Ftremixed Us
Ftremixed Us
Ftremixed Us
Remixed
Ground Zero Games
August 2008
Revision 1
All rules and text in this publication are Copyright 2008 J.M. Tuffley, H. Fisher, and Ground Zero Games.
All rights reserved. No part of this publication may be reproduced in any form or by any means without prior permission from
the publishers.
This publication is sold subject to the following conditions:
1. It shall not by way of trade or otherwise be lent, resold, hired out or otherwise circulated without the publishers prior permission in any form
of binding or cover other than that in which it is published and without a similar condition being imposed on the subsequent purchaser.
2. No part of this publication may be reproduced, stored in any retrieval system or transmitted in any form or by any means electronic, mechanical, photocopying, recording, scanning, or otherwise without the prior permission of the publishers. Published 2008 by Ground Zero Games.
Purchasers of this book are hereby granted permission to photocopy any required System Status Displays, counters, and record
sheets for personal use only.
5 Fighters
Contents Text
16
5.1 Movement . . . . . . . . . . . . . . . . . . . . . 16
1 Introduction
5.2 Attacks . . . . . . . . . . . . . . . . . . . . . . . 16
2 Rules Overview
. . . . . . . . . . .
. . . . . . . . . . . . . 18
5.7 Endurance . . . . . . . . . . . . . . . . . . . . . 18
5.8 Morale . . . . . . . . . . . . . . . . . . . . . . . 18
5.9 Specialised types . . . . . . . . . . . . . . . . . 19
5.10 Pilot quality . . . . . . . . . . . . . . . . . . . . 19
3 Cinematic Movement
5.11 Re-arming . . . . . . . . . . . . . . . . . . . . . 20
. . . . . . . . . . . . .
6.1 Firing . . . . . . . . . . . . . . . . . . . . . . . 21
6.2 Defence . . . . . . . . . . . . . . . . . . . . . . 21
6.3 Damage . . . . . . . . . . . . . . . . . . . . . . 21
6 Salvo Missiles
21
23
12
25
9 Ship Design
27
13 Terrain
13.1 Asteroids
9.1 Overview . . . . . . . . . . . . . . . . . . . . . 27
41
. . . . . . . . . . . . . . . . . . . . . 41
. . . . . . . . . . . . . . . . . . . . 42
9.5 Drives . . . . . . . . . . . . . . . . . . . . . . . 28
44
46
15.1 Tournaments . . . . . . . . . . . . . . . . . . . 46
32
. . . . . . . . . . . . 32
15.3 Humour . . . . . . . . . . . . . . . . . . . . . . 47
. . . . . . . . . . . . . . . . 32
11 Advanced Rules
35
Scenario SSDs and counters
. . . . . . . . . . 36
38
12.1 Mines . . . . . . . . . . . . . . . . . . . . . . . 38
12.2 Ortillery . . . . . . . . . . . . . . . . . . . . . . 38
12.3 Wonder weapons . . . . . . . . . . . . . . . . . 38
12.4 Mass and points cost . . . . . . . . . . . . . . . 40
52
Introduction
1 Introduction
FULL THRUST
designers notes
The premise of the game has always been that this is not a
super-realistic simulation that takes hours to make a single
move. It is a system for fast, fun games with fairly large numbers of ships (a dozen or more per side is no problem), which
can be played in a reasonable length of time. No longer will
you have to end a game after three turns because it is closing
time with FULL THRUST you can hammer the enemy (maybe
even twice!) and still get that pint in before last orders!
Of course, this book wouldnt exist if it wasnt for all the keen
FULL THRUST players out there who keep buying the stuff we
make, so thanks also to everyone who is reading this for your
support past, present, and (hopefully) future.
Special thanks to: Paul Allcock, Oerjan Ariander, Jim Bell,
Paul Birkett, Karen Blease, Chris Bowen, Zoe Brain, Chris
Brann, Simon Burroughs, Liz Christensen, James Clay, Dave
Crowhurst, Kevin Dallimore, Chris Laserlight DeBoe, Jed
Docherty, Mike Elliott, Simon Evans, Andrew Finch, David
Garnham, Roger Gerrish, Allan Goodal, Phillip Gray, Marshall Grover, Dean Gundberg, Gary Guy, Jerry Han, Joachim
Heck, Donald Hosford, Martin Kay, Mark Indy Kochte, Jim
Langer, Paul Lewis, Paul Lewis, Brian Lojeck, Greg Mann,
Alan Marques, Tom McCarthy, Mike McKown, Bruce Miller,
Mike Miserendino, Stuart Murray, Simon Parnell, Tim Parnell, Rob Paul, Nigel Phillips, Phil Pournelle, Brendan Robertson, Ben Rogers, Mark Seifert, Alex Stewart, Alex Stewart,
Graham Tasker, Steve Tee, Aaron Teske, John Treadaway,
Kevin Walker, Tim Walker, Ashley Watkins, Jim Webster, Chris
Weuve, Jon White .
The actual rules are divided into the Core rules the basic mechanisms of play and the Optional rules which add
much more detail to the game. The Core rules on their own
will give a very simple, fast game with absolutely no complications, even when using big fleets. Once you are familiar
with the basics, the various parts of the optional rules may
be added, either all at once or piecemeal as desired. Pick and
choose which you wish to use, but just remember to agree
with your opponent which ones are in play and which are
not!
Above all, FULL THRUST is intended to be an enjoyable game
if you are not happy with a rule or system, throw it out and
use your own that is what SF gaming is (or should be) all
about!
This edition
The Second Edition of FULL THRUST was followed by MORE
THRUST , a supplement of new ideas that did not change the
original core rules. A few years later came FLEET BOOK VOL UME 1 which introduced new and much more flexible ship
design rules and many small changes to other aspects of the
game. It also contained the ship designs for the four major
powers of the GZG universe setting. Although never officially
named as a new version, many players refer to this as FT 2.5.
Rules Overview
2 Rules Overview
2.1
Ship models
As this is primarily a miniatures game, we obviously recommend that it is played with actual starship models. Although
the game will work perfectly well using counters or other
markers to represent the starships, the visual aspect is greatly
enhanced by using miniature ship models, either commercially produced or scratchbuilt.
If you do not wish to use model ships, the game will also
run perfectly well using card or plastic counters to represent
ships; all you need is some identification mark or code on
each counter, a mark to indicate the centre of the counter (for
measurement) and something to show the facing (ie present
direction) of the ship.
We have actually supplied enough copy-and-cut-out counters in the back of the book to enable you to play out the
introductory scenario; we hope this will get you sufficiently
interested in the game to start collecting your own fleets of
models!
Other than these few items, all you need is a good imagination and a couple of six-packs, and youre off into deepest
space, To Boldly Go, etc.
Scanning and computer reproduction
These days, a great many of you will have access to scanners
and computer equipment that will enable you to reproduce
ship data panels for the purpose of making up your own system status displays for the game. This is perfectly acceptable
provided it is for your own personal use, and not for any kind
of commercial gain or payment. We also have a number of
enquiries from time to time about the posting of SSDs, etc
on web sites; our policy on this is that you may web-publish
your own designs freely for non-profit purposes, including
using the standard SSD format and icons, but we would ask
you not to post any of the actual ship designs given in any
GZG publications to any website; if people want to use them,
they can buy a copy of the book!
If you are using fighter groups in the game, there are a number of ways these can be represented. To give maximum visual appeal you can mount the correct number of individual
fighter models on a single base so that they are removable in
some way to indicate losses, either stuck to the base with very
small blobs of Blu-Tack, or on short individual wire stands
that are then plugged into holes drilled in the base.
A much simpler way of denoting fighter groups is to permanently mount a few fighter models (or even a single one) on
a base, then use either a numbered counter of a small D6
placed by the base to indicate the actual number of fighters
it represents.
In addition to the actual ships, there are a number of other
items that can be represented either by counters or models
(depending on your time, resources, and the overall visual
impression you are aiming for). These include asteroids and
bogeys (unidentified sensor contacts) suggestions on how
to model these are included in the appropriate sections.
We would also ask that, for both legal reasons and out of
courtesy, any website devoted to or containing material connected to FULL THRUST or any of the supplements contains a
clear statement of our copyrights plus details of how to contact us for further information. (These can be found at the
back of this book.)
Dice
2.2
To play FULL THRUST you need a number of normal (6sided) dice, referred to in the rules as D6. Just a couple of
dice will do, but a half-dozen or more will be useful when firing lots of weaponry at once.
Playing area
Rules Overview
Reading through this book, you will notice that we have given
all measurements, ranges, and distances in the rules in terms
of MU. This stands for Measurement Unit, and replaces the
old method of giving all distances in inches. For general play,
we assume that most people will use 1 MU = 1 inch (or approx. 25mm in metric), which makes the playing area of a 6
by 4 table 72 MU by 48 MU.
Escorts are the smaller ship classes, ranging from the tiny
couriers through corvettes and frigates, up to destroyer class
ships. Although sometimes used on detached duty in lowthreat areas, or patrol missions and courier duties, escorts
are more normally used to support heavier ships of cruiser
or capital ratings. Ships of the escort group are generally
very manoeuvrable, but lightly armed and armoured; they
are effective against their own kind, but of relatively little use
against heavier ship units.
The ship models used in Full Thrust (and indeed any other
tactical space game) are actually vastly over-size compared
to the space combat distances represented in the game; in
true scale, the actual ships would be so tiny you probably
couldnt see them! All measurements and arcs of fire are
therefore relative to a designated centre point on the model,
not the edges or corners.
2.4
Capital ships are the heavy line-of-battle classes, from battlecruisers and battleships up to the vast superdreadnoughts
and fleet carriers. These ships are ponderous leviathans,
bristling with heavy weaponry and solidly armoured against
attack. Capital units form the core of a battlefleet or task
force and many carry their own onboard fighter groups as
both an offensive and defensive weapon.
Some starship combat games have made attempts to simulate 3-dimensional movement and combat, with varying degrees of success. Indeed, a number of users of the first edition of Full Thrust have sent in interesting ideas and methods of applying 3D effects to the game. While many of these
ideas do actually work, it is the authors personal view that
the added complication of attempting 3D actions is not really
worthwhile; the end result can too often be visually confusing, hard to follow and so slow as to remove one of the major
elements of the game having fun!
The ship designs given in this book all use a standard system
status display (SSD) as illustrated in figure 1. The SSD shows
the symbols for all the weapons and systems that the ship is
fitted with.
In an aerial combat game the third dimension (height) is vital, because atmospheric craft behave differently in the vertical plane than they do in the horizontal. Once you move into
space, however, all the dimensions are essentially the same
thus very little is lost by compressing the game to only two
dimensions, and a great deal is gained in the way of simplicity and playability. By all means continue to experiment with
3D play, and keep sending your ideas in, but we are not including any 3D rules in this edition.
2.5
The rows of small boxes above the drive symbols are the hull
or damage track that shows the actual damage point total
that the ship can take. When damage is inflicted, these points
are marked off the target ships hull boxes on its SSD, starting
at the top left and crossing out one box per damage point inflicted. When you reach the end of one line of boxes, refer to
the rules on threshold points and system damage.
As each system is knocked out as a result of a threshold point
check it is crossed off the diagram.
Ship classes
When a ship has had all of its hull boxes crossed out (ie it
is reduced to 0 damage points or less) then it is considered
destroyed and removed from play.
Rules Overview
Beam
weapons
4. Move ships.
PDS
Hull and
armour
FCS
Screen
FTL drive
All missile salvoes and fighter groups that are within the
specified attack ranges of suitable targets (and wish to
attack, in the case of fighters) are placed in contact with
the intended target.
Core systems
2.7
Sequence of play
8. Ships fire.
Rules Overview
Cinematic Movement
3 Cinematic Movement
3.1
Ship movement
FULL THRUST has two rule systems for movement. The original Cinematic system described in this section allows ships
to move as they are most often depicted in the SF media, with
much less regard for the laws of physics. The optional Vector movement system gives a more accurate portrayal of how
objects really manoeuvre in space; they are also a little more
complicated than Cinematic, though far less so than certain
other rules attempts at the same thing!
Course determination
A ship may only move on one of twelve courses, which are defined by using a clock face method. At the start of the game,
each player should decide which direction represents course
12 usually away from the base edge of the play area is convenient and then work out each course from this reference
point. This is also called the ships facing.
Movement
12
Velocity
The current velocity of a ship is defined as the number of
Movement Units (ie inches or centimetres) that the ship will
move in that current game turn. A ship travelling at velocity 8
will move 8 MU in that game turn, provided it does not apply
any thrust to alter that velocity.
3.2
Thrust ratings
Each ship has a Thrust Rating, which is a measure of the output of its drive systems relative to the Mass of the ship. This
available Thrust is used to alter the ships course and/or velocity as desired, in accordance with the movement orders
plotted for the ship at the start of the Game Turn.
Cinematic Movement
movement, the ship is turned one point to port (half the total course change, rounded down) bringing it to course 2. It
is then moved half its velocity 5 MU along course 2, then
turned again through two course points, bringing it round to
course 12 as intended. Finally, the ship completes its movement by travelling its remaining 5 MU along course 12. All
measurements are made from a point on the model.
5 MU
Final
Start
U
6M
1p
oin
Final
5M
Start
int
o
2p
3.3
Movement orders
At the start of the turn, each player must write orders for each
ship. If you wish a ship simply to move ahead at its current
speed, no orders are necessary; but we recommend that you
at least write down the (same) final velocity. Any ship with no
orders will move straight ahead at unchanged speed, as will
any that are given impossible orders, such as one that would
exceed the ships thrust rating.
U
5M
1 point
Example: The ship in figure 4 is moving on course 7 at a velocity of 6, and is to accelerate by 5 to velocity 11 and make a
one-point turn to starboard to bring it on to course 8. At the
start of its movement the ship does not alter course (half of one
being rounded down to zero), so moves half its distance (5 MU
after rounding down) along course 7. Now the ship makes its
one point of turn to course 8, and then moves the remaining 6
MU.
Rolling ships
Although FULL THRUST makes no attempt to simulate 3dimensional movement or combat there is one simple rule
addition that we are including here: the ability to roll a ship
180 on its central axis, thus effectively swapping the port
and starboard sides (ie the ship is upside down relative to
the other ships on the table). This manoeuvre can be very
useful when ships start to lose systems due to damage, as
it can allow undamaged weaponry to bear on targets that
would otherwise be on the wrong side of the ship.
To perform a roll, the player simply writes Roll in the movement orders for that turn; the roll expends 1 thrust factor which comes off the turning allowance. For example,
a thrust-4 ship, normally capable of 2 points of turn, could
Cinematic Movement
only turn 1 point if it also rolled that move; but would still be
able to use its other two thrust factors to accelerate or decelerate as normal. The roll then occurs at the start of the ships
movement, and a marker is placed by the model to indicate
its inverted condition. Rolling has no effect on combat (except that the port batteries now bear to starboard, and vice
versa). An inverted ship may roll back upright in any subsequent turn, or may remain inverted as long as the player
wishes.
For simplicity of play, we strongly suggest that rolled ships
should still have their movement orders written in relation
to the actual miniature rather than their theoretical inverted
condition thus an order written for a port turn will still turn
the model to the left, even though to the inverted ship this
would actually be a starboard turn. Keeping to this convention should avoid a lot of confusion and arguments.
3.4
Special orders
As there is no maximum speed for any ship (they can theoretically keep accelerating each turn without limit), sometimes
a ship may find it impossible to turn enough to avoid flying
off the playing area. This is usually considered a retreat from
the battle, but as an optional rule roll 1 die: on a roll of 1, 2,
or 3; the ship may not return to play during the game. A roll
of 4, 5, or 6 indicates the ship may re-enter the table after the
equivalent number of turns have elapsed (eg 5 turns if a 5 is
rolled). Ships will always re-enter play from the same side of
the playing area as they left, though the actual point of entry
is up to the player.
10
3.6
Cinematic Movement
3.7
Squadron operations
Moving table
11
Ship Combat
Rear arc
4 Ship Combat
4.1
Fire Arcs
The 360 degree space around each ship is divided into six
arcs, each of 60 degrees. The arcs are indicated in figure 5,
and are designated FORE (F), Fore Starboard (FS), Aft Starboard (AS), Aft (A), Aft Port (AP), and Fore Port (FP). The centres and edges of the fire arcs correspond to the course facings used in movement, and can be judged by eye from the
hexagonal or clock-face style bases that most players mount
their ships on.
Fore
Starboard
Aft
Port
Fore
Fore
Port
No ship may fire offensive weaponry through its aft arc, this
is due to the spatial distortions of the ships drive fields,
which make it impossible to accurately track a distant target
through the rear 60 of the ships arcs. This rule enhances positional play and the use of tactics considerably, making players think much harder about the relative positions of their
ships.
4.2
Aft
Starboard
Aft
12
Beam weapons
Ship Combat
beam weapons are assumed to be a development of a particle accelerator. If you are using your own background material then the weapon can represent a laser, phaser, blaster, or
whatever. Beam weapons can be individual mounts or batteries consisting of a number of projectors slaved together
under a single control system.
Beams are divided into numerical classes. The class number
indicates the number of D6 rolled per shot, minus one die for
every full 12 MU in distance to the target.
Example: A class 3 beam rolls 3 D6 at less than 12 MU, 2 at
12-24 MU, and 1 only at 24-36 MU. At ranges greater than 36
MU the weapon is out of range. A class 1 beam rolls 1 D6 at
ranges 0-12 MU, and is out of range beyond 12 MU.
For every die rolled, damage is inflicted on an unscreened
target ship as follows:
Every 1,2, or 3 rolled = no effect. (Either a miss or insignificant surface damage.)
Every 4 or 5 rolled = 1 damage point to the target.
Every 6 rolled = 2 damage points inflicted.
These damage levels can be reduced by the use of screens on
the target ship, as fully explained in section 4.4.
Example: A ship fires at an enemy vessel at a range of 18 MU.
The firing ship can bring two beams to bear through the arc
containing the target, one beam-3 and one beam-2. (Whether
the ship also carries any beam-1 weapons is not relevant to
this example, since they would be out of range.) The beam-3
has a firepower of 2 dice at a range of 12-24 and the beam-2
has 1 die at the same range; thus the firepower total against
the target is 3 dice. Rolling the 3D6, the firing player scores 1,
5, and 6. This inflicts a total of three points of damage on the
target the 1 is a miss, the 5 does 1 point of damage, and the
6 does 2 points and a re-roll. Note that this example assumes
that the target ship does not have any screens to protect it. If,
for instance, it had level-2 screens in operation then the damage total for the same dice rolls would be only two, not three
the 6 rolled would do only one point of damage instead of
two.
The most common weapon batteries are class 1 (used as secondary defensive armament in most cases, or as a limited offensive system on very small ships), class 2 (primary systems
for small/medium ships, and secondary weapons on large
classes), and class 3 (the most common primary weapon
system for capital ships). Class 4 batteries are occasionally
found on very large vessels, and a few forces have experimented with class 5 and above (especially for fixed installation stations) however the huge size and power requirements for these large systems preclude their general use.
The standard icon for a beam battery is a circle with the battery class inside it. Arcs through which the battery can bear
are indicated by a six-segmented circle around the icon.
Each beam on a ship can potentially fire independently of
the others, but the total number of different targets that can
Defensive screens
Hull armour
13
Ship Combat
square boxes of the main damage track, and are placed above
the top row of hull boxes. Once the armour is all gone, the
ship takes damage to the hull in the normal way.
There is no threshold roll made at the end of the row of armour boxes, but any further damage is applied to the first
row of hull boxes.
Some or all of the damage from certain weapons is classed as
armour-piercing. Half the damage scored by weapons of this
type (rounded up) is taken on the armour, and the remainder
applied directly to the hull boxes.
Example: A ship with 8 armour boxes is struck by three salvo
missiles that roll 1,4, and 4 for a total of 9 points of damage.
Half rounded up (5) is taken on the armour, the remaining 4
points applied to the hull. Another ship then hits with beams
for 7 more damage points: before the missiles all would have
been absorbed by the armour, but there are only 3 boxes left so
the other 4 are applied to the hull.
Penetrating damage from re-rolls bypasses armour boxes
and is applied to hull boxes directly, even if there are intact
armour boxes left.
4.7
Threshold points
14
Score to hit
2
3
4
5
6
4.6
Pulse torpedoes
Needle beams
Ship Combat
4.9
Submunition packs
Introductory scenario
This is a very simple, quick scenario designed to allow players to familiarise themselves with the basic mechanics of
movement and combat in the game. The two forces involved
are evenly balanced and the situation is a simple meeting
engagement between two fleets. Victory goes to the player
who survives longest or who persuades the enemy to flee the
table.
This first scenario can be played using just the core rules covered so far, and on page 52 you will find a full set of counters
you can copy and cut out to represent the ships used in the
battle, so you can set up and play almost immediately without needing any ship models.
Each player has the following forces:
Two cruisers, each with a thrust rating of 4, armed with three
class-2 beams, two class-1 beams, defended with level-1
screen and grade 3 armour. They also have two PDS, though
these will play no part in this scenario as there are no fighters
or missiles. Each cruiser has 14 damage points.
Three frigates, each with a thrust rating of 6, armed with two
class-2 and two class-1 beams, and a PDS which again will
not be used. Each frigate has 7 damage points.
SSDs for these ships are also on page 52.
(For the curious, you can find these ships in FLEET BOOK 1.)
All you need to do is photocopy that page twice (one copy
for each player) and fill in names for your ships if you desire.
(You may wish to glue the ship counters onto some heavier
15
Fighters
5 Fighters
Fighters are small combat craft that are not themselves FTLcapable; they are carried between stars by larger ships, either
specialised fighter carriers or some of the larger ship classes.
Fighters operate in groups of 1 to 6 craft, with each group
moving and firing as a single unit. As fighters are lost from
the group, the player must record the losses by whatever
method is most suitable to the way the fighter group is represented on the table. Either individual fighter models can be
removed from the group stand, or a small D6 or counter can
be used to indicate the current strength of the group.
Fighter groups may be launched from a carrier or mothership in any turn, but to do so the carrier must not make any
changes to either course or velocity in that turn.
Recovery (landing of fighters back on their carrier) is similar
to launching: the carrier must move at a constant course and
velocity for that turn and the fighter group must be moved so
that it meets the carrier at the end of the movement.
As fighters are very small craft, it is reasonable to assume that
they will carry only a limited amount of fuel, ammunition
and even life-support for their crew. They will not be capable
of prolonged operation away from their carrier or base, but
rather are launched for a specific mission or attack and will
return quickly to the carrier following completion of the mission. The endurance limit is six Combat Endurance Factors,
CEF, per standard fighter group.
5.1
Once all ship movement has been made, players have the
option of making a secondary move with any fighter groups
they wish, of up to 12 MU. As with the basic move, this can
be in any direction up to the maximum 12 MU, even if the
group moved its full 24 MU in the primary move phase. Any
fighter group that makes this secondary move loses 1 CEF.
The secondary move may be used to bring a group into contact with a target that would otherwise have evaded it, or in
some cases to get them out of trouble but it may not be
taken if the group has already been engaged in a dogfight by
another group.
Whoever lost initiative and moved first in the main fighter
move phase must also move first in the secondary move
phase.
Example: In figure 6 one of player As standard fighter groups
is moved 20 MU in the main fighter movement phase, being
placed in a position that A hopes will allow it to intercept one
of Bs ships. Following the fighter movement, player B fires
a missile salvo and places its counter in a position that will
threaten one of As ships after it has moved. Both A and B now
move their ships in accordance with their orders. Player A sees
that the fighter group is now out of position to attack its intended target (B having anticipated well and changed course),
but by taking a secondary move with the group then it could
either follow its original target or it could move to intercept
the salvo that is attacking As ship. A has a free choice as to
which option to take (if any), but if A chooses to move the
fighter group then 1 turns worth of combat endurance for the
group must be marked off to represent the additional fuel it
has consumed to make the intercept.
Movement
11
If the optional pilot quality rules are being used, both players
must move all their turkey groups before any normal ones,
and all normal groups before any that include aces.
16
10
5.2
Attacks
Fighters
tact. All fighters in the group must engage the same target
ship.
(After defensive fire the group may have to make a successful
morale check to carry out the attack.)
Anti-fighter defences
5.3
4 MU
5
M
U
Class-1 beams
Instead of firing in an offensive role, class-1 beam systems
may act as secondary point defence systems against fighters
or missiles. In this role they fire as for a PDS, but rolls of 14 are misses, while 5 or 6 each kill one fighter. A 6 allows a
re-roll as usual. If used in the PD role, a class-1 battery may
not fire offensively in the same turn. Only class-1 beams are
usable in this way larger beam batteries are not capable of
the fast response times necessary for the role. Class-1 beam
batteries may not be used in an area defence role, even if an
ADFC is available.
Area-defence fire control
An ADFC is an enhanced anti-fighter/anti-missile fire control system that allows a ship to protect other nearby ships
with fire from its own PDS. One ADFC allows the ships PDS
(any number of them) to fire at any combination of threats
(fighters, salvo missiles, etc) that are directly attacking gone
other ship that is within 6 MU of the ADFC carrying ship.
Ships with multiple ADFCs may divide their PDS fire to protect as many ships as the number of operational ADFCs, but
each PDS may only be fired once per turn. PDS used in area
defence mode roll dice and score kills exactly as normal PDS
fire.
An ADFC functions only as an enhanced PDS fire-director
link, and may not be used as a normal fire control.
Example: In figure 7, ship A is under attack by fighter group
X which is 2 MU away. Fighter group Y could attack ship B
but has chosen not to, and Z is too far away. Ship B is carrying PDS and an ADFC, while ship A has PDS only. Ship A can
engage fighter group X with its own PDS. Ship B can also engage engage group X, as although the fighters are more than 6
5.4
17
Fighters
even though three have been hit and scores 3,1,5,5 for two
kills. (One with each 5.) Both players now remove the lost
fighters, leaving A with three and B with only one. In the following turn, either player may elect to break off the dogfight,
or both may decided to continue. If Bs lone surviving fighter
breaks and tries to run, the three of As group may immediately
take a parting shot at it, which the retreating fighter cannot retaliate to. Note that this shot counts as As firing for that turn
with that particular fighter group they may then move, but
may not fire at anything else that turn.
Multiple group dogfights
There will be cases, especially when fighters are screening larger ships, where multiple group dogfight situations
(known to fighter pilots as furballs) may occur. In such combats, all groups engaged in the dogfight may fire only once
per turn, but may choose to attack just one enemy group or
to split their kills between two or more enemy groups. If the
player chooses to split fire, the dice are rolled as normal and
the casualties then divided as equally as possible between
the relevant groups.
even if they defeat all the fighters in the screen. They will
have to try to follow the ship and attack it in the following
turn if they wish to. (Though if all the screening groups are
engaged by other groups, then any excess attackers may of
course attack the ship in that turn while the defenders are occupied.) While they survive, screening fighters are very useful for keeping attacks away from lightly protected shipping.
5.6
5.5
Fighter screens
18
Interception of missiles
Endurance
Morale
Fighters
Any fighter group that contains an ace pilot may subtract one
from all morale rolls, giving it a greater chance of success.
Any group classed as a turkey group always adds one to the
die roll.
5.9
Specialised types
Fighters are assumed to be good average, basic types moderately fast, with reasonable anti-ship and anti-fighter capabilities; an all-round multi-mission type of craft. Standard
multi-role fighters cost 18 points per group of 6, 3 points per
fighter.
The rules that follow modify fighters into rather more specialised or improved types.
Fast fighters
Torpedo fighters
These are a further specialisation of the attack fighter, carrying a heavy single shot anti-ship weapon on each fighter.
When the group attacks an enemy ship, roll once per fighter
to see how many hits are scored. Each fighter needs a roll of
4 or more to score a hit, and those hits that hit inflict damage equal to the die roll. A roll of 1-3 is a miss, but 4 = 4 DP,
5 = 5 DP, and 6 = 6 DP. No re-rolls are made on 6. Damage is
applied half (rounded up) to armour if any, half to hull.
The group may only attack once in this manner, and for simplicity assume that all the fighters in the group will attack
the same target at the same time it is not permitted to fire
just some of the group and save the others for a later attack.
(Unless of course you wish to agree this between yourselves,
and work out the necessary record keeping.) Once the group
has expended its torpedoes it may then only fight in the
same limited anti-fighter mode as for attack fighters (needing rolls of 6 for one kill) and may not make any further attacks against enemy ships. The torpedo fighter group is thus
very much a one-shot weapon, but a potentially extremely
powerful one.
A torpedo fighter group costs 36 points, 6 per fighter.
When using specialised fighter groups, use the normal
hangar icon for the ship SSD, but add the appropriate letter
for the fighter type: an H for heavy fighters, T for torpedo, etc.
Note that all fighter groups, regardless of type, have the same
mass and hangar space requirements in the carrier or mothership, and operate under all the normal rules for launching,
recovery, and turn sequence.
5.10
Pilot quality
19
Fighters
An Ace is an individual, the crack pilot attached to an otherwise average group. Turkeys, on the other hand, tend to
come in flocks: the whole group may be classed as a turkey
group due to low experience, poor training or a multitude of
other factors.
If you wish to allow aces to be bought with points, then by all
means do so. We would recommend, however, that a random
roll is made for each fighter group in a fleet at the start of the
game or campaign. If a 6 is rolled, the group contains an ace.
A roll of 1 indicates that the group is a turkey group. Rolls of
2-5 give normal, average groups.
Using aces
Fighter groups with an ace pilot make their initial launch
move after all turkey or normal groups launching in that
game turn; and from then on the fighter group moves after
all turkey or normal groups have been moved.
If an ace pilot is present in a fighter group, the group gets one
extra die during all normal attacks, so a full strength group
of six fighters including an ace would roll seven dice instead
of the usual six. The presence of the ace also affects group
morale, subtracting one from all morale rolls.
The ace pilot also has the ability to make one specific system attack per turn if wished: when the group attacks a ship,
while the other members of the group attack as normal for
fighters with one die each, the ace may choose to attack as
a needle beam instead. In this case the ace may choose to
target one specific system on the ship being attacked, rolling
just one D6 and treating the attack just as for a needle beam
shot.
Note that in this case the rest of the group does not get the
extra die that the ace would normally contribute towards the
attack. A group with five remaining fighters including an ace
could choose to either attack normally with six dice, or to
have the four average pilots attack normally with 4 dice while
the ace attacks a specific system with just one die roll.
This option also extends to dogfighting between fighter
groups. An ace may either add an extra die to the groups
overall attack, or may choose to specifically target an opposing ace if there is one present in the other group, in which
case roll just one die as normal.
For simplicity, we assume that in normal combat the ace in
a group will always be the last fighter left surviving, after
all he/she is supposed to be the best, and getting the hero
killed in the first dogfight is not good space opera! The only
case in which an ace may be killed before other members
of the group is if specifically targeted by an opposing ace in
an enemy group, in the best movie traditions. (Lukewarm
Jaywalker ignores the rest of the Imperial fighters, and goes
straight for the ship of his arch enemy Duck Wader. . . )
The trouble with turkeys
Any group unlucky enough to be classed as a turkey group
must always add 1 to its morale rolls as mentioned above.
20
Re-arming
Salvo Missiles
6 Salvo Missiles
The salvo missile (SM) system is either a set of launch tubes
or external racks that fire groups of six relatively small antiship missiles, each group being termed a salvo. The missiles
are only one turn duration. Each SM system may fire one
missile salvo each turn.
There are two types of missile salvo available: standard SMs
and enhanced range (ER) SMs. Both types work in the same
way, but the ER missiles have (as their name implies) a
greater range than the standard types, and cost proportionally more.
6.1
Firing
Missile fire occurs in the same phase as fighter group movement, that is after orders are written but before ships are
moved. The firing player announces the launch of a missile salvo, and places a salvo counter at the intended point
of aim. This may be anywhere up to a maximum range of
24 MU from the firing ship, or 36 MU for an enhanced range
missile salvo, but must be within the boundaries of the fire
arcs through which the SM system may bear. The marker is
left in place while all ships are moved.
If at the end of the movement there is an enemy ship within
6 MU of the marker (in any direction) then the missiles will
attack it. If there is more than one potential enemy target
within 6 MU then the salvo will go for the closest of them.
Move the missile salvo marker next to the target ship and apply countermeasures/defences before resolving missile hits.
Note that if there is no valid target within 6 MU at the end
of movement, the salvo is wasted and the counter removed
from play.
Optional If you choose to use the vector movement system
instead of the standard cinematic movement rules, then we
strongly suggest reducing the attack radius of salvo missiles
from 6 MU to 3 MU this will prevent the missiles becoming
too accurate against the more predictable manoeuvre envelope of a vector movement ship. If a particular scenario calls
for the mixing of vector and cinematic movement ships, then
allows missiles to attack if within 6 MU of a cinematic drive
ship but only within 3 MU of a vector drive ship. If you want
some PSB to justify this, then assume that the gravitic drive
cinematic movement ships have a higher drive signature for
the missiles to home on than the reaction drives of the vector
movement ships.
6.2
Defence
For each beam-1 or screening fighter that is allocated to antimissile defence roll a D6. Rolls of 5 kill one missile; rolls of 6
kill one missile and a re-roll.
Note that this is the roll per fighter in screening groups, so a
full strength group will roll 6 dice, killing a missile on each 5
or 6 scored. For each missile killing by a fighter roll an additional D6: on a roll of 6 the fighter is destroyed as well.
After subtracting any missiles that are intercepted from the
score that the attacker rolled, any positive number is the
number of missiles that actually get through the defences
and hit the target. If defensive fire killed more missiles than
were in the salvo then the extras are overkill, they cannot be
allocated to other salvos. If there are no defences at all then
at least one missile will always get through.
6.3
Damage
For each missile in the salvo that reaches the target ship, roll
1 D6, the number rolled is the number of damage points inflicted. Rolls of 6 score 6 damage points but do not get a reroll. Screen systems do not reduce missile damage. If the
target is protected by armour, then half of the total damage
(rounded up) done by the salvo is taken on the armour, and
the remainder on the hull. Missiles that get through the defences are deadly, so try and stop them if you can!
Example: Two missile salvoes are fired at a single target ship.
The ship has the following systems that can defend it against
missile fire: one point defence battery (PDS) and two beam-1
batteries that can function in a defensive role. Before the defender knows exactly how many missiles will actually strike
home, the ships captain has to decide how to allocate defences.
The defender chooses to use the PDS alone against one incoming salvo, and the 2 beam-1 batteries to combine fire against
the second salvo. The attacking player now rolls for each missile salvo. For the first the roll is 2, but the second is luckier
and rolls 5.
The first salvo has only two missiles on target, and the defending player rolls the PDS die and gets a 6, thus shooting them
both down. (There would be a re-roll for the six, but there is
no point as both target missiles are already stopped.) For the
second salvo with five missiles incoming, the defender gets to
roll 2 dice for the 2 beam-1 batteries, and rolls a 4 and a 6.
The 6 allows a re-roll, but this only gets a 2. So the defender
has killed only one incoming missile from this salvo of five.
The end result is that four missiles of the second salvo get past
all the defences, and deliver their warheads in a blaze of energy. A D6 is rolled for each of them, scoring 3, 1, 3, and 6;
missile hits dont re-roll so this gives a grand total of 13 damage points to the target ship. Enough to cripple a smaller warship and cause serious harm to even a large one. If the ship
has seven boxes or more of armour, half of the total missile
damage (rounded up) will be taken on the armour and the
remaining 6 on the hull boxes.
21
Salvo Missiles
6.4
Salvo missile systems come in two types: reloadable launching tubes, denoted salvo missile launchers or SML, which are
fed from an internal missile magazine; and externally carried
single missile launchers, salvo missile racks or SMR.
One SML may fire one salvo per turn provided ammunition
is left in the magazine. One SMR may fire its salvo load at
any time, but is then empty until replenished after the battle from a base or fleet auxiliary. SMRs provide the cheapest maximum throw weight since every missile on the ship
may be fired at the same time if desired. For extended operations, however, one or two conventional launchers backed
up by a good magazine capacity is the most flexible and costeffective solution.
In general, SMRs tend to be fitted to smaller craft where the
saving in mass is critical (and the ship may well not survive
long enough to fire more than one or two salvoes anyway!),
while SMLs and magazines are used more on larger classes
which need sustained fire capacity.
Example: Fitting one SMR (assuming standard missiles) takes
4 mass, as opposed to the 5 mass needed for an SML with the
same one missile magazine, however one SML with a 2 salvo
magazine takes only 7 mass against the 8 needed for a pair of
SMRs. The ship with the single SML and magazine can only
fire one salvo per turn, while the twin SMR ship can fire both
at once.
As the weapon load increases, the difference becomes more significant still if you had 40 mass available on a very large
warship, you could if desired fit 10 SMRs and be able to deliver
all ten salvoes simultaneously, but the same 40 mass would allow you to fit four SML tubes and a 14 salvo magazine to feed
them.
6.5
Magazine capacity
22
Threshold Points
7 Threshold Points
7.1
Damage to systems
Each screen generator on a ship is considered a separate system when checking for system damage at threshold points,
and may be knocked out individually either by threshold
damage or needle beam weapons. If a ship with screen level2 has to make a threshold damage check and loses one of its
screen systems, it drops to level-1 screen.
Ships carrying fighter groups have their hangar bays rolled
for just as for any other system. When a fighter bay is
knocked out any fighters still aboard that bay are lost, and the
fighter bay can no longer recover fighters that are in flight.
For example, if a fleet carrier has launched its full fighter
complement and then loses two of its six fighter bays in a
threshold point check, then if all six groups make it back two
of the groups will not be able to land! (Though the individual
fighters may take spaces in other bays available due to losses
in other groups basically the loss of a bay simply reduces
the carriers capacity by six individual fighters.)
Salvo missile systems roll separately for each launcher and
magazine. If a magazine is destroyed by a threshold check it
cannot be repaired: all the missiles are considered lost.
7.2
Core systems
Command bridge
If the command bridge takes a hit, then a further D6 roll is
made immediately. If the roll is 1 to 5, then the ship is out
of control for that number of turns, until command can be
restored through backup links and secondary command systems. If the roll is a 6, then the ship is permanently out of
control for the duration of the game.
While a ship is out of control it will continue on its present
course and velocity, and may not fire weapons, launch fighters, or take any other offensive action. Passive defences
(screens, armour) are still operational, though active defences (PDS) are not. Once control is regained after the number of turns indicated by the die roll or a successful repair
roll, all undamaged systems come back on line.
Damage control parties may be used on any turn to try
and restore control earlier, using the normal damage control
rules for the bridge system.
Power core hit
If the power core takes a hit, it is damaged and may go critical and explode. It continues to supply power for the ship,
but the safety systems that control it are damaged or destroyed.
At the end of each turn the player must roll a D6: on a 5 or
6, the core explodes and destroys the ship. Damage control
parties may be used as normal to try and stabilise the power
core such attempts are made before the roll for explosion
for that turn, and success will bring the core back under control and negate any further effects. Each turn, before rolling
the die, the player may make a choice: dump the core or
abandon ship.
Dumping the core avoids the risk of explosion, but leaves the
ship without power for anything but emergency life support
the ship is intact, but unable to do anything further in this
battle except continue to drift on its present vector.
If the player chooses to abandon ship, the ship continues to
drift while still rolling each turn to see if the core explodes
in this case, however, the needed number for an explosion
drops by 1 each turn as the core is running out of control with
no-one to damp it down, thus it will explode eventually and
the ship will be lost. A ship that dumps core will be no further
use for that battle, but may be salvaged afterwards and its
power restored.
Life support hit
If the life support systems take a hit, then a further D6 roll is
made immediately. The number rolled indicates that the life
support will fail after that number of complete turns. Damage control parties may be allocated to try and repair the
life support system as for any other system. If life support
fails before being repaired, then the crew must immediately
abandon ship or be lost. A ship without life support becomes
a drifting hulk, though it may of course be recovered and repaired after the battle if it survives.
23
Threshold Points
7.3
Crew casualties
24
the end of the damage track, put the last dot in the last box
assume that the last of the crew will be killed when the ship
is finally destroyed, if they havent abandoned ship by then.
Example: the mass 90 ship above, with 5 CFs, has an average
hull integrity and thus has 27 hull boxes (30% of 90), arranged
as 7/7/7/6. Dividing 27 by 5 gives us 5.4, which is rounded
up to 6. The first CF dot will be placed in the sixth box of the
damage track, the second in the twelfth (ie the fifth box of the
second row), the third dot in the 18th box and the fourth in
the 24th box, the fifth and final dot is placed in the last box
on the damage track (the 27th). Each time the ship takes six
points of cumulative damage, it will lose another CF and thus
another DCP.
7.5
The holds and passenger space are arranged on the ship diagram as a row of boxes, containing an H or P identifier as
appropriate and a number that represents the actual capacity of the space. The larger spaces are placed first (to the left),
and are the first to be crossed off as damage is taken.
One of the holds or passenger areas is automatically lost each
time the ships cumulative damage reaches a threshold point.
When a hold or passenger space box is crossed off, any cargo
stored in it is assumed lost and any non-evacuated passengers in that area are killed.
Note that specialist areas on other ships may be represented
in the same way as cargo and passenger space using exactly
the same rules for survey ships devoted to science, staff
and lab facilities can be represented by boxes marked S, and
naval troop carriers will have T boxes to represent their troop
accommodation.
FTL
8 FTL
Faster than light drives
The forces generated by FTL drive units are very powerful,
and result in spatial distortions that can be highly dangerous
in close proximity to any other mass, including other ships.
Most transitions to and from FTL are therefore made well out
in open space, far from other shipping or planetary bodies. A
fleet entering a system in FTL will generally perform normal
space re-entry on the fringes of the system, with the ships of
the fleet widely dispersed for safety, and then assemble into
formation before entering the inner system on normal drive.
Occasionally, however, it may be either necessary or tactically expedient to run the risk of an FTL transition while actually engaged with the enemy. Such a dangerous manoeuvre might be a frantic attempt by a threatened ship to escape
from the action, or a surprise attack by dropping out of FTL
directly into combat. (A particularly desperate tactic considering the danger involved.)
The following rules cover such attempts to enter or exit FTL
on the playing area, and the consequences of failure.
8.1
FTL exit
FTL entry
Any ships that are to enter the game by dropping out of FTL
actually on the playing area must be noted as such at the start
of the game, giving the number of the game turn in which
they will enter, plus a specified point of entry on the table;
the latter is usually most easily defined as a simple pair of
coordinates measured from one corner of the table.
When the specified game turn arrives, the player must announce at the start of the turn (after writing of movement
orders) that the ship is making an FTL dropout, and place a
counter or other marker at the intended entry point. Roll a
D12 to give a direction on the course gauge, and a D6 for distance. The marker is then moved in the direction rolled to a
distance in MU equal to the D6 roll. The resulting final location of the marker is the point at which the actual ship is
placed on the table.
Example: The two ships in figure 9 attempt FTL dropout side
by side. Each rolls for direction and distance of error in their
entry points. Ship A rolls 6 for direction and 4 for distance,
and ship B rolls 10 for direction and 5 for distance.
Course 10
5 MU
On the following turn, the ship moves half its current velocity
on its present course, then disappears from the playing area,
having gone into FTL space. Note that any ships performing this manoeuvre should actually be moved after all other
ships on the table have been moved for that turn.
If any other ship, asteroid, fighter group, etc is within 6 MU
of the actual point of FTL entry (the point that the ship disappears from the table) then problems occur.
Course 6
4 MU
On a roll of 1, the FTL drive fails to engage. The ship remains in normal space at its present course and velocity
(and completes the current movement).
On a roll of 2 to 4, the ship completes its FTL transition safely, but all ships and/or objects in the 6 MU radius immediately suffer 1D6 of damage, unmodified by
screens or armour.
On a roll of 5 or 6, the ship attempting the FTL jump is
completely destroyed, and all other ships within 6 MU
immediately suffer damage equal to the total original
damage points of the exploding ship.
25
FTL
As with ships leaving the table via FTL, those entering battle
also risk damage if they appear too close to another object.
Again, the danger radius is 6 MU around the actual point of
appearance; if any ship or other body is within this distance
when the ship enters normal space, roll a D6 for each ship or
object including the entering ship itself:
On a roll of 1 to 5, the ship/object being rolled for takes
damage equal to the dice score.
On a roll of 6, roll a second D6 and multiply the result by
the original 6, giving from 6 to 36 points of damage.
8.3
There are times when ships are unable to travel in FTL drive
under their own power, but still must be moved between star
systems. Obvious examples are system defence ships being
transferred between duty stations, and starships that have
suffered drive damage and loss of FTL capability, which can
only be repaired at a major naval facility.
For jobs such as these, most forces use FTL tugs or tenders,
which are ships with massively over-powered FTL drives capable of extending their drive field around another ship and
carrying it through FTL space. A tug is normally a ship designed to recover other large vessels, while a tender is more
commonly a transport for several smaller ships such as light
system defence boats.
The main use for tugs and tenders will be in campaign
games, for moving system defence ships around the map and
for recovering crippled starships for repair. It is unlikely that
a tug or tender would ever be risked in combat, but of course
there is always the possibility of a scenario concerning the attempted recovery of a damaged ship in a hostile star system,
or a surprise attack on a recovery mission.
Any ship can be made a tender by having internal bay space
allocated to carry other ships (whether the carried craft are
FTL-capable or not), at the same rate as for carrying fighters
and other small craft every 1.5 mass used for hangar bay
space provides capacity for 1 mass of carried ship(s). Note
that this allows for support and launching facilities, and is
thus different from plain cargo space. A ship with 30 mass
devoted to bay space could carry a mass 20 ship, or two mass
10 ships, etc. The points cost of such space is the same as for
other hangar facilities, 3 the total mass used.
Tugs, which are designed to tow other ships through jump
by extending their jumpfield around them, require much
larger than normal FTL drives. They need a drive equal to
10% of their mass just to provide their own jump capability,
plus for every 1 additional FTL drive mass they can tow an
additional 5 mass of other ships. Thus to tow a ship of mass
108, the tug would need spare jump drive capacity of mass
22. If the tug itself was a mass 60 ship, it would need its own
mass 6 FTL drive plus the additional 22 so it would have to
devote a total of 28 mass to its jump drive package.
26
8.4
Non-FTL ships
Ship Design
9 Ship Design
9.1
fleets destroyer may, in reality, be a bigger and more powerful ship than anothers light cruiser.
Ship class
Scout or Courier
Corvette
Frigate
Destroyer
Heavy Destroyer
Light Cruiser
Patrol or Escort Cruiser
Heavy Cruiser
Battlecruiser
Battleship
Heavy Battleship
Dreadnought
Superdreadnought
Escort Carrier
Light Carrier
Heavy Carrier
Attack Carrier
Overview
Most players will probably run their first few games using just
the basic ship types. Sooner or later, however, many of you
will want to start modifying the designs provided, or else designing your own ships from scratch experimenting with
different weapons fits, hull sizes, and so on.
Ship design is all about a balance between the three essential
factors: mobility, firepower, and protection. Mobility is represented by the thrust rating available to the ship, firepower
by the amount and types of weapons carried, and protection
by the screens and armour used (if any) and the overall damage points.
The ship design rules detailed in this section are constructed
so that every ship has to be a compromise between the three
basic factors. Although a near-perfect superfast, ultra heavily
armed, and heavily protected ship is theoretically possible, it
will turn out to be so incredibly expensive in points cost that
just one will take most of your fleet budget! Remember that,
especially in a campaign, a ship can only be in one place at
one time for most purposes a balanced fleet of lighter craft
will be more cost effective than just a few superships.
Constructing a ship involves two main considerations: the
ships mass, which is a measure of its overall size, and its
point cost.
The mass of the ship determines its class and how much in
the way of systems (weapons, screens, fighter bays, etc) can
be fitted into the hull.
The cost of the ship is the total of the mass cost, the hull cost,
the drives cost, and the individual costs of all the systems
that you decide to install.
9.2
Mass rating
The total mass of a given hull is a representation of the capacity of that hull for outfitting it with drives, weapons, defensive systems, etc. This total mass figure is used to refer
to the size of the ship: a size 25 ship could be fitted with a
maximum of 25 mass of systems. Note that the mass ratings
of systems are abstract figures used to indicate the required
volume, power requirements, etc rather than being an exact
measure of the bulk or weight of a given system. If you assume that (in a given background) one mass is equivalent to
around 100 tonnes, then a mass 1 system (such as a point defence installation) will not necessarily weigh in at 100 tonnes;
it will, however, require 100 tonnes (1 mass) of hull capacity to mount the system and its infrastructure, control and
power requirements, sensors, crew, etc.
The table below shows the standard basic ship classifications
used by most space navies, along with the accepted designations and a rough guide to the typical mass ratings of the
classifications. These figures are very loose, as most navies
tend to classify ships by function rather than by tonnage: one
Abbreviation
SC
CT
FF
DD
DH
CL
CE
CA
BC
BB
BDN
DN
SDN
CVE
CVL
CVH
CVA
Range
4 - 10
8 - 16
14 - 26
24 - 36
30 - 44
40 - 60
50 - 70
60 - 90
80 - 110
100 - 140
120 - 160
140 - 180
160 +
80 - 140
120 - 180
160 +
150 +
27
Ship Design
Hull strengths
The hull integrity represents the amount of the ships structure that is devoted to reinforcing the basic hull envelope, including bulkheads, compartmentalisation, internal
strengthening, etc. It is entirely separate from the armour
used (if any), which is external protection. It is perfectly possible to have a ship with a fragile hull structure but lots of
armour around it: such a ship will be fine until some damage
manages to get through the armour, in which case the hull
integrity will fail very quickly!
There are no fixed percentage limits on hull integrity. Ship
designs may have as many or as few hull boxes as the designer wishes, subject only to a lower limit of a minimum of
10% of the total ship mass. The actual number of hull boxes
chosen does not have to exactly equal any given percentage
of the ships total mass, but the following terms may be used
to describe the kind of structure a ship has:
Fragile hull
Weak hull
Average hull
Strong hull
Super hull
9.4
Mass devoted to cargo or passenger space costs no additional points during the ship costing procedure, though of
course the actual hull that encloses them is paid for in the
normal way. Each mass factor used provides one factor of
hold space (H) or passenger space (P).
The total amount of cargo or passenger space available on
the ship is divided into separate groups, one for each row
of hull damage boxes, in much the same way as the ships
hull damage boxes are divided into the four rows of the damage track. If the number does not divide evenly then the first
holds or passenger areas are the larger ones.
Example: If a freighter has 50 mass of cargo hold space, this
would be divided into two holds of mass 13 and two of mass
12.
9.5
Drives
Atmospheric streamlining
Streamlining allows ships to safely enter a planets atmosphere as described in section 14.2. Partial streamlining requires 10% of the ships total mass, while full streamlining requires 20% of the total mass. The points cost of streamlining
is 2 points per mass used for the aerodynamics.
Example: To give a mass 50 ship partial streamlining will use
5 mass and cost an additional 10 points on top of the basic
hull cost; to give the same ship full streamlining will use 10
mass and cost 20 points.
The mass used for hull integrity is the number of hull boxes
that the ship has to absorb damage points. The hull boxes are
arranged in four rows to form the damage track for the ship.
Example: For a mass 60 ship with hull strengths chosen to be
exact multiples of 10%, a weak hull would be 12 hull boxes
arranged in rows 3/3/3/3; while a strong hull would be 24 hull
boxes in rows 6/6/6/6.
Each row should be of equal length, but if the number of
damage boxes does not exactly divide by the number of rows
the extra boxes are placed in the upper rows. For a standard
four row design, a ship with just 2 damage boxes has one box
in each of the first two rows and nothing in the last two, and
a ship with 15 boxes has three rows of 4 boxes and one of 3.
9.7
Hangar bays
Hangar bays for fighter groups and other small craft have a
mass equal to 1.5 mass of capacity and a points cost three
times the mass. The standard fighter hangar bay has a mass
of 9 (6 fighters at 1 mass each 1.5) and a points cost of 27.
Hangars for other types of craft use a different icon with the
capacity in mass marked.
The points cost for a hangar bay does not include the fighters
or craft carried inside.
9.8
Defensive Systems
Armour
Armour consumes 1 mass per box of protection. The total
number of armour boxes is called the grade, so a ship with
The points cost of the hull integrity is twice the mass used.
28
Ship Design
PDS
Point defence systems have a mass of 1 and cost 3 points
each.
Pulse torpedoes
Screens
Screens require 5% of the ships mass for a level-1 screen system (one generator), and 10% for a level-2 screen (two generators), but with minimum requirement of 3 mass for level-1
and 6 mass for level-2 screens. Any ship up to mass 60 thus
requires 3 mass to install a level-1 screen system, while larger
ships require 5% of their total mass.
There are no level-3 screens. Additional screen generators
above two may be purchased at a cost of 5% mass (minimum
3) each and installed if desired, but will not be of use except
as backups to bring online if one of the main screens is lost
through damage.
9.9
Salvo missiles
Weapon systems
FireCons
A FireCon has a mass of 1 and cost 4 points each. AreaDefence Fire Controls (ADFC) have a mass of 2 and cost 8
points each.
Beams
Basic mass requirements of a given battery start at 1 for a
class 1, and double for each class increase so a class 2 takes
2 mass, a class 3 takes 4 mass, a class 4 takes 8 mass, and
so on. At 16 mass for a class 5 and 32 for a class 6, these
larger systems rapidly become non cost-effective for most
purposes.
Class 1 batteries are automatically capable of all-round (6
arc) fire at their basic mass cost of 1.
Class 2 batteries at their base mass of 2 are capable of 180
traverse, firing through any 3 adjacent arcs, and may be given
full traverse (6 arc) for an additional 50% mass cost (3 mass
rather than 2).
Class 3 batteries and above have only 1 fire arc (60 ) at their
base mass cost. Adding additional arcs of fire requires 25% of
the base mass per additional arc covered so a class 3 covering 3 arcs would require 4 + 1 + 1 = 6 mass, while a class 4
with the same traverse would require 8 + 2 + 2 = 12 mass. Arcs
must be adjacent.
Beams and all other weapons without 360 traverse must
have their fire arcs chosen when the ship is designed.
Beam point cost is three times mass.
Step 1
Decide on the overall size of your ship, the total mass rating.
Example: We are building a heavy cruiser sized vessel, and decide on a total mass of 86. The basic points cost will be the
same as the mass, ie 86 points.
Step 2
Choose the hull integrity for the ship.
Example: We decide to give our heavy cruiser an average hull
integrity. This will use up 30% of the total 86 mass, or 26 mass
(actually 25.8, rounded up). The points cost of the hull integrity will be 26 2 = 52. The chosen hull integrity gives the
ship 26 hull boxes that will be arranged in rows of 7/7/6/6.
29
Ship Design
Step 3
Choose and fit drives to the ship.
If selecting an FTL drive to give the ship an interstellar capability, this will require 10% of the total mass.
Decide on the required thrust factor for the ships main drive,
which uses up mass at the rate of 5% of total ship mass per
thrust factor.
Example: Our heavy cruiser needs an FTL drive, which will
require 10% of the total ship mass (8.6, rounded up to 9); we
also decide on thrust-4 for the main drive, which takes 4 5%
= 20% of ship mass (17.2, rounded down to 17). Total mass of
the drive package is thus 26, and points cost for the drives is
26 2 = 52.
We now have a hull with drive systems installed. The total
mass used so far is 26 + 26 = 52, leaving 86 - 52 = 34 for fitting
the ship out with other systems. The points cost so far is 86 +
52 + 52 = 190.
Basic hull
Hull integrity
FTL drive
Main drive thrust-4
sub-totals
86
26
9
17
52
86 pts
52 pts
18 pts
34 pts
190 pts
2 x beam-3 (3 arc)
beam-2 (6 arc)
2 x beam-1
2 x FireCon
SML
magazine (3 loads)
level-1 screen
2 x PDS
sub-totals
12
3
2
2
3
6
4
2
34
36 pts
9 pts
6 pts
8 pts
9 pts
18 pts
12 pts
6 pts
104 pts
mass 86
294 pts
Totals
Step 4
Select the desired mix of offensive and defensive systems to
fit to the ship, according to its intended role. The mass and
points values of the various systems are set out in the systems
table.
30
Ship Design
9.11
Basic construction
basic hull
hull integrity
hull armour, per box
Cargo/passenger
Partial streamlining
Full streamlining
Drive systems
main drive
FTL drive
Weapon systems
beam-4 (1 arc)
beam-3 (1 arc)
beam-2 (3 arc)
beam-2 (6 arc)
beam-1 (6 arc)
SML
missile magazine
core systems
4
hull
main
drive
FTL
H
8
SMR
submunition pack
needle beam
pulse torpedo (1 arc)
10
cargo
hold
fighter
bay
armour
hangar
bay
screen
ADFC
PDS
3-arc
2-arc
beams
FireCon
needle
beam
standard
ER
salvo missile racks
submunition
pack
1-arc
level-2 screen
1
2
2
None
2
2
3
3
6
9
3
9
3
3
3
3
6
3
3
4
8
27
3
3
3
Fighter types
All fighters require 1.5 mass of hangar bay space per fighter.
Standard is 6 fighters for mass 9 hangar. Points cost per group
of 6:
Standard
Heavy
Fast
Interceptor
Attack
Long range
Torpedo
SML
launcher
2 standard and
1 ER magazine
Points
31
18
30
24
18
24
24
36
Vector Movement
10 Vector Movement
10.1
32
10.2
Vector Movement
turn, a compensating burst is applied as the desired new facing is reached in order to stop the ships rotation: the combined effect of these operations constitutes one rotation action.
Multiple rotations in a single turn are permitted, but 1 thrust
factor is used for each rotation, so a thrust-4 ship could, for
example, rotate to a new facing, do a thrust-2 burn with its
main drive, then rotate again to bring its weapons to bear at
the end of the turn.
Rotation orders should be written down as TP (turn port)
or TS (turn starboard) followed by the number of points of
heading change. TP2 indicates a rotation to port of 2 clockface points, 60 .
Example: The ship in figure 12 is facing in the same direction
it is moving (ie its course and facing are currently the same)
and its velocity is 10 at the start position. The player writes
movement orders of TP3, MD6. Firstly, the ship is moved along
its present course by 10 MU. It is then rotated 3 points (90 )
to port. Now it is moved along its new facing by the amount
of its main drive burn, ie 6 MU, to its final position. Finally,
the distance between start and final positions is measured
rounded to the nearest whole number it will be 12 MU and
this is recorded as the starting velocity for the next turn. The
course marker is moved up to the model again, parallel to the
line between the start and final.
Rotate 3
6 MU
12
10 MU
Final
1 MU
U
6M
6 MU
U
Final
Start
Figure 12: Move and rotate
Start
Thruster pushes
A thruster push is firing a combination of manoeuvre
thrusters to alter the course and/or velocity of the ship, without affecting its actual facing. The ship ends the turn with
33
Vector Movement
Combining manoeuvres
The actual sequence in which thruster and main drive burns
are applied in a single turn will make a difference to the final
course and velocity of the ship, so it is necessary to rule on
what order things are done in. Each effect is applied to the
ship strictly in the order they are written down by the player.
If the player writes TP2, MD6 then the ship will first be moved
according to its starting vector, then turned 2 points to port,
and then moved 6 MU along its new facing. If, on the other
hand, the order was written MD6, TP2, thus applying the main
drive burn before rotating the ship to its new facing, then the
result will be very different in terms of the ships final vector and position plot each one out and youll see what we
mean!
The final position, course, and velocity would be measured
after all manoeuvres are completed.
Moving ships under the vector system
Once the orders are written by all players, all ships are moved
simultaneously in accordance with their starting vectors and
any relevant manoeuvre orders. When moving a particular
ship, always start by moving it according to its starting vector ie move the model in the direction of its present course
(as indicated by its course marker arrow) a distance equal to
its current velocity, being very careful to keep the facing of
the model exactly the same as at the start of the turn; at this
stage, leave the course marker in its starting position. Now
apply any thrust (main drive and/or thrusters) indicated in
the ships orders, making sure to apply each effect in the sequence it is written down. Where the model ends up after all
thrust has been applied is its finishing position for that turn.
Now place the tape measure or rule between the courser
marker and the ships final position, and read off the distance
this (rounded to the nearest whole MU) is the ships final velocity for the turn, and should be written on the order sheet
ready for the next turn. Finally, move the course marker up to
the stand of the model, with its arrow pointing in the direction of the ships new course ie parallel to the tape measure.
The ships vector at the start of the next turn will now be in
the direction of the course marker arrow, at the new velocity
written down.
Collisions
If there are any objects on the board that are deemed big
enough to pose a collision risk, such as asteroids or very large
space installations, such a risk will only occur if the line between the ships starting and final positions intersects with
the object. In effect, it is this line (as shown by the tape or
rule when measuring the final velocity of the ship) that most
nearly approximates the true path followed by the ship during the turn. The position of the ship model at any other
time during the movement sequence is merely for calculation purposes, and does not indicate that the ship actually
occupies that point at any time. Of course, even doing it this
way is an oversimplification of the true mechanics but we
feel it is close enough for game purposes!
34
Advanced Rules
11 Advanced Rules
11.1
11.2
Advanced sensors
Advanced sensor suites are classified as enhanced or superior grade. Enhanced sensors require 2 mass, superior 4. The
points cost is mass 4, so 8 for enhanced and 16 for superior.
When the opposing forces enter the playing area, the actual
ship models are not placed on the table. Instead, each ship
is represented by a Bogey marker (either a simple counter or
something like a black globe made from a ping-pong ball).
These bogeys represent long range sensor contacts indicating the presence of a ship, but not revealing its exact type. All
that can be deduced about the ship is its general classification (escort, cruiser, capital, or merchant) from its detectable
drive emissions.
Obviously a degree of trust is necessary here that true information is being given if advanced sensors are being used in
a competitive game we suggest the umpire should check and
relay the information rather than the player.
These are optional rules for adding extra confusion and uncertainty to play. With the agreement of both players, each
side may deploy a number of dummy bogey markers alongside the real ones, representing drones equipped to output
the signature of an actual ship and thereby confuse the enemy as to the actual strength and disposition of the fleet.
11.3
35
Advanced Rules
11.5
Boarding actions
11.4
36
Once you have got your ship into the correct position to be
able to launch a boarding assault, the Marines may cross between the ships. They are assumed to do this either in small
assault pods specially made for such actions, or in their own
powered armour suits if they are equipped with them.
For the size of Marine forces available for boarding actions,
consider the marine detachment to have 1 boarding factor
per crew factor, each boarding factor representing a small
team. (The number of boarding factors is therefore equal to
the number of damage control parties that the ship has.)
If the ship has taken damage, it is safe to assume marine casualties are in proportion to other crew thus the available
boarding factors are always equal to the current number of
crew factors that the ship has left.
The strength of the defenders is determined in the same way.
We assume for simplicity that the same percentage of the
marines is available to defend as for the attackers, as the
rest have probably been seconded to damage control teams
and the like. Anyway, these are only supposed to be abstract
rules!
If the target is a civilian craft, it will be able to muster only
defensive factors equal to half the remaining damage control parties, rounded down this is because a merchant crew
will be much more poorly armed and equipped for combat.
(And remember that civilian ships already have fewer crew
factors than military.)
To resolve the combat between the attacking and defending
parties, roll 1 D6 per factor for each side and total their results. Thus if 4 boarding factors were up against 2 defending factors, the attacker would roll 4 dice and total the scores
while the defender would roll 2 and total them.
Advanced Rules
If either sides total score is more than twice the other players
roll, the higher scoring player has won the action. If this is
not the case, then the action continues with the lower scoring
force losing 1 factor and both sides then rolling again. (Obviously if this causes one side to lose its only factor, they have
lost.)
Thus in the example above, if the attackers rolled 2,5,1, and 3
for a total of 11; and the defenders were lucky enough to roll
6 and 6 for a total of 12, the attacking (boarding) side would
lose 1 factor, dropping them to 3. The combat would then
be rolled for again, but with the 3 attacking factors to the 2
defending.
The combat continues to be fought in repeated rounds like
this until there is a clear-cut winner who takes (or retains)
control of the ship. If the attacking party loses and is repulsed, they may return half (rounded up) of their surviving
factors (teams) of marines to their own ship. The remainder
are assumed captured or killed in the attempted withdrawal.
Should the boarding party win the combat, the surviving defenders are assumed to be locked below decks and a prize
crew will be sent over from the attacking ship to bring the
captured vessel fully under control.
(It must be noted that all of the boarding action is fought to
a conclusion in the space of the one game turn the action
does not carry over several turns.)
11.7
The surrender of an individual ship is a slightly different matter to the withdrawal of the complete fleet. There are many
possible circumstances where the captain of a ship may decide that, orders notwithstanding, the survival of the crew is
more important than continuing to fight in a hopeless situation.
One possibility is to make an extra roll at the same time as
any threshold check, using the normal scores for losing systems at threshold points, ie 6 the first time, 5 or 6 the second, etc. If the ship fails this roll then its captain decides to
strike the colours and surrender to the nearest enemy vessel. Whether this surrender is accepted is, of course, up to
the opposing player.
Using this rule can result in the surrender of a vessel that
has taken relatively little damage however naval history is
rife with precedents for this where colours were prematurely
struck due to damage suffered being grossly overestimated.
One point must be made here the use of this rule is strongly
dependant on exactly who the two fleets are; for example, if
using the FULL THRUST background then it is very unlikely
that any human ship would even attempt to surrender to a
KraVak or vice-versa, simply because they would not expect
to survive capture.
Fleet morale
The question of morale in naval games, whether SF or historical, is always a bit of a problem. Will a fleet fight to the
last ship, or will it turn tail and run (or even surrender) after
relatively few losses?
The answer to this really depends on the kind of scenario being played, as the reactions of the fleet and its overall commander will be heavily influenced by what is at stake. If a
force is defending a colony world against an invading fleet,
it may well fight to the death in a desperate attempt to protect the colony. On the other hand, if it is a meeting engagement in a relatively unimportant star system, then it would
be quite likely that the admirals on either side would consider the preservation of their own ships and crew to be quite
a high priority.
If playing a simple engagement (or a competitive game) then
we suggest that the loss of 50% of a players overall force
(calculated in mass of ships destroyed) would be enough to
cause the commander to withdraw from battle.
For other games we recommend that the level of losses to
force a withdrawal should be written into the scenario when
it is designed, bearing in mind the story-line being used.
37
Advanced Systems
12 Advanced Systems
12.1
Mines
The mines used in FULL THRUST are actually more like dormant missiles, small drones equipped with detonation beam
warheads. When a hostile ship (ie one not answering the correct IFF codes) comes within a certain distance of the mine
the warhead charge will detonate, directing a focused pulse
of energy into the target ship in the microseconds before the
mine itself is consumed by the blast. If the resulting beam
hits that target, it does similar damage to a close range hit
from a beam-2 weapon.
The detection range of a mine is 3 MU. Any enemy vessel
that enters this radius from the mine marker, at any point
during its movement, not just at the end of its move, will be
detected and fired on by the mine. Roll 2D6 and apply damage as for normal beam fire, reducing accordingly if the target
is screened. After a mine has detonated, remove its marker
from the table.
Minelaying
Ships equipped with minelaying systems may deposit mine
markers on the table during their movement phase. The
player must note in the order for that ship that it will deploy
mines in that turn by writing Mine in the order box.
Each minelayer system fitted may deploy one mine per turn,
so a ship with two mine systems may drop two markers during its movement, either both at the same spot or at different points. The mines may be placed anywhere along the
ships course during that movement. Ships dropping mines
are moved first after writing orders, so there can be no question of a player positioning mines in response to the enemys
movement in that turn.
Each minelayer system carries a number of mines as each
one is deployed, cross out one spot on the minelayer symbol.
A mine marker does not become active until the game turn
after the one in which it is deployed. Once placed, the marker
will remain on the table (completely stationary) until it detonates, or is cleared by a minesweeping system.
Minesweeping
Just as certain ships may be equipped to lay mines, so others
may be provided with systems to clear enemy mines safely.
To attempt to dispose of a mine marker, the minesweeping
ship must have its sweeper system activated by noting this
in its orders for that turn. It must then pass within 3 MU
of the mine during the course of its movement, and at that
point 1D6 is rolled. On a score of 1, the mine immediately
attacks the minesweeper, detonating and causing damage as
normal. On a roll of 2, the mine does not attack, but is also
not disabled; it remain in position and can attack other ships
as normal. On rolls of 3 to 6, the minesweeper system succeeds in disabling the mine safely: the mine marker is removed from play.
38
12.2
Ortillery
Wonder weapons
Advanced Systems
field holding the plasma long enough for it to form a selfsustaining reaction, like a miniature sun.
Place a 2 MU diameter template at the arming point (6 MU
from the ships bow) and then move the template 18 MU outward along the line of flight. Any and all ships or other objects that are contacted by the template during its flight immediately suffer 6D6 of damage! At the end of its total 24 MU
move, the template is left in place on the table. On the next
turn, at the start of the firing phase, the 2 MU template is replaced by a 4 MU one, which is then moved 24 MU along its
original course. Anything hit by this new template is subject
to 4D6 of damage. Finally, on the third turn, the 4 MU template is replaced by a 6 MU one which is then moved another
24 MU, damage from this template being 2D6. At the end
of the third turn of movement the nova reaction exhausts its
fuel and burns out the template is removed from play.
Neither screens nor armour affect a nova cannon.
Wave gun
The wave gun is a smaller and slightly less over-the-top variant on the nova cannon. The system fires a plasma charge
that expands as it travels along its line of flight, causing damage to any vessels in its path.
On a roll of 1 the field has no effect: full damage is applied to the target ship as normal.
On a 2 the field stops some damage: the target receives
only half the normal damage, rounded up.
As with the nova cannon, the wave gun may fire only along
the main axis of the carrying ship, ie in a straight line bearing directly forward along the ships current course. The ship
may not fire any other weaponry in the turn that it fires the
wave gun, and also counts as unscreened through its entire
frontal arc while the weapon is being fired.
The wave gun needs to be charged prior to firing. Each turn
that the player orders the weapon to charge, roll one D6 and
write the result down; when the accumulated rolls reach six
or more the weapon is fully charged and may then be fired at
any turn. Firing the wave gun totally discharges the capacitors, which must then recharge from zero again.
Unlike the nova cannon, the wave gun burst has a life of only
one turn. Its full range is 36 MU. Over the first 12 MU, move
a 2 MU diameter template along the line of fire, at 12-24 MU
the template expands to 3 MU diameter, and then from 24-36
MU it expands again to 4 MU diameter. This all happens in
the one turn, after which the template is removed. Any ship
touched by the template during its flight suffers damage: 4D6
at 0-12 MU range, 3D6 at 12-24 MU and 2D6 at 24-36 MU.
There are no defences against wave gun fire: neither screens
nor armour reduce the damage inflicted.
If the wave gun is knocked out by a threshold roll or a needle
beam hit while it is charging or charged, the carrying ship
suffers damage equal to the current charge in the weapons
capacitors. Note that a ship fitted with a wave gun may apply thrust or change course in the same turn that it fires the
weapon, unlike the nova cannon.
Reflex field
The reflex field is a variation on conventional screen technology in that it protects its carrying ship (partially) against at-
39
Advanced Systems
marker and proceeds to plot out all the moves written for the
ship while cloaked, finally placing the ship wherever it actually ends up. Properly planned it will still be on the table, if
not it may well be halfway into the next room!
Of course, the player has an advantage over the imagined
captain of the cloaked ship, in being able to see the flow of
the battle and writes orders accordingly however this is balanced somewhat by having to specify in advance the number
of turns in cloak, to prevent ships choosing to decloak just
because a juicy target has wandered into range.
This is just a rough idea for the system, and it may be tinkered with as much as you like in multiplayer games where
each participant has only one ship, it may be interesting to
try sending the player out of the room for the turns the ship
is cloaked so he or she really has no idea what is going on!
12.4
minelayer
minesweeper
Advanced systems
Minelayer
Minesweeper
Ortillery system
Enhanced sensors
Superior sensors
Weasel cruiser emitter
Weasel capital emitter
ECM system
Area effect ECM
Wonder weapons
Nova cannon
Wave gun
Reflex field
Cloaking field
Points
2
+ 1 per mine
5
3
2
4
4
8
4
6
6
2
15
9
8
16
16
32
16
24
20
12
10% total mass
minimum 10
10% total mass
minimum 2
60
36
6
ortillery
enhanced
sensors
cruiser decoy
superior
sensors
capital decoy
ECM
Area ECM
Nova cannon
Wave gun
10
40
Terrain
13 Terrain
It may sound a bit odd to talk of terrain in a space battle,
but if you think about it there are a number of possible ideas
you can use to render certain parts of the table more difficult,
dangerous, or just plain different. The following are suggestions for a few features that you can have on the table to make
things a bit more lively than just the usual open space.
13.1
Asteroids
Movement of asteroids
If a field of asteroids or other planetoids is present on the table, it may either be stationary (ie all bodies remain in fixed
positions on the table throughout the game) or else the field
may be moving in relation to the playing area (which is much
more fun).
If you wish to use a moving asteroid field, all bodies in the
field will move at the same speed, and in the same direction,
each turn of the game.
Roll at the start of the game to determine the direction and
speed of the fields drift: the direction (course) should be
rolled on a D12 with a D6 used to give the speed of drift in
MU. Rolls of 9 and 4 would mean all asteroids will drift 4 MU
each turn along a course facing of 9.
The movement of the asteroids is carried out each turn, after all players have written their movement orders but before
any ship models are actually moved.
Please note that if an asteroid moves into or through a ship,
this counts as just the same as if the ship was moved to intersect with the asteroid, and is resolved in the same way. Note
that fighter groups, if used, can always avoid collisions with
asteroid bodies, but may also use them to hide behind just as
ships can.
Damage to asteroids
The normal rules assume that asteroids cannot be destroyed
by weapons fire. (Or even by ships impacting with them.)
However, you may give each asteroid a large damage point
value (perhaps 50 for a very small chunk, 100 for a larger one,
etc) and then allow players to fire on them. When an asteroid
is reduced to zero damage, it disintegrates into 1D6 smaller
chunks, which all move at random courses and speeds out
from the point of destruction. Try to avoid that lot. . .
13.3
41
Terrain
Solar flares
Battle debris
42
Starbases
Some games and scenarios may call for the use of starbases,
orbital defence installations and similar non-powered space
constructs. As the possible sizes and designs of such installations are so varied, the rules that follow are simply guidelines to allow you to design and use such equipment. If you
really want to build something like the Death Star youll have
to work out the stats yourself!
Movement
Generally, starbases and installations can be treated like asteroids for purposes of movement, ie they can be either fixed
(stationary relative to the play area) or can be moving on a
pre-determined course and speed each turn.
The mass of such installations can be virtually anything
large starbases will have mass ratings of several hundred with
damage points to match. Most installations can be considered as unpowered ships and outfitted with weapons and
systems accordingly, using the warship rules for military stations and the merchant rules for civilian/scientific bases and
habitats. All systems fitted must be paid for in the normal
way, including the overall hull cost, but of course you do not
have to pay for any FTL or normal space drives. Installations
may mount screen systems just like ships, and may carry any
weapon in the rules including fighter groups.
An installation can have an SSD, but requires no movement
orders.
Ships may, if desired, dock with installations, although this is
unlikely to be done during combat. To accomplish a docking,
the ships movement orders must be planned so that it ends
up within 2 MU of the installation at the end of the turn. If the
installation is stationary, the ship must also come to a dead
stop within 2 MU in order to dock. In the case of a moving
Terrain
installation, the ship must exactly match both course and velocity with the station at the end of the turn. On the following
turn, the ship may be taken as docked with the installation.
One full turn is also required to cast off and undock again,
after which the ship may manoeuvre away from the installation as normal.
While a ship is docked to an installation the ship may be fired
on as normal unless it is actually docked internally. (Some
very large stations will have bays large enough to take smaller
vessels.) An externally docked ship is, however, protected by
any screen systems that the installation has while docked. A
ship docked to an installation, internally or externally, cannot fire any of its own weaponry or operate its own screens.
43
Planets
14 Planets
While asteroids and small planetoid bodies were covered earlier, no mention was made of actual planets and moons. If
you wish to play a scenario where the action is in close proximity to a planet, we suggest the following rules.
Planets and other large bodies may be represented on the table with any suitably sized round or spherical object, with
the ideal size being that of a dinner plate or a large football.
(Soccer ball to our American readers, as an American football
would give a very odd shaped planet severe gravitational
stresses, maybe?). A plate or card disk may be placed flat on
the table, though a well painted sphere or half sphere looks
very impressive. The actual size can vary according to how
big the planet/planetoid is supposed to be we are not going to define any scales, as they are quite obviously ludicrous
compared to the ship models. Just treat everything as abstract and symbolic!
Once you have your planet, you can define the optimum orbit distance from its surface. Simply measure the radius of
the planet model or marker, and the orbit is a circle of twice
this radius.
Example: In figure 16 the planet is represented by a 12MU diameter (6 MU radius) disc, so the orbit would be 24 MU diameter (12 MU radius). Ships would thus orbit in a circle around
the planet, 6 MU above the planetary surface.
When in orbit, a ship must be travelling at a velocity equal
to the orbital distance above the surface. In this example,
ships would orbit at a velocity of 6 MU per turn. To move a
ship around the orbit, simply measure around the arc with a
flexible tape and move the model the required distance.
Enter orbit
velocity 6
In orbit
If the ship decelerates to less than the orbital velocity, its orbit will decay and it will start to enter the atmosphere for
the effects of this see the rules on atmospheric operations
Using this system, the deep space edge of the table can, if
desired, also be considered to represent the safe jump limit
from the planetary gravity well.
Leave orbit
velocity 7+
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Planets
14.2
Atmospheric streamlining
Add 1 for every full 6 MU distance by which orbital insertion window was missed.
Add 1 if ships drive is damaged (half normal thrust), or
add 3 if drive knocked-out.
On a final result of 2 or less, the ship manages to miraculously survive a ballistic entry, and crash-lands on the planetary surface. The chances of survival for crew/passengers
and subsequent events are up to the individual scenario.
On a final score of 3 to 5, the ship burns up in the upper atmosphere, but there is enough time for any interface craft
(shuttles, dropships, etc) or fighters on board to attempt to
launch. Roll for each small craft on the table below.
14.3
Atmospheric entry
A ship may enter planetary atmosphere for a number of reasons: if the ship is fully or partially streamlined, it may enter
atmosphere deliberately in order to land on the worlds surface. Alternatively, a ship of any configuration may be forced
to enter atmosphere due to either a decaying orbit, caused by
attempting to enter orbit at too low a velocity; or approaching a planet at too high a velocity and/or missing an orbital
insert window.
To make a deliberate safe atmospheric entry, a ship must first
enter orbit as described above and then decelerate to less
than orbital velocity. It will then make a controlled descent
and enter the atmosphere. Provided its drive can provide sufficient thrust for its configuration, it may be assumed to enter successfully and be able to make a safe landing. A ship
entering atmosphere with a suitable velocity and configuration, but insufficient thrust available, will make a safe entry
but will then crash-land. The effects of this are up to the individual scenario being played.
If a ship makes an uncontrolled entry into atmosphere, roll a
D6 and apply the following modifiers:
If the ship is non-streamlined, add 4.
If partially streamlined, no modifier.
If fully streamlined, subtract 2.
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Tournaments
46
Other backgrounds
We cannot actually print rules for using FULL THRUST to simulate the battles in some of the better known settings, as they
are already licensed to other game companies. Many players have created rule ideas and conversions that feature ships
with pointy-eared first officers and very Scottish chief engineers, and most of these ideas play very well; with a little
thought most of you should be able to come up with something very similar.
15.3
Humour
47
carnivorous to the twisted unnatural flocks that worship Primordial Horrors From Beyond Space and Time. If you find
yourself in a scenario with the mission objective being to to
defend Baabylon 5 against the forces of Baath Vader, expect
the worst!
15.4
48
15.5
2023 Creation of the UFE sponsored Economic Union of African Republics (EUAR) in central and southern Africa. Arab African
countries remain outside of the Union.
2027 Destruction of Israel by Islamic terrorist action.
2032 The Gilderstein Foundation purchases an island off the Philippines, and with technical and financial support from Japan embarks on its research programme into FTL travel.
2042 The EUAR follows the example of the UFE and becomes a federal super-state the Pan-African Union (PAU).
2043 The House of Saud completes its suppression of its fellow Arab
states and creates the Islamic Federation.
2045 Heavy fighting on the Sino-Siberian border as the Beijing government presses long redundant border claims against a financially and politically bankrupt Russia.
2047 A Beijing sponsored coup in Moscow results in the return of
Communist government to Russia and several of the Commonwealth republics. The Czar and a sizeable military force flee to
the Ukraine, which along with Byelorussia and the Baltic States
remains free. The communist states then create the Eurasian
Union; the remaining Commonwealth states create the Romanov Hegemony.
49
50
2128 LLAR mercenary forces hired by the Indonesian Commonwealth clash with Anglian forces on Earth against their employers will. The Indonesians execute the entire force in a move designed to conciliate the AC. The LLAR protests at the outrage and
attacks the Indonesian Commonwealth. The Mercenary War, as
it becomes known, lasts four years with both sides employing
large contingents of mercenary and volunteer forces to complement their existing arsenal.
The Islamic Federation and PAU clash over spheres of influence
in space. The FSE enforces a peaceful solution.
2130 Shiite fundamentalists declare independence from the Islamic
Federation on their Outworld settlements of Abu Mana and Sad
Al Bari. The two colonies declare the formation of the Saeed
Khalifate, and in efforts to raise much needed hard currency
soon begin to utilise their armed forces as mercenary units for
hire.
2132 ESU and Anglian forces skirmish on Chi Draconis VII as
both powers continue to expand their colonial settlement programmes. Over the next five years such border skirmishes become more frequent, especially in the minor colonies and Outworlds.
2133 Radical French separatists in the colony settlements of Bretonneux, Doullens, and Compville declare unilateral independence
from the FSE. Elements of the Colonial Legion are sent to quell
the insurrection.
2135 The Anglian Confederation moves its Parliament to Albion,
which now has a population almost as large as England thanks
to massive immigration and engineered population growth. The
reigning monarch, King Charles V, divides his time between
palaces in England, Vermont, Ottowa, and Albion.
2136 The Anglian Confederation renames itself the New Anglian
Confederation and revises its constitution to include all related
colonies as independent members.
2137 The Eurasian Solar Union declares war against the New Anglian
Confederation due to the hostile actions and intents of the imperialists. Five years of intense warfare known as the First Solar
War follows throughout the inner colonies and the Outworlds.
2173 The Sumani IV incident: ESU and NAC peace negotiators assassinated by an Islamic Federation terrorist attack. Years of distrust between the two powers lead to them blaming each other
and failing to identify the real culprit.
2142 The Accord of Freisland brings the First Solar War to an end,
with the Anglians hailing it as a major victory while the ESU licks
its wounds and considers its next move. Human Space enjoys an
all-too-brief period of relative peace.
2176 Archaeologists discover the remains of a non-human civilisation on a rim world planet in Indonesian space.
2177 A sudden ESU fleet attack on the Anglian Nagisa system signals
the start of the next hot phase of the Third Solar War.
2143 The United Nations Space Command (UNSC) is formed to forbid space conflict in the core systems, and provide a peacekeeping force where required in the inner colonies. Pressure by several major powers results in the UNSC having no mandate to
operate in the Outworlds, except in a scientific research capacity.
2145 A surprise strike against the Romanov Hegemony by ESU units
heralds the outbreak of the Second Solar War. This time more
major powers are quickly dragged into the conflict, with the NAC
and NSL supporting the RH against the Communist Aggression while the FSE and the PAU enter the war on the Eurasian
side. UNSC presence prevents the war intruding on the core systems, although combat occurs on several inner colonies.
2154 The FSE concludes a peace treaty with the NAC, NSL, and RH
alliance and withdraws from the Second Solar War. The PAU
makes a last abortive attempt to retake Grand Lahou before joining the peace negotiations.
2157 Following long negotiations, the Treaty of Khorramshahr brings
the Second Solar War to an end.
2159 California and Texas declare themselves independent from the
NAC, and claim all rights to the colonies on Austin and Fenris (which they rename New Pasadena). After much diplomatic
protest and sabre-rattling, plus a few token military strikes,
the NAC accepts the declaration and the Free Cal-Tex (FCT) is
formed.
2163 Islamic fundamentalists seize power in New Riyadh, murdering the remaining members of the Saudi royal family. Loyalist
elements attempt to regain power in a two year civil war but
fail. The Islamic Federation becomes increasingly hostile towards both the NAC and the ESU.
2165 The Third Solar War breaks out as NAC forces launch a
blitzkrieg attack to regain worlds lost to the ESU following the
Treaty of Khorramshahr. Initial successes falter as the FSE joins
the ESU, providing men and materials as well as money to hire
mercenary contingents from the Indonesian Commonwealth
and the LLAR.
2183 The UNSC survey cruisers McCaffrey and Niven are lost while
on a mission in the outworld rim; the UNSC despatches the
PeaceForce cruiser Heitman to investigate, and identifiable debris from the Niven is located showing signs of combat. There
is no trace of the McCaffrey or any hostile forces; all spacegoing
nations deny any involvement in the incident, and public speculation grows that the UN is suppressing information about the
unknown aggressors . . .
2166 The Third Solar War escalates further as the NSL attacks the
bordering FSE frontier. Mercenary forces from New Israel are
hired by the NAC. The Romanov Hegemony attacks the ESU and
refuses safe passage for Indonesian or LLAR mercenary units
through its space.
2169 Sponsored by NAC agents, the French separatists in Bretonneux and Doullens overthrow the Federal forces and proclaim
the New French Republic.
2170 Compville joins the New French Republic, which is still denied
any kind of diplomatic recognition by the UN due to FSE pressure.
2171 The war enters a relatively quiet phase, with most protagonists
involved in little but minor skirmishing and diplomatic posturing. The major powers use the next few years to consolidate
and rebuild their depleted forces, and an uneasy state of peace
within war ensues.
51
Frigate
X
Frigate
Frigate
Z
6
Cruiser
Cruiser
B
2
2
1
Turn 1
Cruiser A
V: 6
Cruiser B
V: 6
Frigate X
V: 6
Frigate Y
V: 6
Frigate Z
V: 6
52
12
11
10
Course and
Fire Arc gauge
Vector
course markers
Bogey
Bogey
Bogey
Capital
Escort
Cruiser
Merchant
Bogey
Bogey
Bogey
Bogey
Bogey
Mine
Mine
Mine
Mine
Mine
Mine
Capital
Escort
Cruiser
Merchant
Bogey
Bogey
Bogey
Bogey
Mine
Mine
Mine
Capital
Escort
Cruiser
Merchant
Mine
Mine
Mine
53
GZG Miniatures
54
FT-522 Strikeship
FT-523 Corvette
FT-524 Frigate
FT-525 Destroyer
FT-526 Light cruiser
FT-527 Escort cruiser
FT-528 Heavy cruiser
FT-529 Battlecruiser
FT-530 Battleship
FT-531 Battledreadnought
FT-532 Superdreadnought
FT-533 Light carrier
FT-534 Super carrier
FT-535 Missile destroyer
FT-536 Orbital assault ship
FT-537 Escort carrier
FT-538 Attack cruiser
FT-539 Strike carrier
FT-540 Heavy battleship
FT-542 Scoutship
FT-545 Heavy destroyer
FT-546 Type II light cruiser
FT-547 Type II escort cruiser
FT-551 Light fighters
FT-552 Heavy fighters
FT-561 Fleet replenishment tender
FT-562 Fleet refuelling tender
FT-1201 Fighters
FT-1204 Frigate
FT-1205 Destroyer
FT-1206 Light cruiser
FT-1208A Type A heavy cruiser
FT-1208B Type B heavy cruiser
FT-1208C Type C heavy cruiser
FT-1210 Battleship
FT-1220 Defence outpost
RAVAGERS
- RIM PIRATES
FT-X01 Attackers
FT-X02 Raiders
FT-X03 Cruiser
FT-X04 Raider Type II
FT-X05 Carrier
UNITED NATIONS SPACE COMMAND ( UNSC )
Not shown are the alien KraVak, Phalon, and SaVasku ships
for FLEET BOOK 2, and the GF Range of miscellaneous craft
and accessories.
GZG and Eureka Miniatures also offer Fleet packs which offer a considerable saving over the cost of buying the ships at
individual prices.
FT-901 Fighters
FT-905 Destroyers
FT-906 Light cruiser
FT-908 Heavy cruiser
FT-911 Light carrier
FT-921 Heavy fighters
55