Showing posts with label Void Warfare. Show all posts
Showing posts with label Void Warfare. Show all posts

Wednesday, June 10, 2015

Void Warfare Alpha rules v0.3

In the not-too-distant future, Mankind has expanded into the solar system; space stations and orbital elevators have been built. Asteroids are being ferried closer to inhabited areas to mine from. The first long-term space colonies are under construction.
Most of the manual labour in zero-g is done using powered exoskeletons which can mount various tools depending on the task at hand.
Of course, when political tensions escalated and military actions in space started occurring, these exoskeletons were put into action for the close-range battles surrounding various installations. Here, these battles are fought.

Version 0.3 of the rules is here.

This update includes the following:
-A proper scenario focusing on controlling a zone in space.
-Two additional units.
-New weapons, including remote weapons launched by other units.
-Sensor Pod special equipment allowing one unit to assist others in detection.
-Changed weapon loadouts.

If you'd like to test these rules, please do so and inform me of the results. I appreciate all constructive feedback I receive.

You might also be interested in these printable trajectory markers and this post explaining how maneuvering in Void Warfare works with illustrations.

Friday, May 22, 2015

Void Warfare Battle report 2

I had the opportunity to play a test game at my FLGS this week.
Unfortunately, I missed one or two moments where taking a picture of the game would have been useful; we were too much into the game. Still, I've got enough to provide a proper report.

My adversary was one of our local players, although he mostly plays board and card games; which made this a good way to see if someone relatively new to miniature games would be able to grasp the game's mechanics.

We used the v0.2 alpha rules, with 3 Javelins per side. I used the Blue units, he the Red ones.
We had a 6" by 6" square zone in the middle of our 48" by 48" battlefield. There were two large rock fragments (represented by the craters) flanking the zone providing some cover.

The objective in this game was to capture the zone.
This could be done by having one or more units in the zone at the end of a turn while the opponent has no units in the zone to contest it.
Managing to claim the zone for 3 turns would win you the game. Destroying all opposing forces was, of course, also a way to win.

Tuesday, May 19, 2015

Void Warfare mechanics: maneuvering

Here's a demonstration of how inertia-based movement works. It's one of the core mechanics of the game, so it needs to be relatively straightforward.

Void Warfare Battle Report 1

Unexpected activity has been detected near supply station 04-MRE-H8. Check the area for any hostile presence. If hostile forces are encountered, either destroy them or drive them off.

Okay, time for a simple battle report.

This battle involves 2 units on each side, all with identical stats and equipment.
Simply put, it's the Encounter scenario from the v0.2 rules, except with 2 units on each side instead of 3.




Here's the deployment.

Void Warfare Alpha rules v0.2

In the not-too-distant future, Mankind has expanded into the solar system; space stations and orbital elevators have been built. Asteroids are being ferried closer to inhabited areas to mine from. The first long-term space colonies are under construction.
Most of the manual labour in zero-g is done using powered exoskeletons which can mount various tools depending on the task at hand.
Of course, when political tensions escalated and military actions in space started occurring, these exoskeletons were put into action for the close-range battles surrounding various installations. Here, these battles are fought.

Void Warfare is a sci-fi tabletop miniatures wargame representing battles over critical installations fought by small, mobile vehicles.


The game is currently in early development, but in a playable state.


If you'd like to playtest, feel free to download the rules here:


Current testing rules plus printable unit and trajectory markers.


If you've got constructive feedback about the game, please post it here or mail me at eltharius at gmail.