Voidfighter opens with an immediate smash-cut to Star Wars-esque action, a short and punchy story depicting the kind of exciting space dogfighting action promised by the ruleset. It's a fantastic introduction to the game by Casey Garske.
The short story is followed by a fourth-wall break from the author, who speaks directly to the reader and provides some background to the development of the game. I said that the introductory story was Star Wars-esque and Casey confirms it, stating that the Death Star 2 battle from Return of the Jedi and the classic Lucasarts X-Wing and Tie Fighter games were childhood favourites - the inspirations are clear, and should be enough to inform the reader as to whether or not Voidfighter is for them.
To Infinity, and Beyond!
But what is Voidfighter you might ask? (I doubt you will, as the game has been out for some time now, but you never know...) The author describes it as a space skirmish game, and the game's subtitle calls it a science fiction dogfighting wargame, together they give the full picture. You'll take a handful of starships, up a a maximum of 15 (you'd have to have big hands) but more likely around 10 or less. This isn't a game of duelling capital ships or of sweeping space armadas, the scale is much more shrunk down and intimate. To use Star Wars vernacular, you'll be building squadrons of ships ranging from snubfighters (X-Wings) to corvettes (CR99 'Corellian' Corvette).
You'll push your miniature spaceships around a 3'x4' board (likely making swooshing sounds as you do), attempting to out manoeuvre and out-gun your opposition (definitely making pew-pew noises with each attack roll). Casey is quick to point out that Voidfighter is not a simulation, so you can throw your physics textbooks away and enjoy some simplified space action.
You're free, encouraged even, to set your games firmly within your favourite sci-fi series (up for a game of Space Precinct anyone?), but a pre-set universe is presented for immediate ease of setting. The Sagittarian Frontier provides an immediate narrative framework for players to explore within, and the rulebook provides a brief but surprisingly deep introduction to this corner of space. I like this approach, you're not smothered by lore (groan, the dreaded L-word) but it provides enough background to contextualise games played straight from the book. This narrative touch is continued through in-universe chapter and concept explanations delivered by the characters introduced in the opening story - this is a really nice touch, even if you are referred to as a 'nugget' frequently!
S-Foils to Attack Position (or General Reflections)
The game uses a range of dice, from D4 sequentially through to D12. Each player requires x2 of each dice type and may also want to keep a D20 handy. Most rolls require the player to roll two of the same dice type (2D6, 2D12 etc) and to add the results together. A really nifty mechanic is how advantage/disadvantage is applied - modifiers impact the actual dice that are rolled, making tests easier or harder as you shift up or down a dice type (D6 up to D8, or D6 down to D4). I really like this.
The rules suggest the use of measuring sticks to, well, measure, but do state that tape measures or rulers can of course be used instead. If using measuring sticks you'll want a total of three, one each measuring 2.5", 5" and 10".
Helpfully there is no mandatory basing shape for Voidfighter. The only basing advisement is that all squadrons have bases that are the same size, but even then it is suggested that different classifications of spaceship have increasingly larger base sizes to help player's tell them apart on the table.
What are the different types of spaceship? We have three core classifications, snubfighters (small), gunships (medium) and corvettes (large). The book provides a broad description for each type, allowing players some discretion as to how they classify their own models. I think this would be fairly intuitive to players; smaller single seat craft are snubfighters, heavier command ships are corvettes. Easy.
All ships must move each turn (in the Movement phase, funnily enough), and movement is as simplified to an initial straight line (either 2.5" or 5" ahead), with a pivot of up to 90 degrees at the end of the straight line. Repeat this any number of times, up to the value of the ships Speed characteristic. Again, easy. Go get that physics book you threw away earlier and punt it over the garden wall.
Attack rolls are made in the Gunnery phase. Shooting is an opposed roll, attacker versus defender, with modifiers applied as appropriate. Damage, and the extent of damage, depends on the different between the attack and defence rolls - the higher the difference in favour of the attacker, the more damage is caused. This is the last time I say easy, promise.
This is a tight ruleset which I think will play exactly as intended straight from the book.
Sometimes I Wish I Could Boldly Go Where No Man Has Gone Before... But I'll Probably Stay in Aurora
Mechanics aside, the book is peppered with fantastic art by Dimitris Martinos that leans heavy into all of the tropes and action that you'd expect; there's a great piece depicting an attack run on a pseudo-Death Star (or a faux-Trade Federation Control Ship), and another that I've dubbed Top Gun-meets-Trench Run.
The art is supplemented by miniature photography that gives the reader a good sense of what the game looks like on the table. It would have been great to see some more actual on-table examples of the various types of cosmic terrain described within the rules, but that's only a very minor niggle.
Got a cool miniature that you're desperate to use in Voidfighter? Visit the Shipyard and design a starship to suit your own headcannon. Select the type of ship, the number of weapons it has and its attributes (pilot skill, maximum speed etc) before assigning cool upgrades such as a tailgunner or mining charges (insert seismic charge sound effect). Sound too much like hard work? The book offers a lot of pre-designed ships for immediate use - we're talking nearly 20-pages worth.
The book offers 12 readily available scenarios which act as inspiration for further homebrewed missions. Tell a lie, there're actually13 scenarios as a introductory solo scenario is also included. The usual scenarios are included - the straight up dogfight, the ambush, the asymmetric, the objective hunt etc etc - but we're also treated to a few different types of scenario, such as a game of interstellar pool wherein players use their tractor beams to collect salvage whilst simultaneously pushing away explosives, a celestial version of Moby Dick and a game of space Duck Hunt (substitute 'duck' for 'nuke').
We're treated to a campaign (we like a campaign) that provides the usual after-action such as pilot advancement, injury or death, and win, lose or draw all players will get a chance to roll on the Mission Consequence table...will you come away with a rare piece of alien technology, or be forced to fly your next mission in a clapped out crapheap (what a piece of junk!)
What I Liked About Voidfighter:
- Easy to grasp rules that absolutely encapsulate the theme of the game (this is not a space sim).
- The game provides the perfect sandbox for any space combat setting.
- Design your own ships, or pick and choose from a huge selection.
- Amazing art.
- Player aids! I bemoaned that Hide, Stone and Bone didn't include any, but here you'll find a campaign roster and a quick reference sheet.
Space, the Final Frontier (Or Closing Thoughts)
From here on I'm just whittering - you may find it boring, please do ignore.
Why write a sort of semi review, semi reflection of a game released some 7-8 months ago? It's part an excuse to get into the habit of writing, but more so to foster and document a habit of constructively reflecting on tabletop wargames. Like many other wargames players I am a budding wargames designer (shock, horror), and so I'm putting the reps in - reading rules, reflecting on rules and writing rules.
I'm seeking out cool new games to read and play, widening my knowledge of tabletop miniature games in general but with a particular focus on indie games and innovative design. At the moment I'm especially interested in flying and dogfighting games, as my own work in progress is very much aligned to this theme. I'll likely share more details soon, once I've managed a few more initial playtests...

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