While the idea of fleets of minifig-size spaceships just gearing it up and run straight at eachother is all good, it's kindof a waste of the rest of the battlefield. Space is somewhat dull compared to a city, so I was thinking of ways to encourage smaller ships to strike deviate from the main battle, possibly creating more havoc and smaller battles at other places.
The exploration deck.
Simply a deck of printed cards, blank on one side (or with a symbol, for example "dwelling" cards in a normal battle can only be placed in or on houses, caves etc) and text on the other side stating what happens when the card is turned face up. One player should place the cards and terrain, the other then chooses location for his army. When a unit or fig reaches the card, the controlling player reads and executes the text. Simple enough?
The aim: A bit more havoc. Effects should have a dual edge and be fun but with a potential benefit for the explorer. I'll include som suggestions for a space variant. There should be more possible events then actually placed so noone really knows what cards are on the battlefield.
1. Asteroids! The discovering ships pilot must roll Use 2 with Skill - shipsize. If he succeeds he gains one skilldiesize (ie from 1d6 to 1d8 etc). If he fails his ship is hit, se below. After resolving this the discovering player specifies the direction the asteroids will travel in a straight line, the asteroids will move 20" at the end of every players turn. Any ship hit suffers a collision with a size 4 charging asteroid, structure lvl 2.
2. Abandoned weaponsplatform. The discovering ship... discovers and activates an old weaponsplatform armed with 2 size 3 lasers and a size 4 launcher with 4 explosives. It's size 5, structurelevel 3 and has a computer with skill 1d8. Discovering ships pilot must hack the mainframe, Use 4, or the platform will be hostile to all ships and fires at the closest ship at the end of every players turn. If the hacking succeeds, the platform comes under the discovering players control and functions as normal.
3. Courier. The discovering ship carries something very important, probably death star plans or something like that. The opposing player specifies any point at the edge of the battlefield area. If this ship manages to reach that point, the discovering player and controler of said ship gains... like 10 allmighty bennies.
4. Certain doom! A magnetic nuclear spacemine attaches to this ship. It will go off in 1d6 turns at the end of that players turn or when this ship is destroyed. Treat this as an explosive of size 10.
5. Black hole. This ship discovers a black hole! Any ship touching the hole is immediately consumed. The discovering ship immediately gets a free movement as the pilot desperatly tries to avoid the gravitywell. The discovering player chooses a number between 2-10 to be the "pull" of the black hole. At the end of every players turn, that player rolls 1d6 and chooses to subtract or add this number to the holes "pull". Then, move every object on the battlefield (friendly, enemy and neutral) that many inches directly towards the hole without changeing their facing. This movement is considered to be simultaneous, resolve any collisions after this movement but before next players turn.
6. 2 well equipped mercenary marine boarders (minifigs) attaches themselves to this ship and are under the control of the discovering player.
More ideas? I like the thought of effects potentially harming both players but with a little edge for the one who flips the card. This could easily be adapted to medieval or normal battles with volcanoes, monsters, fireants etc. Good or bad option for the big battlefields?