out in 2007 along
with miniatures.
...we
are announcing at GAMA the release of a
new miniatures line for our first
offering, Phoenix Horizons – A Game of
Explosive Interstellar Combat. The first
wave of the game will feature four Fleet
Boxes, one for each of four fleets
within the game. These will be available
for sale at GENCON Indy and with a
little luck we will get picked up by a
distributor at GAMA so they will be
available at your local game stores. The
Fleet Boxes will be available plus up to
13 warships in total per faction being
released in the 10 months following. The
full size color rule book, Phoenix
Horizons: From The Ashes, will hit the
streets in early November, just in time
for the holidays. The book will have all
the rules, stories on the characters,
ships, and the Rogues that support them.
The book will also contain a hobby
section for painting and terrain tips
suited specifically for a space combat
game.
DCG
had purchased the Cold
Navy line of miniature but has
decided not use use them as they do not
fit into the universe they were trying
to build.

Commonwealth
of
Braagha minis, the Doon class
Frigate, the Thorn class
Destroyer, and the Lion class
Cruiser |

Doon class
Frigate (50mm) |

Thorn class
Destroyer (65mm) |

Lion class
Cruiser (75mm) |
|

From LPK
Design
9/22/2004 - I
contacted Max about the current status
of Project Utukku and he
replied:
"Project Utukku
is in current development with the
development version of rules now
including background material on the
races the technology descriptions have
been fully expanded new rules for :
orders and experience system
electronic warfare and detection (
mostly finished)
Boarding
Ramming ( this one is a real pain in a
vector system and awaiting completion!)
New ship designs are in progress with
details on UTC( humans) and femurac ( an
ape like race) in current development
With all the projects I'm holding off on
release until I'm fully happy with the
new versions."
10/11/2002 - Max
announces that Project Utukku
playtest rules are now available at: http://www.lpk-computers.co.uk/fleetattack/
on the products page.
Features include:
Vector movement ( with some features
never before seen)
comprehensive yet simple damage system,
able to reflect the differenced between
explosive and focused damage (ie lasers)
you can literally slice a ship apart.
Rate of fire mechanic for energy weapons
based on available power.
Price $5 ( 22 pages plus control sheets
and sample ships)
9/19/2001 - I
got word from Max that they are
looking for artists to do aliens,
architecture, and general concept design
work. If you have the skills and
are interested in contributing to Project
Utukku, go to LPK Design's
website for contact information.
3/19/2001
- A new Desktop image is available for
download and more are planned.
3/13/2001
- Max Blagg announces a new space battle
game is in development and they need
playtesters and contributors for the
background, see their website for
details.
The
basic engine of the game system will be
generic. It will include:-
1.)
Maneuver. vector based. (and simple
too!) (NB the mechanics for reactionless
drives will be in there)
2.)
Detection, sensors and ew
3.)
Combat, weapons etc.. (naturally)
4.)
Ship construction . One of the largest
sections of the rules. This should allow
you to design a ship any way you want
(also tanks, planes etc..) to any level
of detail that you could want all in one
logical system, by changing the data
tables that come with the system you
should be able to tailor the system to
anything you want.
5.)
Fleet scale conversion rules, a full
fleet scale based game, yes the large
fleet scale game rules are included in
the basic package.
6.)
Campaign scale options (logistics costs
will be defined in ship construction) ,
integral campaign system, again
presented in the basic package
7.)
Ground forces scale integration.
It
will be sumptuously illustrated with
explanatory diagrams , illustrations of
the ships, detail views of the weapon
systems, and maps.
Illustrations
of some the ships are available on the
website. Max's computer artwork
has been used buy
Agents of Gaming
in their Babylon
5 Wars
and Fleet
Action
products.
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From
Dream Pod 9
8/5/2003
- I talked with some guys at DP9 at
GenCon. Spin It is
delayed indefinitely. To get a
decent price they need to print a whole
bunch of these games, but their current
sales projections are not high enough and
they don't want to store thousands of
these games. Their hope is if a
major retailer would pick it up so they
sell lots more initially. Until
then, we wait and hope.
1/19/2003
- DP9's January info fax includes Spin-It
Space Battle, but then it states
that the release of this product has been
pushed back to later in 2003.
10/22/2002
- Another delay to January 2003. DP9's
October 17th info fax includes Spin-It
as a January 13th release and states it
was delayed from November and the price
increased to $29.95us/$39.95can
8/31/2002
- In DP9's August 20th info fax, it
states "Due to unexpected delays
the release of the Spin-It Spacebattle
boardgame has been pushed back to October"
and later it gives a date of October 11th.
7/5/2002
- In DP9's June info fax, it now
lists Spin It as a September
6th release.
5/24/2002
- When checking DP9's monthly
information fax available online, I found
the following information on Spin
It: Space Battles, due to ship on
July 26th:
This is
the first release in Dream Pod 9’s new
boardgame line! Spin It™ is an
innovative concept of quick-to-play,
family-oriented games. This installment
pits daring space pilots against one
another in lightning-fast space battles.
Allocate energy, take a gamble with
death-defying maneuvers and use special
powers to triumph over your opponents!
Everything you need to play (board, game
pieces, notepads, randomizer, etc.) is
included in the box — it’s an
excellent introduction to tabletop gaming.
For 2 to 8 players, ages 8 and up.
DP9-700,
Spin It Space Battle Boardgame,
$24.95us/$29.95can
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From
Columbia
Games
9/4/2002
- The status of Star Kings
was asked in Columbia Games Forum
and the reply was:
"'Star
Kings' is delayed. We are not happy
with the strategic depth the current game
has - fun for awhile, but... I doubt it
will be ready this year."
3/29/2002-
Tom Granvold (of Tom's
Spaceship Miniatures/Game Lists) just
sent me the following info from Columbia
Games newsletter:
Columbia
Games took a week off to attend the GAMA
trade show in Las Vegas. The event was
productive and fun and we made many new
contacts. We premiered a sneak-peak off a
new game in development called Star
Kings where human and alien fleets
battle for control of resource planets and
bases. Star Kings uses a
game system adapted from Wizard
Kings. Expected for release this
Summer. Sneak-Preview coming to the
website soon.
SCN
will let you know when their preview is
up.
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4/11/2001
- I received the following information
from Eric Smith, Marketing Director for FASA
Corporation:
"I
have obtained from FASA
Corp.
the license to the Game Mechanics for
the old ST:
Tactical game
and the entire line of products
associated with ST
including the RPG. While I cannot use
the Star
Trek
name as that and the information
contained in are the property of Paramount.
The Game Mechanics are the property of FASA
Corp.
I plan to relaunch the system in a space
based universe and look forward to doing
so in the next year or so."
So
it looks like a familiar game will be
back but in a new universe. Eric
plans to have a web page up in a few
months with more info including contact
information and when I have that info,
it will be posted here.
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2/25/2012 - No
updates to the site about this game or
any others since 2007.
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.
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From
VBAM
Games
2/25/2012
- No update for years on developing their
own system.
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.
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