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autoracingcombat.htm

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Downloads here.

 

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Hex Command Starships
HCS Do-it-Yourself
Wing Attack F491
planets.pdf

Cheat Sheet (Convention Handout)
Hex Command Star Ships Presentation 
             Part 1    Part 2

Rules Updated 11-7-11 Booklet version
The Prisma Incident (Scenario)
Roster Database Cards 4x6 (Stable version. Going forward all changes will be noted in the file)
Game Cards (Avery 8376) 
Starship hallway model assembly animation  
(development on hold)
HCS Game Markers
Models in Production
Make your own ships from craft supplies EASY!!
              (members only)
Starship Exterior Panel Appliqué Art
Ship Database - HCS

Link to Ship Plans (off site)

Downloads here.

Rules, Scenarios and Gamer Files

 

All content is copyright of its respective owner/ contributor to this website

About Hex Command Starships

This module for Starship combat is, like many other rules, a way for players to put space ships models and toys from 1/200 to 1/144 scale (models measuring 1.5 to 3 inches long) into an enjoyable space combat game.  

We did this easily by buying a bag of cheap toy space fighters, that are perhaps even party-favors, then attached them to flight stands and using our 4 inch hexagon template, drew a hexagon grid with white marker onto a black fabric star field.  

Like many other rules, this set of rules will not try to portray how spaceship combat will actually occur, so that the game is playable. The same will be said for Hex Command Raptors and Hex Command Oceans, which will follow the same mechanics here.

Here we try to follow the Hex Command concepts as much as possible to continue our tradition of “easy to understand and teach others,” knowing that optional rules can be introduced to increase the challenge.

You can use just about any miniatures, but we designed the system for larger models so a player can actually see them and see the detail of the miniatures (imagine that); so more than one ship to a hex is unlikely.  

Also the 4 inch hexagon enables possibly larger fighters and starships and just about any toys you can find or make using craft supplies, which we are providing blue prints and instructions for.  

 

FIGHTERS AND TOYS THAT ARE THIS SIZE.. OR...

THIS SIZE.. (image scaled for size of table shown at left)

All combat takes place at the same “altitude” which means the same flat plane, with the concept that “down” or “south” will be under a ship, and “up” or “North” will always be above a ship, and all ships are flying with the same attitude.  And as there is no air resistance only inertia, ships can be of any shape.  However, bear in mind that in optional rules, ships can appear from “above” or “below” into the battle area (more like an "arena" actually)   and in order for this to happen, player/character/ship computers will be providing warning of an arriving friend or foe .. or unknown.

Fighter approaching satellite 

In the Media

As we have seen in the media, energy or beam weapons can be of a frequency that would match a shield's electrical frequency, so the shields becomes useless (Star Trek TNG series).   Shields are best against natural phenomena and will get overwhelmed during sustained combat.

When shields are "up" energy is used from the ship's power supply, usually meaning engines, though it is conceivable that a separate engine might be employed JUST for shield use.  Apparently the location and strength of shields is variable by the user, as in the phrase "shift all power to front deflectors" (Star Wars) meaning that certain locations of the ship can be turned off and thus reinforce another location.

As in a Star Trek episode, an assassin ship outfitted with no shields and using all it's power for speed and weapons was immensely dangerous to Enterprise 1701A.   The ship was so fast it could not be targeted, and as we have seen in that series, for some odd reason the idea of guided missiles aka Photon Torpedo's apparently didn't occur to the designers of the show. 

Remember, even in the 1960's guided homing missiles like sidewinders were just in the development stage, and as far as we know, torpedo's were not self-guiding.. you had to point at the target and make adjustments for it's speed and heading then launch your torpedo accordingly. 

 

Starship Database  The Starship Database for MS Works (beta)   (actual image may be altered as development continues) 

Any models from any rule system can be used. This card layout however is only for smaller ship engagements.  Note that using a slider for Pilot and Gunner hits (top of card) may only be necessary in fighters that have high armor value because once a normal fighter has been hit the likelihood of pilot/gunner survival is low.

          

Click for  Game Markers (PDF) (members only)

Scenario Ideas

  • Home Planet Defense: Perimeter System
  • Supply Convoy Escorts
  • Natural Jump Gate Discovered
  • Space Station (see menu above for F491)
  • 3D Exercise:  movement and tracking

Videos

Refer to the Home page Media Section for videos

 

The following images show planet graphics applied to cardboard discs and set on the game table.. VERY EFFECTIVE!!