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No Stars in Sight. Hard scifi platoon action
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No Stars in Sight. Hard scifi platoon action

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“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 (2)
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.
Customer avatar
Ivan S December 23, 2014 6:23 pm UTC
Appreciate the kind words!
They have similarities in a lot of ways (trying to go back to look at how a fire fight might unfold when you read about it and then build rules towards that).

The "In Sight" system is built around the core assumption that the main purpose of reaction fire is to limit movement, not really to cause casualties. So every move you make is a potential gamble.
I also endeavoured to write a game where casualty rates are a bit more on the realistic side (FAD tends to get units ground up pretty fast, which the name kind of implies :) ).

FAD is more squad based, while In Sight is more of a platoon-skirmish, if that makes sense.

So they cover similar areas but with slight differences in philosophy. The mechanics are completely different but I think if you know one, you'll feel pretty at home in the other.

Hope that helps! If not, let me know if you have specific questions.
Customer avatar
Ivan S December 15, 2014 7:03 am UTC
Two AAR's from beta testers
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Gold seller
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3.58 MB
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File Last Updated:
March 20, 2015
This title was added to our catalog on December 15, 2014.