12/1/2004
- Now available are the final 2
special supplements for Hard
Vacuum on the Official
HV Site:
The
Highest Ground - In the last year
of the war, spiraling technologies
sent more and more ships into space.
As the war turned against the Germans,
their leaders turned more attention to
the heavens. Earth may be lost, but
the highest ground, the moon, was
still theirs. And from there they
could initiate their final solution.
If they couldn’t have Earth, no one
would. That threat alone should force
most of the world to submit. And so
the space war escalated to undreamed
of proportions as the Allies launched
a desperate bid to stop them.
Bright
Sun Ascending - The Nazis had been
driven off, and Germany surrendered.
For a brief moment the war seemed on
the verge of winding down. After all,
Japan had no space fleet. Allied space
superiority would insure Japan’s
swift defeat. But then without
warning, defying all expectations and
possible projections, Japan had a
space fleet.
Also
available are a full set of counters
to download for Bright Sun
Ascending.
These
supplements wrap up the Alternate WWII
era for Hard Vacuum but
the 'War's End' conclusion at the end
of Bright Sun Ascending hints
at much more to come if the Hard
Vacuum timeline were to
continue.
10/8/2004
- Big news from Darrell "HardVacuumGuy"
Hayhurst:
It's
Red October, and the Russians are
finally ready to be unveiled. Learn
the secrets of the Foo Fighters
referenced in Science Gone Mad. Learn
just why the heck we mention the
Tunguska impact in the first book's
timeline. This one has been waiting in
the wings for a long time!
A
couple more releases are
planned:
November
2004: The Germans and the
Americans fight it out over the cold
surface of the moon. The Constitution,
America's first Space Battleship is
launched, and the Germans unleash the
ultimate weapon: The Void Bomb.
December
2004: War's End! The ascent of the
Japanese and the last shots of the war
fired in orbit.
12/7/2001
- Science Gone Mad is back from
the printer and now available.
Copies are available directly from the
Wizard's
Attic or get your local game store
to order a copy for you.
11/6/2001
- Science Gone Mad has gone to
the printers and should be back and
shipping to distributors by the end of
November and in stores in early
December. Here is the full blurb
on the supplement:
"HARD
VACUUM: SCIENCE GONE MAD
Technology
runs amok as the Battle for Orbit
grinds into 1945! Can you survive a
world where science itself has gone
mad?
Science
Gone Mad is an expansion for Hard
Vacuum that extends the game's
timeline to 1945. New rules sections
cover pilot experience, bailing out,
ace skills, ramming, docking &
boarding, specialist crew, carrier
operations & resupply,
radio-controlled torpedoes, Tesla
magnetic rays, and new hardpoint
mounts. A special "Flashback:
1942" section adds the
liquid-fuelled combat rockets and
orbital bombers that opened the final
frontier. Eighteen new spaceship and
space station designs include ones for
the British Royal Space Force and the
Flashback era. Eleven new scenarios,
dossiers on eight famous aces, and an
expanded construction system round the
book out.
Format:
48-page saddlestitch book (full color
cover) with full color marker and
play-aids sheet
FMG-4031
Suggested Retail: $14.95"
8/13/2001
- I talked with Neil of FMG
at GenCon and It seems that the date
for Science
Gone Mad
has been moved back to around November
if I remember correctly.
7/13/2001
- The FMG
web page for the Science
Gone Mad
expansion has been updated with a
picture of the cover and the following
info:
The
first expansion for Hard
Vacuum
adds a plethora of new material to the
game as the Battle for Orbit grinds
into 1945.
Tesla
magnetic technology
Over
a dozen new ships are included, along
with full rules for adding the British
to the space war. A special
"Flashback: 1943" section
rounds the book out, with stats and
rules for the early rockets that
opened the space frontier.
4/26/2001
- FMG
has released the following press
release:
"SCIENCE
GONE MAD
EXPANSION FOR HARD
VACUUM
DUE THIS SUMMER
The
best World War II space combat game in
the universe is about to get even
better. Famous aces, space cruisers,
fiendish new Nazi weapons, space
battle stations, and magnetic Tesla
rays all show up in 1945 -- and in
Science Gone Mad, the upcoming new
expansion for Hard Vacuum.
The
expansion adds rules for early
liquid-fueled rocketships and
introduces the war-torn British.
"We also add collisions,
carriers, larger battle rockets and a
system that allows individual pilots
to gain experience and become better
space warriors,'' said Darrell
Hayhurst, Hard Vacuum game designer.
Hard
Vacuum is a game of spaceship combat
set during the 1940s of an alternate
universe. The board and/or miniature
game explores what World War II might
have been like if fantastic
rocketships had existed the way
scientists and dreamers of the time
envisioned them. The Hard Vacuum book
is the core upon which Science Gone
Mad builds and expands.
Hayhurst
said he decided to do an expansion
because his local group of gamers has
been playing Hard Vacuum for years and
the game has grown quite a bit during
that time. He added that the expansion
allows him to get more of this great
material into the game.
Neal
Sofge, Fat Messiah Games' Super Genius
and Hard Vacuum line developer, said
that Science Gone Mad adds more play
options, scenarios and spaceships. It
also extends the alternate history
timeline by an additional year.
"There's
a lot of space games on the market,
but this one is unique in that it
combines a realistic movement system
with a very original alternate
universe," Sofge said. "The
overall theme of the expansion is that
just like in our own World War II,
this is a war fought by technology and
to some extent that technology has run
amok."
Science
Gone Mad is expected to ship in August
of 2001. Like the original Hard Vacuum
it will be a 48-page book including a
sheet of full-color game markers for a
retail price of $14.95.
Fat
Messiah Games, based in Los Angeles,
Calif., has been producing unique
fantasy and science fiction adventure
games since 1991. FMG products feature
tactical richness, innovative
mechanics, and high playability.
2/23/2001
- The latest word on Hard
Vacuum
from Neil Sofge of
FMG
is that they are currently alpha
testing the rules for British
hydrogen-powered capital ships and are
hoping for a summer release.
12/14/2000
- Hard
Vacuum
is now available, Go to the Wizard's
Attic
website to order your copy.
Available soon are special dice for
the game (d6s numbered 0-5). It
also looks like supplements are in the
works covering Soviets, Brits, larger
ships and more.
10/31/2000
- Hard
Vacuum
has gone to the printer. It
should be available late November.
FMG's
website has been updated with more
info and a cover picture.
10/13/2000
- Hard
Vacuum has
hit a few delays and is now set for a
mid-November release. Also FMG
is looking at the possiblity of minis
for this game.
8/18/2000
-
Hard
Vacuum
is set for an October 2000 release,
here is FMG's
blurb about the game:
HARD
VACUUM >>AVAILABLE
OCTOBER 2000<<
Kick
the tires, light the jets, and roar
off into the hard vacuum of 1940's
outer space! Fly a Nazi
spaceplane or a Space Corps rocketship
in the battle for orbital supremacy.
Do you have what it takes to become an
atomic-powered Ace?
Hard
Vacuum is a board/miniatures game of
WWII space combat in an alternate
universe. A simple, intuitive
movement system handles both realistic
spaceflight and simultaneous action,
yet still plays quickly and smoothly.
Weapons run the gamut from ordinary
machineguns to atomic death rays and
space mines, all using the same basic
combat mechanics.
Four
ships from each side are provided,
along with a comprehensive design
system so you can make your own.
Special rules cover visibility,
deflection, armor, Tesla power coils,
solid-fuel rocket boosters, critical
hits, and more.
The
rules are built for a hexgrid, but
they're flexible enough to handle
tabletop miniatures battles too.
So there's no excuse not to join up --
We Want YOU for the U.S. Army Space
Corps!