GMG Reviews Renegade Warfleets
Video Review of Void Admiral:Renegade Warfleets

The hit miniatures-agnostic Space Fleet game Void Admiral comes storming back with a new expansion. 12 new fleets for a variety of settings, a campaign and additional rules for grappling, hex maps and more really flesh out this compact little indie darling and set even more model collections up for spending time on the table.
Void Admiral: Renegade War Fleets is the first supplement for Paul Bantock’s miniature-agnostic space combat game. It expands the core game with 12 new war fleets, moving the setting beyond the original grimdark-style assumptions into broader sci-fi tropes such as psychic slugs, Firefly-style raiders, noble houses, scrap robots, dusk wraiths, liberationist “browncoat” fleets, technocrats, shadow-weaver raiders, scavengers, and squat-like Kagor. The fleets remain compatible with the original game’s ship structure and points system, but each gets distinctive rules, command-board abilities, and thematic fleet behaviour.
The supplement’s biggest mechanical additions are ship refits and combat grapples. Refits let players customise ships by trading stats — for example, losing shields for laser turrets, losing speed for extra hull, sacrificing flak for shields, or reducing armour for better engines — making ships within the same class feel more individual. Combat grapples add tractor beams, harpoons, or tentacles that can pull enemy ships, drag them through hazards, or set up boarding actions. The book also adds faction-specific refits, rules for hex-map play, campaign material, new scenarios, new terrain such as ion storms, gravity wells and minefields, and advice for designing your own factions. Ash’s conclusion is that it is a strong, flexible add-on that makes Void Admiral better at representing whatever spaceship miniatures collection you already own
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