Space HOTT
By Steven Crane and Karl Heinz Ranitzsch
These lists are suitable for space combat in a variety of genres, but were originally designed for combat which happened 'a long time ago, in a galaxy far, far away'. The terrain has to be changed accordingly; bad going represents such things as an asteroid field whilst running water features represent energy storms.
Evil empire/Perfidious Aliens
Stronghold: Space station or 'Dread Star' megaship
1 Magician General (Flagship with tractor beam/Electronic Disruptor/On- board telepath) @4 AP
1 Airboat (Space Dreadnought) @ 4 AP
1 Sneaker (Spaceship with cloaking device) @ 3 AP
2 Knights (Heavy cruisers ) @ 2 AP
2 Shooters (Spaceship with long-range weaponry) @ 2 AP
4 Hordes (Fighters squadrons - lots of them, go pop easily) @ 1 AP
1 Lurker (Living Asteroid) @ 1 AP
Alternatives: Water Lurker (Living gas cloud) @ 1 AP
Humans
Stronghold: Planetary base
1 Behemoth general (Space Battleship) @ 4 AP
1 Behemoth (Space Battleship) @ 4 AP
1 Hero (in Space Cruiser) @ 4 AP
3 Riders (Light Cruisers) @ 2 AP
2 Beasts (Heavy space fighters - good in asteroid fields) @ 2 AP
1 Flyer (Rogue trader in ultra-fast ship) @ 2 AP
Alternatives: Artillery (Heavy ship with ultra-heavy beam weapons) @ 3 AP, Cleric @ 3 AP or paladin @ 4 AP (Ships with powerful electronic counter-measures systems)