I browse almost daily the freewargamesrules website and today I had the surprise to find a variant of the Pz8 Space wargame rules, for Star Wars battles between fighters and bombers.

The rules have the interesting title "PISS: Star Wars Pete's Incredibly Simple System: Star Wars v1.1" ad are two pages long, plus one page of description of the various A-B-X-Y Wing, Tie Fighter, bomber, Interceptor and V Wing.

I am pleased of this variant and I wonder if it could work with my old Silent Death space fighters, now used as fighters bombers in my 6mm Sci-Fi land battles? Yes, I suppose...

 
 
I am posting some photos of my scratch build spaceships. They are made from disposable razors handles, cut in sections, with added bits like wall anchors, again cut into pieces, 6mm plastic bullets, plastic caps, drawing pins, metal washers... and sci-fi decals I found on e-bay. Do you like them?
Picture
Picture
Picture
Picture
Picture
Picture
 
 
Picture
Take a couple of old friends with their 10 years old boys, a winter evening, a large table in the living room, an old bed sheet and some plastic sci-fi tanks... and the Pz8 Two Pages Sci-Fi wargaming rules... this is the recipe of a big battle!
Picture
Planet 001001010100010 is called "The Frozen Planet" because it is completely covered by snow. There are some   human colonies but now it has been invaded by the Non-orks. Here you can see their rusty armoured force... plastic Epic models with some conversions.
Picture
Human Forces ("the resistance") hovertanks. I grabbed one box of 1/285 FASA Renegade Legion plastic grav tanks times ago, and painted then in WW2 German-like colours... half in dark grey and half in three tone camo... they are based on round plastic bases, with a drawing pin that makes them "fly" over the ground.
Picture
The human colony, defended by Epic infantry. Building complexes are free pdf's downloaded from here... loads of free sci-fi buildings!
Picture
The Non-Orks army already occupied one Human Colony and advances... both armies have one big mecha as their HQ.
Picture
The battle starts... fast and furious... the naughty Non-Orks (= daddy and friend) tried an enveloping manouvre on the right, but the human Resistance (= the boys) where more clever... and won! It was a catastrophe for the Non-Orks, with 15 tanks destroyed vs only 5 Human. 

"But we will return... with more tanks... and another good cocktail... buahahahahahaha!!!!"
 
 
During these late summer evenings, I had great fun making out some spaceships from BIC razors, wall anchors, pushpins and other rubbish.. 
Picture
In the meantime I decided to make some ultra-simple space wargame rules... just to try these toys. I dusted off my old space hex map and arranged a quick solo game... with two squadrons fighting into a swarm of asteroids... here is the initial set-up.
Picture
And here is a picture of the game in progress... then you will find the draft rules... your comments and additional ideas are welcome!
Picture
Pz8 – Spacehips Wargame Rules

 1.     What You Need

Spaceships models mounted on 1” hexagonal flying bases; a playing surface marked in 1” hexes; chits for Activated and Damaged Spaceships; Torpedoes counters; two normal D6 for each player.

 2.     Sequence of play

At the start of each turn, players roll one D6, the higher has Initative and can activate one of his Spaceships (two if his Spaceships are the double of his opponents, three if they are the triple, and so on). Then the other player activates one of his aircrafts (or two, or three…), until all Spaceships are activated (end of turn).

 3.     Movement Points (MPs)

Each Spaceship has 6 movement points (MPs)

One activated Spaceship can expend his MPs to move forward one hex or change direction 60°.

 The first MP in a turn must be expended to  move forward.

 Each Spaceship must expend at least 1 MP during its activation.

 Spaceships can’t be activated more than one time during each turn.

 Spaceships can’t end their movement in one hex already occupied by another aircraft.

 

4.     Firing

Firing is done after the movement, and before another aircraft is activated.

Spaceships fire straight forward.

 Spaceships do not block line of sight.

 Select a target (Spaceship or Torpedoes) and roll  one D6:

Distance                        1-3 hex       4-6 hex        7-9 hex           

D6 to hit                        4-6               5-6                 6

If the target is hit, the Attacker rolls two D6 (if not Damaged) or one D6 (if Damaged), the Target rolls two D6 (if not Damaged) or one D6 (if Damaged)

If the results are equal, no damage occurs.

If the Attacker scores + 1 or + 2, the Target is Damaged: immediately reduces its MPs to 3; permanently subtracts -1 to hit; if already Damaged, it’s Destroyed.

If the Attacker scores + 3 or more, the Target is Destroyed.

In addition, if the Target is not Destroyed, can immediately fire back to the Attacker, but subtracts -1 to hit.

5.     Torpedoes

Each Spaceship can launch one salvo of Torpedoes during the game, during its Firing phase.  Place a Torpedo counter into the hex facing the Spaceship.

Torpedoes move simultaneously at the end of each turn, towards the nearest enemy Spaceship, until they hit a target, or explode.

Torpedoes have 6 MPs but they don’t expend MPs to change direction. If they enter one hex occupied by one enemy Spaceship (or one enemy Spaceship moves into one hex occupied by a Torpedoes counter), they automatically hit it and attack with 2 D6.

 When Spaceships fire to Torpedoes, subtract – 1 to their D6 to hit. Torpedoes automatically explode when hit.

 6.     Asteroids

At the start of the game you can place some Asteroids on the table, each occupying one hex. At the end of each turn, shift the Asteroids one hex, in a pre-planned direction (place a counter with one arrow into one corner hex). Asteroids can’t be destroyed, do block movement and line of sight, and destroy a Spaceship or Torpedo salvo if they collide with it. If they exit the table from one side, they enter again from the other side.

7.     Designer Notes.

There are a lot of spaceship warganing rules around, but these are really simple, ideal for children, a quick beer-and-pretzel game, or a campaign. If you don’t have one hex table, read 1 hex = 1” and 60° = 45°.