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No Stars in Sight. Hard scifi platoon action

Watermarked PDF

“Tactical Gain of 4.7% from estimated attack vectors”
The AI module kept chattering as incoming gauss fire churned up the ground. On the screens, they had made enlistment look pretty slick. Powered armour suits, gravity suspension vehicles, high tech wizardry.

It's still mud and blood. No matter how good the tech, in the end, you still need someone to bleed in the mud.

Welcome to the battlefields of the 22nd century.

* * * * *

No Stars in Sight is your guide to platoon level "hard scifi" warfare on a near-future battlefield.

Using the battle-tested game mechanics of No End in Sight, the game offers you:

A turn sequence that keeps you involved and making choices about how hard to push each squad leader.

Movement and reaction fire mechanics that emphasize the difficulty in maneuvering over open ground. Every rush across that fire swept ground is a gamble. This is not your dads opportunity fire!

Combat rules that are straight forward and emphasize suppression over unrealistic casualty rates.

A solid military feel.

A variety of troop types possible: Insurgents, special operations teams, powered armour "walking tanks" bristling with fire power.

A high-tech battlefield: Hackers, drone operators, grav tanks, exo-suits and much more.

Campaign rules and random scenario generation.

A full-featured points system to help guide your scenario setup.

A series of aliens covering 12 archetypes from popular fiction and scifi media. Implacable robots, skittering bugs and ancient, refined aliens rub shoulders with honourable warriors and horrifying human-machine hybrids.

* * * * *

A typical game is a reinforced platoon with vehicles in support.

Any figures in your collection can be used, provided they are based individually. Ideal for 15mm.

This is a full stand-alone game and does not require a copy of No End in Sight to play.

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Reviews (3)
Discussions (3)
Customer avatar
Christopher T April 16, 2021 6:12 am UTC
I'm an old Stargrunt gamer and FD veteran, so we have forces generally consisting of reinforced platoons with squads of 8, 1-2 special weapons each, and 6 PA. Each squad has its own transport, and there are a few command vehicles. From what I can see of NSIS and Company Commander, our forces sort in between the scales of these two games? NSIS seems geared more towards tinkering with individual squad members (so would 4-6 squads plus vehicles bog down?), and the squad sizes seem limited by the d6 action points. Would boosting action points to a d8 work for the larger squads? Or ... would keeping our squads together (sort of a "virtual base") let us play Company commander with them? Cheers
Customer avatar
Ivan S April 16, 2021 6:32 pm UTC
Cheers. The D6 is a bit of limiting factor to squad sizes as you say. Playtest games were generally a mechanized platoon with some support (so 3 squads, 3 apc's, a tank or two).
Using a D8 will definitely work.

You could swap out single figures for stands of 3 (for example) and play "as is" as well. (So instead of a squad of 5 men, you have 5 fireteams in a unit). That can feel like fudging a little but it works rather well. Just swap some terminology as needed.

As an aside, glad to see another old Stargrunt guy. We played a LOT of SG2.
Customer avatar
Melinda Franke F December 23, 2014 6:18 pm UTC
How does this differ from your original F.A.D. Ruleset which I thought was pretty perfect.
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File Last Updated:
March 20, 2015
This title was added to our catalog on December 15, 2014.