Space Weirdos is a quirky sci-fi skirmish game built for fast, flexible play with whatever miniatures you have. It embraces a DIY spirit, mixing anything from space marines to oddball kitbashes, and focuses on getting models on the table quickly. This game is blending minimalist design with just enough depth to stay engaging.
The game sits between rules-light and simulation-heavy systems. It uses simple mechanics, a few tokens, and polyhedral dice, creating something reminiscent of early Rogue Trader or indie skirmish games, but faster and more streamlined. It’s not built for campaigns or deep narrative systems, but excels at quick, tactical one-off battles.
The rules are intentionally simple but elegant. Players build small warbands using a light point system or pre-made factions, with limited customization that keeps setup fast while still allowing variety. Units are defined by a few key stats (using dice like d4–d12), and gameplay revolves around alternating activations, keeping both players constantly involved. One of the best things is that you just need a handful of miniatures, minimally 4 figures. And that the whole game is miniature agnostic: Just pick what you like. You have some old metal miniatures sitting in your cellar that wait to be used in a game since 20 years? You found some 3D printable STL files online but so far there was no use for them? Now you have one!
Combat is opposed and dynamic, with chances for reactions like return fire. Another feature is the command point system: A small resource used for overwatch shots, movement boosts, or improving rolls. This keeps decision-making meaningful without adding complexity.
Movement, actions, and weapon use are straightforward, and battles play out quickly on small tables. For the smallest game (75 points) you just need a 24 inch x 24 inch (60 cm x 60 cm) gaming board. For the bigger games (125 points) you can go for 36 inch x 36 inch (90 cm x 90 cm). The system favors cinematic, lethal encounters where even weaker units can threaten stronger ones.
The opposed roll system (using pairs of dice like 2d6, 2d8, etc.) creates reliable, natural-feeling outcomes. Rolling two dice favors average results over extremes, so characters perform consistently while still allowing occasional big swings.
Each step up in dice type gives a steady advantage without breaking the system. Stronger characters usually win, but not overwhelmingly so, which keeps combat fair and predictable.
At the same time, big wins matter. Beating an opponent by a lot improves your result on the follow-up table, making decisive victories more impactful without making them too common. Higher-tier fighters feel competitive with each other, while weaker ones are more likely to get crushed—an effect that feels intuitive.
Instead of simple win/double/triple outcomes, results feed into a 2d6 table. This smoothes out extremes and keeps lethality under control. Even with advantages, the chance to take someone out stays moderate, which prevents combat from feeling too swingy or predetermined.

It also adds variety: Different outcomes like stagger, counterattacks, or movement effects make each result feel distinct and meaningful.
Tracking movement with tokens might seem clunky, but here it works brilliantly. Moving faster makes characters harder to hit (as effective as cover) so mobility is genuinely rewarded.
This avoids the common problem where units just stand still and shoot. It also clearly shows which units have activated, reducing confusion.
The game also includes solid solo rules, with AI behavior tables that create unpredictable but believable enemy actions, though they occasionally produce odd results.
All in all, Space Weirdos is a great little sci-fi skirmish tabletop game. Did we already mention that you can get it for 5 bucks only? 😀
Happy gaming! 🙂

