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StarForce Commander

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STARFORCE COMMANDER

"Everything is a tactical tradeoff." 

StarForce Commander is a game of tactical starship combat. It uses streamlined and intuitive game mechanics, so it's easy to learn and, most importantly, fun to play. Your decisions and tactics, not merely dice rolls, will determine how the battle turns out. Whether you are a new cadet or a crusty old spacer, StarForce Commander is a fun and tactically rich game.

"Welcome aboard, Captain!"

As the Captain, you'll need to strike the right balance between arming weapons, maneuvering, reinforcing shields, targeting, and jamming. Get that balance right, and you'll have the edge over your opponent.

Weapons have firing arcs, and each ship has 4 shields surrounding it. Maneuver to bring your weapons to bear on weak enemy shields and "FIRE!" But be careful; the enemy will try to do the same to you. Weapons use colored 6-sided dice to determine damage. Just grab the right color dice for your weapons and the range to target. Dice results will be Light, Medium, Heavy, or weapon-specific Special hits. Damage is quickly resolved by drawing cards from the damage deck and applying the damage to the ship form.

Play on any surface; no hex maps are necessary. Ships move in one-inch increments, and turning is handled using turn rate templates for precise turns of 20, 25, 30, 35, 40, 45, or even 60 degrees. In general, the faster you are moving, the lower your turn rate will be.

Optional rules let you tailor the complexity to your preferences. Jump right into the command chair with the basic Quickstart rules to play a very basic “move and shoot” game, or add the optional rules to make smaller battles more detailed and exciting. The choice is yours.

StarForce Commander lets you scale your battles to your preference. It has enough detail that a simple duel between 2 heavy cruisers is fun, tactically interesting and finished in about an hour. Equally important is that operating a ship is easy enough that you can promote yourself to commodore and play 3-4 ships efficiently, allowing squadron sized battles to be resolved in a 3-5 hour gaming session.

UNITS: Individual Starships

COMBAT SCALE: 1-4 Starships per player is ideal.

GAME TIME: Approximately 60 Minutes for every two ships in the battle.

PLAYERS: 2 or more.

MAP: Any surface.

PRINT AND PLAY

StarForce Commander is a Print and Play game, but we do sell physical game components. Download the rules and purchase game components at: Mariner.games/store

DOWNLOAD CONTENTS: The download includes: 66 page Rulebook PDF, a 40-page Game Component PDF, and a formatted document to print dice stickers. The Game Component PDF contains ship counters (full color and printer friendly), maneuver templates, printer friendly damage cards, Captain's Reference Card, Command Cards (full color and printer friendly), terrain, and 18 ship forms.

"This looks great, but I need more details."

We plan to continue supporting the StarForce Commander with expansions and new ships. If you want more details about StarForce Commander, please continue reading below. Also, click on links to our website and FaceBook pages for more info and regular updates.

IMPORTANT CONCEPTS

For me, the important thing is that my decisions matter and drive the game's outcome. I have played games where it felt like all I was doing as a player was moving units and rolling dice, but there were not any meaningful decisions to make. For all practical purposes, I was just the person resolving the battle, my decisions didn't really matter.

Next, I wanted the game mechanics to be intuitive for easy understanding and streamlined to keep the game moving. I wanted to minimize the necessity for charts to continually reference.

HOW DOES STARFORCE COMMANDER COMPARE TO OTHER GAMES LIKE IT?

StarForce Commander is the game I've always wished someone would design. My gaming group has been playing Starforce Commander since 2017 and we plan to continue playing. I would rate its overall difficulty level as moderate based on the number of rules and tactical options available to the player.

I've played and loved many games like SFB and Federation Commander, my favorite for many years. I wrote the Tactics Manual and won the national championship several times for Fed Com. I've also played FASA's starship combat simulator and most of the "fleet" battle games at the lower end of the complexity scale. I like them all for different reasons.

I wanted ships to have enough detail that a simple duel between 2 heavy cruisers was fun and tactically interesting. But it was equally important that operating a ship was easy enough that any player could operate 3-4 ships efficiently so that a squadron sized battle can be resolved in a 3-5 hour gaming session. Our best guess is that for every 2 ships on the board, the game takes about 1 hour.

I wanted to streamline the process of operating a single ship but retain enough decisions that duels were fun and exciting. From there, people could choose to add as many ships as they could handle.

I felt that some fleet-level games lack enough detail to make duels and small engagements tactically interesting (this is just my opinion so you know where my bias lies). I've had plenty of fun playing the fleet-level games, but I felt there were enough of them in the market already.

"QuickStart" rules provide players with just the minimum rules necessary to play. These are just the resource allocation, movement, and shooting rules. If you prefer to play at the fleet level, you might choose to keep the rules at this level. You can add the rest of the Standard rules, such as general ship systems and electronic warfare if you prefer.

Finally, there are optional rules that players can choose to use or not use based on their preference for details. If you are using all the rules, you will have lots of details and options, but StarForce Commander will play faster than the most complex starship combat games.

Here is an example of the standard and optional rules. In the Standard rules, once all of a ship's structure is damaged, the ship is removed from play. No explosions; simply remove the ship. It's about 1 paragraph of rules. If you want more details (perhaps for a campaign), you can add the optional rules for ship explosions, abandoning ship, rescuing crew in escape pods, and derelict ships. These optional rules add about one and a half pages and only matter if you have set up a campaign. So, the detailed rules are there for people who like them, and those who don't need them can ignore them.

GAME COMPONENTS

We have a game component pack available on our website for purchase that includes 16 dice (4 of each color), a counter sheet with turn templates, and a damage deck. The counters and turn templates are laser-cut MDF boards, making them a little more durable than cardboard. There are ten 1.5-inch ship counters.

The counters are double sided. One side has a ship silhouette; the other has the firing and shield arcs without the ship silhouette so that you can set your own miniatures on them without needing to put new bases on your miniatures. The intent is that SFC is compatible with most miniatures if the base can sit on our 1.5-inch counters. The full color damage deck has 56 cards.

I know there will be a small time investment to get your components up and running in the print and play version. Please take heart; the time invested will be worth it because the components are a large reason for the streamlined gameplay.

MAKING YOUR OWN SHIPS

You should feel free to create your own ships and settings for SFC. You can use any graphics or drawing program you like to create ship forms; we used Microsoft's PowerPoint. I would recommend you use the included ships as a baseline. Eventually, we hope to release a set of guidelines to help players create ship forms that won't break the game system. To be clear, it won't be a competitive design system like many of the fleet combat games out there, but we hope to have a refined spreadsheet to assist players in balancing the ships in their own settings.


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Discussions (7)
Customer avatar
Dan L October 05, 2023 4:45 pm UTC
PURCHASER
Any rules for making your own ship(s)?
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Customer avatar
PAtrick D October 06, 2023 5:26 pm UTC
PUBLISHER
There will be. However, it will be in the form guidelines rather than rules; so it won't be a competitive system. The guidelines will tell you how to make a ship and a ship form without breaking the game.
Customer avatar
Art B July 06, 2023 11:13 pm UTC
Can this be converted to hex based maps?
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Customer avatar
PAtrick D July 08, 2023 5:24 pm UTC
PUBLISHER
I suppose it could be converted to a hex map, but it would require some changes to the movement rules to match up the turn rates (or get as close as possible). I have not done the work for this. StarForce Commander turn rates are in 5-degree increments for greater granularity than just 30 or 60-degree turns offer.
A technique some games use a "Turn Mode," which requires a ship to move a certain number of hexes before it can turn (either 30 degrees or 60 degrees depending on the movement system. Air Superiority allows for 30-degree turns, Star Fleet Battles uses only 60-degree turns.).
Turn modes require the player to track the amount of movement before a turn. It's not hard to track, but not having to track a turn mode was a deliberate design choice.

The only other issue I'd see with hex maps is that the ships have 4 shields (Fwd, Port, Starboard, and Aft) which would be workable depending on the choice you made. Also, firing arcs would need to be adjusted since SFC's arcs are...See more
Customer avatar
Lee W March 18, 2023 5:35 pm UTC
PURCHASER
Obligatory "POD Please!" post.
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Customer avatar
PAtrick D March 19, 2023 4:40 pm UTC
PUBLISHER
Hi Lee W,

I am happy to respond but I don't know what "POD" stands for. Please let me know, and I'll happily reply. Thanks.
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Customer avatar
Daniel K March 28, 2023 6:22 pm UTC
PURCHASER
"Print on Demand"
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Customer avatar
PAtrick D March 28, 2023 7:22 pm UTC
PUBLISHER
Ah, I understand now. Yes, having the print on Demand from Wargame Vault is one of our goals, but it turns out that getting books set up for print on demand is a more complex process than I originally thought (color codes, page format requirements, etc). It's on the to-do list. However, our website does have physical copies of the books and components (Damage Cards, Dice, Counters and Templates). Feel free to check that out, its linked on this page above and to the right under "Publisher Website."
Customer avatar
Gene S January 11, 2023 9:39 pm UTC
PURCHASER
Hi Patrick,

Hope you're doing well! I've been really excited about the new how-to-play videos coming to YouTube, can't wait to check them out. Any idea when that might happen? I was also wondering if you have any hints about an expansion for more ships or any conversion ideas for STAR TR*K ships? I haven't played yet, but it looks really cool. Oh, and I had an idea, have you thought about using more realistic art for the top-down ship models? It would be awesome to see some detailed images.
Just throwing that out there, let me know if it's possible. Thanks for your time!

Talk soon,
Gene
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Customer avatar
PAtrick D January 11, 2023 10:19 pm UTC
PUBLISHER
Hi Gene,
Thanks for the note. There are currently 2 videos on you tube, just search for "starforce commander mariner games" and you'll see them. I want to do more, but there haven't been enough hours in the day to write new rules, make video and handle production items. I am trying though : )

I am putting the finishing touches on the first expansion which will include: Formation maneuvering rules, scout rules (Electronic warfare ships) and 12 additional ship variants. I hope for it to be available within a week.

Regarding ST*r Tr*K ships, I am pretty sure that as the game designer, I can't give you those kinds of suggestions on in a public forum, but I'm not a lawyer (and hope to not meet one as an adversary)! If you go to our website, there is a "contact" tab. I'd be happy to discuss all things spaceship related.

As far as the counters go, we actually planned very nice, detailed counters initially, but we were not able to get the artist we had hoped...See more
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Customer avatar
Gene S January 12, 2023 12:48 am UTC
PURCHASER
Thanks, Patrick. I'll look forward to the expansion and the vids when you get the time. For art...you might want to look into FIVER there are some great artists who work for very reasonable prices. Thanks for the thoughtful response and I'll keep an eye out for upcoming news. Gene BTW. Do you think there is a way to solo this?
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Customer avatar
PAtrick D January 12, 2023 4:45 am UTC
PUBLISHER
I will check out Fiverr, a brief check looks very promising, thank you.

As far as solo goes, I have not actually drafted anything, though have thought about adding a solo module in the future. It would probably require some random movement chart with an opponent with fixed capabilities, but its probably further down the road. I have considered setting up a Tabletop Simulator module to allow people to play over the internet if they don't have someone local to them.
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Customer avatar
PAtrick D July 08, 2023 5:25 pm UTC
PUBLISHER
Gene, I did take your advice and used Fiver to get an updated cover. Thanks for the suggestion.

Pat
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Customer avatar
Gene S July 09, 2023 6:02 am UTC
PURCHASER
Awesome!! I am glad they could help. I'm designing a home for my wife and I and I'm thinking about using them for the initial 3d design. Lots of talent out there. We don't have to follow the old rules of hiring anymore.
Customer avatar
Adam C October 18, 2022 7:11 pm UTC
PURCHASER
I bought it, I would love to be able to print it. Also, if the cards were on drivethrucards
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Customer avatar
PAtrick D October 18, 2022 7:32 pm UTC
PUBLISHER
Hi Adam,
Thanks for the comment. I have not set up Drive thru cards yet, but I will look into it. One of my partners just mentioned it as well.

I do have components produced by The Game Crafter (https://www.thegamecrafter.com/). The components that are ready and are the Damage Deck, Counters and Maneuver Templates, and Dice (the cost will be $35). When I return from being overseas later this week, we plan to get our online store up and running. If you are in a hurry, we may be able to make another arrangement; let me know.

Cheers!
Pat D
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Customer avatar
PAtrick D January 08, 2023 2:15 am UTC
PUBLISHER
Hi Adam,
I wanted to let you know that if you go to our website you will be able to buy the components (dice, counters, and damage cards) If you only want the damage cards we can work something out. Just leave us a message from the our site. I plan to release a ship pack with additional ships soon.
Customer avatar
Eddie C July 27, 2022 12:01 pm UTC
Could you post a ship data form please?
Reply
Customer avatar
PAtrick D August 02, 2022 5:20 pm UTC
PUBLISHER
https://www.mariner.games/blog/project-phoenix-update-1-ship-forms

Here is one of our Blog updates that explains the ship form.

I think this will answers your question in detail, but let me know if you have more.
Customer avatar
Chris M July 25, 2022 8:35 pm UTC
Would love to see a Full Preview of the PDF please.

I'm guessing it's an even more streamlined Starship Wargame perhaps inspired by Federation Commander?
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Customer avatar
PAtrick D August 02, 2022 5:25 pm UTC
PUBLISHER
Hi Chris,
I believe that is a pretty good guess. Game mechanics are all different, but I think it is pretty streamlined.
If you go to our webpage (Click publisher website above and to the right), there are pictures that will give you a better idea. I tried to add a book preview but because there are multiple files to download, the preview function does not work properly.

I may post a preview page soon (sadly, this isn't my day job).
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