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01
"Kerchang! whump!"
Sounds of weapon blasts hitting the Battlecruisers hull interrupt the Commodore, shockwaves reverberate
through the massive vessel, the Starships bridge rocks & the emergency klaxon auto sounds.
Klang! Klang! Klang!
Commodore Tarrant turns to his bridge crew.
" Ms Mc Killen shut that blasted thing off!, Mr Voit Sensors, Krakov charge main Weapon batteries!"
"Ms Vonderburg Sublights to three quarter Battle speed"
Mr Voit's hands dance across his consol with amazing speed as he responds.
"Captain, Three Lizard frigates to port closing fast, and two light cruisers to starboard hanging back!"
"No sign of the Lizard Envoys ships Sir!"
Mr Krakov "Forward Weapon Batteries charging to full capacity Sir!"
Commodore Tarrant "Ms Vonderburg bring us to an intercept with the Frigates first"
Vonderburg "Intercept Aye Sir!"
Comms officer Mc Killen interrupts.
"Hailing the New Mexico and Sirius sir, their falling into spear formation behind us to cover our blind spot!"
Tarrant nods acknowledging his Tactical-comms officer's prompt action.
Mr Voit interrupts "Sir ! Six Lizard heavy cruisers dead ahead closing fast, the Envoy ship is among them,
their weapons systems are HOT!"
Commodore Tarrant "This situation is rapidly becoming a fleet training scenario
I took in my first year at fleet academy!"
"Ms Mc Killen contact Rear Admiral Kennedy inform her!"
Mc Killen "Sir?"
Commodore Tarrant "Inform her the Lizard envoys don't seem to want Peace after all!"
Weapon blasts again reverberate through the ship & once more the bridge rocks,
Commodore Tarrant barks his next order somewhat angered,
"OH! TO HELL WITH PEACE! THEY FIRED FIRST!..
"MR KRAKOV JUST START SHOOTING THE BASTARDS!.."
The huge bulk of the U.F.S.R Battlecruiser Polaris swings towards the Nimble Alien vessels, closely followed
by her two escorting destroyers, Commodore Tarrant massive forward phased laser arrays lance glowing
death at the first Raptid frigate, It Explodes consumed in a hellish fireball,
At the edge of Polarises sensor field a huge alien fleet begins to approach the skirmish as just Four light
years away U.F.S.R Sector Rear Admiral Mc Killen orders her ships to spool their Fold drives and jump to
Polarises aid.
THE FIRST HUMAN RAPTID WAR HAS BEGUN.
CONTENTS.
FOREWORD ..............................................................................................................................6
PART ONE. ................................................................................................................................8
Introduction .............................................................................................................................8
Game Abbreviations ...............................................................................................................10
Standard Basic Game Rules....................................................................................................11
The Game Turn Flow Chart .....................................................................................................11
Common Basic Rules ..............................................................................................................13
Movement ..............................................................................................................................13
Firing .......................................................................................................................................15
Weapon Arcs ..........................................................................................................................15
How Many shots .....................................................................................................................16
How Many Targets .................................................................................................................16
Line of Sight (LOS) ..................................................................................................................16
Hitting the Target ...................................................................................................................17
Shield Penetration ..................................................................................................................18
Damage (How much Damage does a shot Inflict) ..................................................................19
Damage (Or just how much can she take before she'll blow apart) ......................................19
Damage Effects .......................................................................................................................19
Lost or Destroyed Vessels (and Explosions) ...........................................................................19
Number of Players and Fleet Organisations ...........................................................................21
Formations .............................................................................................................................21
Fleet Morale/Vessel ...............................................................................................................22
Fighter & Shuttle Special Rules ..............................................................................................25
PART TWO. Advanced Rules (optional rules for more detailed games) ...............................26
Crew Quality & Abilities .........................................................................................................26
Scout and Science vessels ......................................................................................................27
Concealment & Stealth ..........................................................................................................28
Cloaking vessels ......................................................................................................................29
Formations and Special Orders ..............................................................................................30
Interceptors (Anti-missiles) ....................................................................................................30
Minefields & Automated Defences ........................................................................................31
Grapplers and Tractor/Repulsor Beams .................................................................................32
Boarding Parties & Capturing Vessels ....................................................................................34
Vessel Repair...........................................................................................................................36
Hulks .......................................................................................................................................37
PART THREE. Stellar Cartography (Space terrain and it effects) ...........................................38
Determining Random Spatial Terrain on ................................................................................38
Special Rules Affecting Spatial bodies ....................................................................................39
Orbiting Planets, Stars and Gravity effects .............................................................................39
Standard Planets ....................................................................................................................40
Small Moons ...........................................................................................................................40
Gas Giants (super sized planets) ............................................................................................41
Determining Planet Size and Class .........................................................................................42
Stellar Masses (or suns) ..........................................................................................................42
Dark Stars & Singularities (Black holes) ..................................................................................43
4
FOREWORD.
Galaxy Fleet Wars (GFW) is a game of Epic Starship combat inspired by the epic Space
battles seen in many Movies and certain TV SCI-FI Shows along with a selection of Books and
Comics.
In Fleet Wars I don't pretend to be following some misguided idea of the Laws of Physics or
reality, this is a science fiction game and so is based totally on fiction and a certain amount
of simple Logic! not a simulation, After all how do you represent the laws of physics with a
D6? well plenty of statistics, probability curves and graphs spring to mind, but nothing I'm
sure any eminent astrophysics professor might add certainly
D6 doesn't seem
probable, So If you want such a Game try one of the more astrophysics degree textbook
inspired tomes and spend an afternoon leafing through the immense rule books they have
(Seriously some look like an encyclopaedia) rather than playing a game, no slur of such
games I have enjoyed many but I find them too slow and tiresome even in their "Basic"
version's for what I want in a massed Fleet space themed wargame.
The Idea in Galaxy Fleet Wars is to create epic space battles with fully fifty to one hundred
ships aside and play through a battle in 2-6 hours! The game rules mechanics are devised to
be quick and easy to learn with the basic game fitting onto one Reference sheet and a turn
flow chart to remind players of the rules.
I hope the game will present itself as a challenge to even the most advanced gamer, be fun
for all to play and blow some fresh air into what has become for many a stagnant game
genre dominated by over complex mechanics drowning the fun aspect all games need.
Where did Galaxy Fleet Wars begin? well I suppose 30-40 years ago from the age of 10 with
my introduction to the famous "Wagon train to the stars" Tv show we all know and in
comics like Eagle, Action and 2000AD, In their depictions of epic space wars in stories like
Dan Dare and the V.C.s and books like Sheldon Perkins "Polaris" one of the best space war
novels ever written and sadly the only known book by the author.
Back then almost no Sci-Fi Wargames existed it was all historical wargames, so like many
gamers I wrote my own Games system and along with a group of friends who became
interested made some ships out of all sorts of scraps, felt pens, plastic card and putty very
simple but they did the job quite nicely.
Starting our first Space wargame in the history room at school (I was 15 at the time) within a
short time we were all hooked and building some big fleets. I still have a couple of the best
ones (see the Republic Nakita class frigate in the ships section), The First Galactic war had
begun in earnest and over the following weeks and months we played it out.
Over the years since I have played many more "Space" wargames but found the available
rules were too bogged down in over complexity for really big games. So I decided to go back
to the old game system I had created all those years ago and the massive space battles it
potentially offered to redevelop the system into a more complete game.
These rules offer an updated and re-written version of that old game we all enjoyed so
much.
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Galaxy Fleet Wars has no specific setting it is totally generic and any models can be used to
represent the starships of each Navy! Only your imagination matters when building your
fleet. Having said that this edition of G.F.W comes with my own Dark Future setting and a
list of alien races in the section entitled "The Universe of Galaxy Wars" p85, Some of the
scenarios link to this section and I will be releasing a range of miniatures for each of the
races detailed some of which you will see pictures of through this book.
Thanks For taking the time to read this book. There is much more to come should you the
players make it possible with your support in the next volume "GALAXY WARS A GALACTIC
WAR CAMPAGIN GUIDE!", and possible POP fiction tie-ins.
For online support go to "Fleetdock13" were article's on modelling many of the vessels and
terrain features can be found or E-mail "andylawc@outllook.com".
I hope you enjoy G.F.W as much as I have,
"Live long and blast the hell out of them!"
Each class of Ship/Station or Monster (Hence forth called a vessel) in the standard game has
a simple set of factors for Hull, Weapons and Shield's each factored from A+ to F that
determines how good the vessel is in battle, in the advanced game ships also may be given
additional abilities.
In brief these factors are,
A+ - The biggest Vessels , usually huge Immobile installations (but even some of these
can move very slowly), the biggest weapon batteries of guns (energy or projectile),
missiles & torpedoes so big so the vessel simply would be too big to move (in most
cases) The most powerful shields and armour mountable on any object space borne or
other etc.
Base size for A+ class is 40 - 120mm + (or 2.5 to 5").
A - The biggest practical hull to mount with a star drive A huge vessel with a huge crew,
A huge battery of guns (energy or projectile), missiles & torpedoes or the best shields
that can be put to use on a moving vessel the fleet battlewagon.
Base size for A class is 40 - 60mm (or 1.5 to 2.5").
B - The common fleet big vessel several hundred metres long, a decent battery of guns
(energy or projectile), missiles & torpedoes and moderately good Shields.
Base size for B class is 30 - 40mm (or 1 to 1.2").
C - The common fleet small Vessel usually over a hundred to two hundred metres long,
a decent Lighter battery of guns (energy or projectile), missiles & torpedoes and light
shields. Used mostly in support roles to the bigger ships.
Base size for C class is 30mm (or 1 to 1.2").
D - The common Fleet anti-piracy Patrol vessel or Corvette/Frigate less than one
hundred metres long, A very light battery of guns (energy or projectile), missiles &
torpedoes and very light shields.
Base size for D class is 30mm (or 1 to 1.2").
E - The common very small yacht or tramp freighter less than 50 metre long, a puny
battery of guns (energy or projectile), missiles & torpedoes and flimsy navigational
shields.
Base size for E class is 30mm for up to 3 (or 1 to 1.2").
F - The smallest practical space vessel mere meters long with very limited cargo and
passenger capacity used by most bigger ships and stations as runabouts, some purpose
built planetary interceptors employed by backwater worlds for minor defence but able
to mount one shot weapon packs in a fight, the weakest of guns (energy or projectile,
flares and defence ordinance and puny shields.
Base size for F class is 30mm (for 3) or 15mm Individually (or 1 to 1.2").
Game Abbreviations Through the rules you will find some common abbreviations they are,
Atk = Attack.
Cr/HDP = Crippled at Hull damage points, the point at which in Hull points the vessel suffers
the effects of being crippled.
C-in-C = Commander in Chief, Most senior Admiral in a fleet.
D# = Die or Dice (i.e. D6).
DP = Damage point.
Def = Defence.
FMV = Fixed Move Vessel any vessel such as a space station that does not move except by
gravitational or orbital effects (P39).
GFW = Galaxy Fleet wars (this game).
HC = Hull class, a measure in game terms of a vessels hull size used to determine hull
damage capability (HDP).
HDP or C/HDP = Hull maximum damage points /current Hull damage points.
HVP = Hull class victory points cost (used in calculating a vessels VP value).
ID = Vessel ID No.
MBP or C/MBP = Marine boarding parties, the specially trained defensive troops in any
vessels crew.
MADS = Minefield and automated area defence systems, Space mines of various types
whether simple nukes or automated turret systems.
MAV = Marine assault vessel, a vessel designed to carry large numbers of ground troops
used to capture Enemy planets or fleet vessels intact (in theory).
SDP or C/SDP = Shield maximum damage points / current Shield maximum damage points.
SPD = A vessels Movement allowance in Inches per Phase.
SVP = Shield class victory points cost (used in calculating a vessels VP value).
T.A. = Tactical advantage, used to represent the momentary advantage one Admiral may
have over another in the unpredictable ebb and flow of battle.
VP = Victory points used to determine fleet composition and combat worth, as well as
determining scenario/campaign victory.
WC = Weapon class , a measure in game terms of a vessels destructive potential.
WVP = Weapon class victory points cost (used in calculating a vessels VP value).
A section on vessels later details some of the more common designs and in late rules
sections. In the Advanced riles you will find a simple set of quick vessel design rules to
create your vessels for the game from scratch.
Should Galaxy Fleet wars gain enough interest I will endeavour to expand the system and
would greatly appreciate good player input into the game, but that remains a future project
based on feedback.
10
Many different models can be used to represent the vessels in fleet wars these are some
scratch built and purchased examples from the authors extensive collection.
A Resin and metal miniature of a full grown Kraken with Juvenile attack a U.F.S.R Frigate, Miniatures created for a GFW by the Author.
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