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CONTENTS

SECTION 1: INTRODUCTIO SECTION 2: CORE RULES



SHIP II OOEI H) OT ER PlAYI IG asc S:

DICE'

OT ER EQUIP liENT FOR PLA PLAYING AR A:

U ~ S Of DIS ANCE:

SEQUE C OF PLAY:

5 II' GROUPS A 0 CLASSES' COURSE DETER '1 ATIO ;

S IP V LOCI

THRUST ATIIGS:

MO EME T:

.IAkl G COURSE CHA GEs.. MOVEME T ORDERS:

SP CIA NOTES 0 Move .,eNT;

FIRE CO OL SYSTEMS;

FIRE ARCS;

6 11 W APO SA rr RI S:

S A IrllG OF BEAtI. BAn~RIC:S:

WEAPON RA GES. FIRI G AND DAMAGE:

DE EN5M SCREENS:

'THRES OLD POINTS' AID SPEOFIC SY5TH, 5 DAMAGE. SHIPS EAVING THE T 8LE:

FiliNG OUT E 5 IP RECORD SH E .

INTRODUCTORY SCENARIO

H fiRST SA OF GRE IOH. 2137:

HIP R ORO St-lE£T O(A'. PLE:

SECTION 3: SHIP CLASSES

BASK SHIP CLASSES AND UU SJZES:

BASK SHIP DIAGRAMS:

KEY 0 SY ABOLS USED ON SASIC S IP 0 SIGN :

SECTION 4: ADVANCED RULES - FIGHTERS

F G R:

FIGI{T~R ATTACKS:

ANTI·FIGHTER DEFE CES. flGKTH TO FIG TER COMBAT.

S:

ON:

SECTIO 6: ADVANCED RULES - GE ERAL SE ~SORS A D TARG 1 DE TIF CAT ON: 'OUM Y' BOGEYS AND 'WEASEL BOATS':

CO ISION AND RAII.1 G:

ERCHA T S IPS: DAMAGE 0 CARGO 0 HO OS:

3 3 3

AST R·TH . IGHT (FlU DRIVES:

EAVING THE TABLE UNDER FTL DRIVE:

ENTERING BAmE U DER lit DRIVE:

ASTEROIDS:

MOVEME T OF ASTEROIDS:

ON·FTL SHIPS

F TUGS AND T ~ D S;

S A 8AS S ANO OTH R INSTALLATIO s. 30. OR NOT 3D ... 1':

'Q'~IPS:

SECT10N 7: ADVANCED SHIP DESIGN SHIP DESIG I~ 0 POI TS COSTS, 'STANDARD' A D 'S~CIAl' HULLS:

HULL COST;

DRIV ST M co T:

FITTING IEAPO S AND OTHER SYSTEMS:

SYII BOLS FOR IN APO S FRO 11 ADV ICED su ES:

MASS VALUES 10 POIN S COS S

FOR 'IEAPO SAND SYS EllS:

SECTION 8: BATT1.E SCE ARIOS

SC NARIO A' TH ACK ON CONVOY 9 0:

SC NARIO S' INI G 1 A tON CON·AtI. 1 '

3 S S S 6 6 6 I 7 7 8 9 9 9 10

10 11

}

..
23
23
2~
25
6
6
27
27
28
28
29
}.~
2'9
3()
30
3
2
33
33
3~
3~
to
3S
3S
36
36
36
6
6
37
38
<1.()
<1()
42
4
44
<1
5
·'16
47
48 CREDITS:

Wr'itt n by: Jon TuHlcy

S cond Editaon 0 \I lopm t lit Pf.'lyt 51 "g: ifT1 Pam S mon amell,

OJyid GIl nhe-n, LiL <htiste Isef\ Tim IJ ..

Artwork by: S'H Quin G ges 2. 11.21.27.32) Oavi($ ~rn~ (pas 12. 2".26, 29, 39)

Paul Copel Ad (p es n 3')., );8. 40, 41)

d. Oa\\d G~rnilam

Specl 1 Th nle to: Aleln rql! for 1001" of (}.lcX9round pol n ngs fo.r

colour I'llUtl».

BOl<kgrotmd Dcvelopmclllt by: Jo.n TlIfflcy, Ste'II! J}lemt' Addltio I CtU... Input.. Idellls, ilnd Gonoril' Commcmts:

Thalt\' .$ to: A Stew r ~hley a'ki~ Paul L "is. Joh:n TreiJda- ... • .. ' And lit! tbc rnlSny users of the First Edition wl\o wrote in with comment ilnd ru1 $ sug9~lons..

2 3

A STAR SVSTEtI. ;

~~m Marke IP680Q

I •. ------------------

16 16 17

l'

SECTION 10: CAMPAIGN SeE A,RIO THE LAFAYETIe INCIDE T,2178:

CAMPAIG SET·UP:

TIM~ SCALE NO VICTORY cor DiTtO S: roSSI E STRATEGIES;

T E FORCE~;

AtI. PAt<; E A 10 MAP:

THE LAfAYETIE SECTOR:

18 18 18 18 18 19 19

SECTION 12: APPENDICES

USI G INIATURES:

STARSHIP MODE AVAILA8Il1TY:

T E COUN ERS AND TE PU TES:

COPELAND'S ODELS "FULL T RUSTu .m IATURES:

S If> COUNTE S AND COURSE GAUGE TE "PLA T S 'P RECORD S EET'

21 22 22 23

1

INTRODUCTION

TO: NAVfLTCOM, CONFEDERA 10 NAVAL COM AND. FREYA HIBASE. FROM: eNS FURIOUS (EC·140) ASSIGNED: NAGISA SYSTEM

MESSAGE BEGINS ..

To his end I h v ord r d th Corvettes, eNS Vampire (C· 3 1) and CNS Venom (C-322). to ~ um low orb t round the colony 0 provtd fI al d fence. while Furious and our

companying Destroyer CNS Zumwalt (D·204) proc ed 0

engage h my uni . he lancer C S Hermes (L·l73)

has been ordered to make all oc ou of sy em to eya wi h this m ss 9 ,plus all accompanying sensor downloads.

Latest lonq-ranqe scan intellig~nc I die t a minimum of wei" ho tiles in ound, with probability 96.4% of t'l~

vo Cap; al uni s, Thr mor conta ts are exhibiting

igM ur of heavy transport craft. we c n only ssum this to be a landi '9 fore . 0 r duty. there ore. is. 0

t mp 0 inflict as much damage on this t fore a

possible before t y ( ch pi n tary omit. TacComp

pr dl tlons on the survival chances of FutlOu and Zumwalt in optimum \) ck p t ern are approximatety 2.4% nd

1. % respectively: accordingly II\' x.p this 0 be our last

tr nsm ss on. stimated time 0 irm sensor COl t ct 2.1 hours, ime to eng 9 m nt um t d at 2.8 ho rs. We are

rex; ding to engage at full thrust. M.,y G.od be vit us.

MESSAGE ENDS .

SENSOR DOWNLOAD FOL OWS ..

INTRODUCTION AND DESIGNER'S NOTES:

Way back in t rly seventies, Skytrex Ltd. released their first resin-cast spaceship mode s ui bl fo ing. along with i pi set o' rules for space combat. Af er ssing

110 leets of these little ar hip, I oon decided tha the rul wer ot quite wha I wan ed, so I se bout v riti

a one-paqe system of my own. Sine hen hat o:iginal yst m as evolved (mutated?) through m n)' v ions n guises, culmin ting in th publication. i 1991. of t e Firs 01 ion of FUL TH UST.

uon to t e First dition was so overwnolmin that it seemed an obviou - p to r .j sue the game in a much imp ovec fo mat. making it accessibte to m n}' or

gamers h ou h full d dist ibu ion. I hope yo will

joy t is Second Ed' ion as much m ny hundred of

purchaser h v th or 91nal booklet.

In com pili 9 tiS co 01 ion I h v t(1 d hard to

remain true to teo 'ginal premise of the ga e: his is

NO • lip -r Ii Ie' imulation that ta es hours to make a single move. It is a system for t fu , m wit f irly la 9 number of ships (a dozen or more per side is no problem). which c In pl<.l}' d in a on I length of lin e. 0 tonger will you have to end a game a e three turns b cui I losm lme - vi h FULL HRUS you can hammer the Enemy (maybe even twice!) nd s ill c th t

int in fore IMt ord r !

The actual rules ar~ divide into tl\ CORE rl1l - th bas«

ehanisms of play - and the ADVANCED rules which add

much more d t il 0 h me. TI\ Core rule-s on t eir

own will give a VERY simple. fas game with absol t Iy no ccmplka ion. even when l sing big fleets. Once you are familiar with the basics, t variou p rt of h A v nc (\lIes may be added. either all a once or piece eal as desired. Pick. and (hOO~ whkh of 1h Adv need r I s you '/ish 0 use - they are ALL e ectively 'optional', but just

remernba to ( with your op on 11 ·/hi h on s are in

pla~' and which are not!

Play famll ar with the First di ion of FULL THRUST viii notice just few differ nc in t' Co t: p obably

he mos immedia ely obvious is hat NO ship classes are permitt d to fir ANY \I pons (xce close-in defences) through their AFT quadran. This was 'briqh idea' thrown into a otevt st session. which has a profound effec on tactics and posi iOMI pi )' - it work dow ll th

wa d ld d to md de it here.

The B sic Ship (I h v 0 11 onsi abl evrsio # to bring them in 0 line with the new ship design rul : the ct 10 h FI Edition were fairly 'arbi ra y'in heir design. particularly in reg rd 0 we POl1 fit <.lod d m 9 polms. Th revisions made here should improve play balance considerabty.

Above all, FULL THRUST is intended to b n ENJOYAB

am - if you are not happy vi h a rule or system, thro 'I it out and use your own - t at is what SF gaming i (0

ho Id ) all a out!!!

II

2

CORE RULES

SHIP MODELS AND OTHER PLAYING PIECES:

As this is primarity a miniatures game, we obviously ccmrn no hat It I played with actual starshio models; full details on obtaining, conva ing d cr tc b ilding vltabte models are given in the appendices.

If you 0. not wi h to. u e mod I hips, the game v II al 0 run perfe<tly well using card or plastic coun ers to repre-

e-n hips; all yo need is so e identification mark or <ode on each coun er, a • rk to. indtc t t, e )tr ot th

C01Jn er (for range measuremen etc) and so ething 0

s OVI th f (10 (i : p es nt dl ection) of the hip.

We have ctu II)' supp~i d ou h COpy- nd-cc t-oot

coun ers in the back of the book 0 enable you 0 play OtJ tel troduc ory S nerlo In th Cor (ule; hop fully hrs vill get you sufficiently 'hooked' on the system to start

coli eti you own fI t of mod 1$!

In addi ion to th~ ctu I hip, h ( (a num (of other items that can be represented ei er by coun ers 01 models

(dcpenoln on your t .r so rc and th ov rall ... 1 val

imp ession you are aiming for), These include Asteroids

Fi ht 1 G(oI.JP ,'Bog ys' (unidenti ted sensa contacts) etc.

- suggestions 0 how to model th (~ to. fOtJnd in

t pp ndic s.

DICE:

To play fULL THRUST, 'Iou I'IC d numb (of 'norm .1' (6- sided) dke. eferred 0 in the rules as '06'. Just a couple 0' dice will do, but h If-doz n Of mo wilful vh n firing lots of weaponry at once.

v y occasionally, the rules call for he generation 0 a

umber be v 1'1 1 d 12, u u lIy n a dl ectlon n ds

o be randomly chose from the 12 points of the Course

G , Most play 'Jill probably hav tw tve- d d d

('D 2') available 0 use, bu i you do or then simply roll '" 06 lwi : If the fir t ro1l IS 1 0 3, r ad the second roll

normalty (ie: as 1 to 6) - if the lrst roll i 4 to 6, t dd 6

o he 0. droll (ie: read it as 7 to 12). Do NOT (01( 2Do

a d add )9 sco tog t) t, thi do not give

chance of getting each result!

OTHER EQUIPMENT FOR PLAY:

You viii n~d pe-rn ur O( 101'19 I r, (due 0 in wna ever units you are using for play (eg: inches or centi( ); rul for r ighH!<lg can also b useful for chec ing lines of ire etc.

A number of coloured coun ers are useful for marki 9 pci ts on he t ble; impl card counters may be sed, Of packs of 'tiddty>. ink' ype plas ic counters may be pur

(h d er'l cheaply from toy or game shops.

The! coo c Md At(·of-Fir G u9 print d a the back of this book may be photocopied, cut out and stuck 0 a piece of thick cere. or mor el borate version may be con-

rue ed a players d sire (eg: from cI M plashe h t Of simil r), Whil~ this tempi te is not essential to. p 'I, it does make the movi g of ships much easier and mo e accura e,

d hOllld I 0 ny r um nt bout fir arcs

Pho ocopy the Ship Re<:ord Sheet a d fill in he details of YOI.J( ships; if you wish you ca then put the sheets in (I ar

pI sf docum fit v lie d w it 0 ders d darna e in

Chinagraph pencil, so the sheets can be re-used.

Other than these few items, all you need is a good Imagin tion and couple of IX·p ks, nd you're off into deepest space, To Boldly Go, etc..

PLAYING AREA:

One of th g' at v of l hlp ombe mes i

tha you do not need any 'terrain'! You can use any

ultilbl ffa a a fOf am , uch t I op Or v n

the floo (pets, small sibli gs and vacuum cleaners notwithstar\ding .. )

If yOI.J wan maxim m vi l al app at, obtain a Ire olec of black cloth, paper or card to cove the playing area and speckle it with varying-size dots of whi e and yellow paint. Th~ 'st tfield' u ed in he pbotos w produced in abou half an ho r on a piece of blac mo nting board: as yo

c , it looks u pri in Iy ff Clive.

UNITS OF DISTANCE:

Thro ghout hese rules we have used inches as the basic

umt of m a~ r m t.. t I se m to york. t on n

average-sized table (say around 4' x 6' or a bit larger). If you vish 0 u e an area that is siqnlfican 1'1 mall (or larg r than thi ,th~n imply ch ngc t e uni of measu emen: for a very small play area use centime res as th.e

~c uni (ju t co v rt 1 N 0 1 ( ), If you hav huge re

available then you can expand the units accordingly - ry

u 11'1 unit of 3N (0 p rh Ocm) If pi yin on larg

floor area ( or exa pie a dis ance in the rules o· '2"

would b e i.z me ( if usln lOcm urut ); If vou h a

v hole sports hall 0 use, t en why no try using giant ship models and 1 foot (or even 1 me re) units>:

SEQUENCE OIF PLAY:

The game is played as a series of GAME TUR S, each Turn consistlnq of both Cor (III) play r having the ooco unit~, to move and ire their ships.

Each Game Turn starts with both players simultaneously (" «( tly) wri III t Move e T ORDERS fo all th ships hey own, using t e spaces on he lower portion ot

he Ship neco d Sh ts. 0 c ~II ord rs fo t t Tum av bee completed. any Asteroids or similar objects (such as Installations or Starbases) that may be in play are oved if

n ( ry, i ccoro n( with t rul giv for u h

objects.

0. I ch pi Y t m t move II of hi tups, I accorda ce with he orders he has written for

II

2

CORE RULES

botb/all players may perform this action simulta eously 0 5pee<l up pi y.

If only one player has Fighter Gro ps deployed on th

bl ,h 1"1'1 Y now move any or all of these in accordance with t e rules g.ove ning Fig t r mov m nt; if two or

mor players are currently using Fighters, they should each move one group altemtltety (rtarting with th play r that has the mo t groups on-table) until all desired Fighter movement is co pI t d.

This completes the OVEMENT portion of the Game Turn,

nd 0 h or oth r object may be moved after this

time.

Play rs now proceed with the FIRI G section of e Turn;

S artinq with the play r h ving t mo t n lvldual ship in

play at the time (or by rolling a D6 each to de ermine he

fi st player. S ould for b X ctly u I), h pi yer

t kes urn at choosing ONE of his ships and fi ing any or ali

of its VI~ pon d ir OJ lnclu In f rin Polnt-D fence

weapons at any Fighter Groups that are attacking he ship which i Cur ntl)' beln 'fir d', As soon as all desired firing from that one ship is completed, an)' Fighter tM r

tt C in that hip may make their attacks.

Wh~n damagE! is infli l d on an cmy by IN apon fir,

the effects of tha damage are applied and recorded

im di t ty (i ludlng S I em D m e ched{s ca sed by

a ship reaching a Threshold Point on its Damage T ack-

P910·11),

Note that vnen a ship is selected to be fi ed, the player should announce the targets for all the Ire he intends 0 carry out - h t t sip, BEFORE ny die re roll d for fir effects; for example: 'I am firing bo h 'A' Batteries a he He vy Cr is r in my sore «. nd ttl '8' 8 tt ry t thFrigate to Starboard, plus both PDAF's at he attacking Fight '. Thi pr v nt th pi 'I r from (in th! ex mpl ) rolling for the effect of his shots 0 the Cruiser, then

d cidi to fir t 'S' B tt ry t tho Crui r 11- instead of at the Frigate - in the hope of maybe crippling th Cruise. Thl i not perm! lble, a all th fire from any one ship is assumed to be more-or-tess simultaneous.

A single TARGET ship may, of course, be red on more than one in th Turr'\, by diff r nt t ck (

The opposi g playe now chooses one of his ships and

folio v th m irln oroced re: thi ett mate between

players un if neither desires 0 fire any more ships, or ali

hips on the t ble ha I bee tired. If player hav fleet of u equal sizes, the player vi h h~ mort ships may fire any remaining ones after his opponent announces tha he has fi ed HIS I st hip,

Finally, any remaining Fighter Groups hat have not yet fir d m y mak their en c (his may occur if a oup I attacking a ship without any Anti-Fighter systems, vhich ha not fir d any other weaponry a all in the tum).

--------------------~II·----------------~---

2

CORE RULES

NOTE: AFTER AS IP AS fiRED SO E OR ALL Of ITS

APONRY A D PLAY HAS MOVED ON TO A OTHER

SHIP, THE FIRST SHIP MAY NOT FIRE Y OTIIER AP·

o S OR AKE ANY FURTHER ACTIO S IN THAT GAME TURN,

Note also that ships 'ring Area-Defence Anti-Fiqhte

IN pon y t Fighter en In dlff r nt ship ( op-

posed to using either ADAF or PDAF in self-defencel will

rest uch fir as part of heir normal nrl g tum; he Fighter Group fi ed on in this way does OT get to im e· dlately attac its target, but must lait until the actual arqet ip t k' it own fi ing turn.

To summarise the TURN SEQUE CE:

1) WRITE MOVEME ORDERS.

2) MOVE ASTEROI DS AND OTHER FIXED· OVE BODIES (if applicable).

3) MOVE ALL SHIPS I ACCORDANCE WITH WRmEN ORDERS.

4) MOVE ANY/ALL FIGHTER GROUPS,

5) FIRE ANY/ALL SHIPS, PLAYERS ALTER ATING ONE SHIP EACH.

6) MAKE ANY REMAI ING UNUSED FIGHTER ATIACKS,

Play then proceeds with the next Game Turn.

SHIP GROUPS AND CLASSES:

Combat s arships are di ided into three b oad GROUPS; ESCORTS, CRUISERS and CAPI AL SHIPS.

ESCORTS: h er tit mall r hi cia , r n In fro

the tiny Co riers through Corvettes and frigates, up to

o st 0,/ r cia ~ h ps. Altho h om 1m S used on. detached duty in low-three areas, 0 patrol missions and court t duties, scorts are more normally sed to s pport heavier ships of Cruis-er or Capital ratings.

Ships of the scort group are generally very manoeuvrable, bu ligh Iy r d nd arr our d; they r ffoaivc in t their own kind, burt of relatively little use against heavier

hi uni $.

CRUISERS: The medium-sized warships. used to support

he heavy ine-ot-Batrle ships but also capable of !lolding

th ir Ow 0 i (J~ nd top ratle ,( ui f divid d

into igh Escort and Heavy Cruis-er classes: they are

r 0 Iy il nd w tl-p or d d mount vi r

weaponry tha the small Escorts.

CAPITAL SHIPS: h heavy Li -of-Battle classes, from Battlecruisers a d Battleships up to the vast

Superdrea noughts and Fleet Carriers. Thes ships are

ponderou leviathans, bristling with HWvy veaponry d

solidly armoured against attack. Capital units form the cor of Btl fl t or T For e nd m ny c"'-' r y tit i

ov nonboard Figh er Groups as bo h an offensive and

d f rli'v v pon.

SPECIAL NOTE: to avoid ny possible confusion OvN hip dasslfketions, please no e that an' scort Cruiser' is a Cruiser, not an sscort - its desig ation simply indicates that - s p imary function is that of s pporting Capital unit

ra her than i dep ndent ction, Si ilarly, a 'Battlecruiser' is OT a Cruise, burt is classed as a Capital Ship - it is, in

ffcct, < ~lightl)' ch p ( nd Ii ht r ar d rsion of

Battleship.

COURSE DETERMINATION:

A ship may move on 0 e of twel 'e COURSES, which are defined by using a 'clock-face' method: a the s art of ttl ga e. dedde vhich direction represents COURSE 12-

sually to vards one edge of the play area is co venien - and t. G work out each (OURSE from thi r~f r c potnt.

EXAMPLE:

In fi r ,b 10'N, co r e 12 I d fl d a dlr ct y to v d the table edge shown; so Ship A is avelling on COURSE

2, Ship B is Of) COURSE 5 a d Ship C is 0 COURSE 9.

SHIP VELOCITY:

The current VELOCITY of a ship is de ned as the number of

I CHES (or ot Mo mont Unit) h t hip will mov

in that current Game Turn. A ship travelling at VELOOTY 8

111 move 8 inche-s In h t Gam urn, p ovi dido ot

appty any thrust to al er that velocity.

12

5

I FIG 1: Ship course examples

II

2

CORE RULES

SHIPS MUST ALWAYS MOVE THE FULL OISTA CE 5PEO· FlED BY T~EIR CURR N V LOCITY, UNLESS TH V LOCI IS ALTERED BY APPLYING THRUST.

THRUST RATINGS:

E ch hip THRUST RA lNG, vhich is a meas re of the

output of its Drive systems elative 0 he ASS of th~

hip. Thl available HRUS is sed to alter the ship's COURSE andlor VELOCITY as desired, in ac ordance ith the overnen Orders plotted for e ship at the start of the Ga e Tu .

The THRUST RATI G of a given ship F:S he TOTAL ma --

m m n nt of ,ru t that may b applied In anyone Game Turn. In one Turn, A Y OR ALL of the available Thru t ay bud to chang the ship's VELOCI Y ( p or do vn, to accelerate or decele ate • e hip), but onty up to HAlf the HRUST RA I G may be applied 0 COURSE CHA GING; i 0 her wo ds, a ship v ith a THRUST RATING of 4 could eccet ra e or decelerate by up to 4u per Game Turn,o could apply up to 2 point of Th ust to Cour changes a d still be able to make a 2" change to velocity in the s me tum, The hip CA NOT how .. ' r, pply MOR than 2 0 its available Thrust points to dlangi 9 Course,

( ote: f th hip ha an 000 n mber of hrust points. available, the portio that may be expe ded on Co r

cha ging is ounded UP, eg: a ship with Th ust Rati g 0 5 could alter Cours up to 3 polnts J>N G me T rn.)

EACH POINT Of THRUST APPLIED TO COURSE CHA GES

WilL ALTER ni SI-IIP' COUR BY ON COURS UMBER

OURI G THE GAME TUR

EXAMPLE:

A ship with Th list Rati of 6 decrees to pply 3 points (it'

available maximum) to atterif')g Course. The ship is (Ur-

n 11' trav lIing on co o 10; if it i to turn 0 Port It will tum ANTICLOO(1 SE, ending up on Course 7. Sho fd the

tur be d to ST ARBOARD (C 0 WI$), h flnel

Course Vlill be .

MOVEMENT:

The movement of a ship in any giv Gam urn i dcfin d

'I two factors: the ship's COURS and VELOCITY. The

cu rc t COURSE indic tcs the direc ion in w i( t slip viII move, and the VELOCITY sho 'IS how far it vill move alon tha (0 r

Ships obey 0 e of he basic laws 0 orion, in that 0 ce

th 'I ar movln i a I I.JI r <:Ii ion hey will continue

to move in the same direction and at he same speed u til .th 'I &Ppty THRUST to I er Course andlo velocity.

Thi

MAKING COURSE CHANGES:

A ship maki g a Co rse dlange is assumed to be applying

w y Th u t II tor throug out t mov n in h t

Game Turn, and would therefore ove in a curved path,

ndlng p t turn poi tl owa d It w Cou

To simulat~ thi wh n ovin9 the hip d l, HALf of ,

Course change is made at the START of the ship's movemont and t C rem i i 9 If t t, MIO·PQIN of t c move. If he total Course change is an ODD r n DOWN h initi I part of th h n

he mid-move part.

Example A: The ship in Figure 2, below. is curre tly

rnovi 9 or COu e 3 at velocity of 10. The play r decides o atter he ship's Course 0 12. b, turning 3 points to Port.

At the t rt of it mov mont. the t ip i tur dOE point

o Port (half the total Course chanqe, rounded DOW ~

bri i it to Co rse 2. It i t nod HA F it v Iceit'l

5 - along Co rse 2, then turned again hrough TWO (our poi ts, bflnging it ound to Ours 12 i end <:I. Finally. the ship completes its movement by travelling its

I • 10 ccur 12.

COURSE

t

I I

~"~J FI~AL

.0SlTO.

I I I

.,If CO RSf 2

COURSf 3

FIG 2: Movement example A

Example B: A ship' movl 9 on COl rs 8 at a velo(lty of 14, and is to make a cne-potnt tur to StCl(ooCld to bri 9 it on to Course 9. A the s art of its movement the ship does NOT alter Cou 1:' (half of 0 b~ir'g rou ded down 0 zero); it moves half its distance (7 ) along Course 8_ Now

t~ e hip rna cs its on point of ur to Cou se 9, and then loves the remaining 7".

-------------------11

2

CORE RULES

FIG 3: Movement example B

STARTl G POSITION

y '" ~OURse 8

7"

1 POINT It' COURSE 8

MOVEMENT ORDERS:

The Ship R<lCO cJ Sh t h v ares of boxes for writing each t rn's overnent Orders for each ship. At t ~ta,t of

t Turn, h player must v rite orders for each of his

ships tha he wis es to apply Trust 0; if h wi h t~

hip im ty to mo al\ ad at It current speed, no 0 ders

are necessary (any ship with no order 'II move ight

he t unc 1'1 d p d, a vlll any that are giv.en

impossible orde s - ones that exec t hi' ru

R tinq).

The a lor wrltt n n hort no at ion, giving

Course change (if any) a d directio (Port or St (board),

JV1 ny ,I ratton (a a +) or decelera ion (as a -). The ne v final velocity is t e written in the matl 0)( (t r the o d r ox, as r terence for next urn. eg: an order of P2 + 4 would indicate a two-point turn to Port (P), pi s (C Ier - lion of 4". If (say) the hip had been travelling a velocity 8 last turn, the new total velocity of 12 (8 + 4) VlO I b

IfItte In the velocity box to give the star ing velocity for the next move,

SPECIAL NOTES ON MOVEMENT:

hIp m y NOT neve negative veloci ies, ie: they may O'I

move backwards; to retrace its course. hip m t e

u n d ro nd.

A ship v it a velocity of Z (0 (i: non ry) may, in it

mo v ement p ase, be rotated on the spot to any desired Cou se, ir pectiv 0'( vail bl Thfust Of norrnal lenitetions on Course changes. The ship may O'I make a y

<tu I mov t or ppl)' any other hrust in that Game

T rn.

FIRE CONTROL SYSTEMS:

The Fi e Co trol Syst ms ('FlreCon ') of ~ip ( some of most Impo ant fittings: each FireCon represents a sui e

of senso systems 0 put r I cllitles 0 dlr ct th Ire

of the ship's offensive weapon y - withou these ships C'I

unabl to 10c.,lC nd tr ck the required to fire at it.

E <h FI Con tem permits the ship 0 engage ONE

target du ing t e firin9 portion of urn, hu If hlp h s

TWO FireCOl'I systems operational it can split its fire between two scp r te t gin on tu rn If d red: th targets may be in the same or dl eren fire arcs, a d fire from t e ship' v riou B t eri y b dillid d in a y way between the targets (depending on the arcs hough v ich e c B tt ry m y b r, of cour ), OTE tha no SINGLE Batte';' may split its dice roll between argets in (Jny

citcum nc s - I: n 'A' B tt ry at close range MUST roll all three dice against the same target ship, tough two SEPARATE 'A' Batteries may each engage a separate

target, provided of course th two Fir Con mare

vall ble!

my with th p ecislo

In g~ne I, ESCORT crass ech ce ty SINGLE FireCon as

standard, CRUISERS have TWO systems a d CAPITAL SHIPS hav THREE (thc~ tand d fitting r alread\' marked on the Ship Record Sheets usi g the symbols for the syst m ); M RCHANT hi v sin I sy tern. If players vish, they may p rchase additional FireCon systems for heir hi ,~ t

h ASS and Poi ts Costs given in he Ship Design rules:

The 0 Iy limitation to th numb of Fir Co, that may b placed 0 a ship is the available ASS and the (OS of

hem - you may S a many )'OU ( fford, b will be

acriflcing firepower and other systems to make roo for

them. e e is little point in h vi mor FI( Con 'f t

than yoo have weapons 0 use them with!!

Individual Fir Con y tem are aT specifically lin ed to individual eapons or Batteries; if a Cruise 10$('$ 0 of it FireCons, he remaining 0 e may still be used 0 fire any or all of the sip's weaponry, but only t en .ter t p r Turn.

EEOlE B AMS, If they ar u d, ( e peg 8) are a special case regarding Fire Control. Each individu?1 s ot

wit N dl m r uir the of 8 fireCon system,

eve if seve al Beams are being ired at the SA ~E TARGET

SHIP, T xc ption to thi is if 10 or more eedles are



2

CORE RULES

being fired at ju t on p cI Ie SYST M 0 the targe , whe 0 e FireCon may be used for bo h shots.

PI e not that DEFENStVE w apons. ie: PDAF and ADAF

systems, are assumed to ha 'e t eir own d die t.d FI(

Cor t 01 q ipment b ilt-in: they do NOT equi e the use of the ship's ain FireCon sy ems In order 0 n e Figh er G(OUP .

FIRE ARCS:

he 360 deq ee space around each ship is div1d~d into four

e ual (90 d 9r ) ARCS, I II d FORE. A . PORT and

S ARBOARD, as shown i Figure 4.

IMPORTANT NOTE!

NO ship may fir~ OFfE SIV W APO RY thro gh - s

A arc; this is d e to the spatial distortions 0 the ship' Driv fiell ,\ i h m k It lmposslble to accurately track a distant ta ge thro gh he ro r 90" of the-

ips's «s,

d ADAf

B

These Fire Arcs de ermine whic of a ship's weapon

be lis m y b rough to b ar 0 particular arqet

ship, as some Batteries will be unable to fire throug'

c hr. A Iv n t 9 t ip may only be in ONE Fire

Arc of the firing ship - if the line di -ding th arcs p<»s 0

ady through the centre of the target tha it is impossible

to de ermi e which arc it is in, th d id b, ndom 06

roll (odd = one arc. evens = he 0 er).

--------------------~II·-----------------.-, ---

tORE ARC

/ / /

/

/

I FIG 4: Available Fire Arcs

2

I

CORE RULES

NOTE that it is the CENTRE of he model, or the centre of

I t nd if It is mo nted on one, hat is usee! to determine

the exact 10 lion of tt u ip its 1(; all eli t fl( d

ranges are similarly measured to and from this centre point.

Note to users of the First Edition of FULL THRUST:

Th nln9 of Aft-arc fire is a major change to the basic

rules, Vlhich enhances positio al play and t e use of t ctics considerably; t ere Is great satisfaction to be had by getting up behi d a Dreadnouq t '11 yo r Crui r nd letting i have all batteries stJaight up the D ive Tubes,

31'1 th 1\11 .. 1t (1'1' hoot b ( ....

This uling makes players thin much harder about the

rei tlve position of thei ships, requiring the use of Escorts and he Ii 'e to 'cover' blind pots of the- big9 r hip),

BEAM WEAPON BATTERIES:

Th<: 11'1 in w pon syst m u by mo l 'IPS in, am i

an Ene gy Weapon, referred 0 simpty as a 'Beam', In the

:(kgrou pro v id d for th m In thi rul boo ,the

Beam weapons are assumed to be a developme t of a

p rt (1 Ace I rater: if he player are using their 0 vn backgrou d material then the w apon can r pr~e-"t teser. Phaser, Blaster or I,hatever!

Be m w pon re ount d on hlp in 8AneRIE5, consisting of a number of p ejectors slaved together unde

1i I control syst m. r thr b tc cI of

Battery available:

PRIMARY ('A' class) Batteries are the heaviest. longrange we pons;

SECONDARY ('B' cI ) Batt rl s are m dlum~pow r

types used on smaller ships;

TERTIARY ('C' class) Batteries are t e lightest anti-ship uns, with only limited range,

There is also a lightN- till v rsron of th C (I v apon

which is used on Fighter craft and for the Anti-F'ghter

f nc ; thi i fully dMeri d In the etiol"! Of'!

Fighter comba .

BEARING OF BEAM BATTERIES:

Each Battery of Beam weapon fitt d to hip m y b mounted 0 fire through one, 10 or all hree of he eligible Fire Arcs arou d th~ ip (no fir i co 'bl

thro gh the fo rth (Aft) arc). The MASS of each Battery is ot affecte-d by the numb r of t( throu h whkl'l it c bear, but he COST in construction Points is increased for ch rc h 8 l ry can fir Into.

Batteries bearing through TWO rc mu t u c ADJACe T arcs: for example a two-arc mounti g might be able to re

throug Fo ard d Por rc or For d nd 5t rboa d,

but NOT just Port and 5 arboard.

PI not th t v n tho gh a Ingle Battery is able to

bear through (say) 3 arcs, i can still onty fire 0 CE pe turn, t t 9 in anyone of those three arcs,

When marking w ape b tteri on th ip r cord sheet.

you must indicate which arcs each Battery is capable of

b lin thro I h; th B t ry ymbot ( <lrd wit ret I

denoting Battery class) is marked with one or ore lines as

ho '/f'I I Figur 5 - think of th ymbo a 'b rr I ' on a turret, s 0\ 'ng where the turret ca fire.

I FIG 5: Bearing of Beam Batteries

Each Battery 0 a ship ca potentially fire indepe dently of the others, but the otal umber of differen targets

h t b ngag d dud gone tur of firing d p nds on

he number of Fire Co trol systems the ship is equipped

with; hi • mor tully ex pi in n rul 0 FIr

Co rol.

NOTE THAT OTHER SHIPS DO NOT BLOCK LINES OF FIRE - NO SHIP CAN 'HIDE' BEHIND ANOTHER,

WEAPON RANGES, FIRING AND DAMAGE:

The various types of Beam Batteries have different ranges ff ct :

'A' Class B tteries have a maximu ange of 36",

en firing an 'A' Sattery at a range of 0-12", THREE die are rolled flor hits; t 12·24", (011 TWO die< ,

and at 24-36", ONE die.

'B' Class Batteries ha e a range of 24" maximum. At ()'12" (011 TWO die, M-d t 12-24" only ONE di

'C' Class Batteries hall a maximum (an of only 12", Roll ONE die up to this range.

Fo every die rolled, damage is inflicted on a UNS(REE ED target ip follow:

Every 1,2 Of' 3 rolled ;;; NO EFFECT (either eli miss or insignificant surface damage),

Every 4 or 5 rolled e ONE DAMAGE POINT fo the tarqet.

Every 6 rolled e TWO DAMAGE POINTS inflicted,

----------------------~II._---------------------

2

CORE RULES

ot that bese damage levels can be reduced by tile use

of SCREENS on the tOlrget hip, fully ><plaln din t

os E SIV SCREE rules,

When DAMAGE POI S are inflicted, the-se point re

(k d off the t rget hip' Damage rack on its Ship Record Sheet diagram, starting a the top I ft of

o m boxes and crossing out one box per Damage Point

inflicted. When you ra ch h E 0 of on I n of boxes on th Damag Track, refer to the rules on Threshold Points

and Systems Da g.

When a ship h s h d ALL its Damage boxes crossed

out (ie: it is reduced to 0 Damage Points or I ) th n

it is d stroyed and is immediately removed from play.

BASIC FIRE EXAMPLE:

A ship fires at a e em)' v I t r 9 of 1SN. The fl inq

hlp can bring two Batteries to bear through the arc containing th t '9 t. on 'A' cI ss B tt ry and 0 e 'B' Battery (whe her he ship also carries any 'C' Batte ies is not elevant to thi x mpl , inc th y VOl ld be out of range).

he • A' Battery has a firepower of 2 dic at (n9 of 12- 24M nd th 'B' Battery has 1 die a tile same range; thus the firepower otal again t th t (9 t i 3 DICE.

Rolling t ~ 306, ay th firin: pi y cor S I, 5 and G:This

Inflicts a total of THREE points 0 damage on the t r t-

he 1 is mi ,th do 1 point of damage and the 6

does 2 points.

ote that his exa pie assumes th t h targ t hip 005 O'T h II any Screens to protect it. If, fo instance, it had

Level-Z Screens in operatic til n th d total for the

me dice rolls would be only nNO, not three - t e 6 rolled would do O1'Ily a E point of damage instead of the two (refer 0 rules on SCREE S for full explanation).

DEFENSIVE SCREENS:

Screens are Energy-field generators used to l)fford hip

p rti I P otectton from some leapon attacks. Tney are not 'Fo ce Fields', but systems of elect:rom qn ti hi tdln

t <an dl rupt t Particle Beams fired by ship's Beam

Batteries; whe a Beam not hi S(r n, th charge<!

p I I in the Beam are partialty dispersed and reduced in energy, nus aduci 9 th ir pot ntl I to damage he arget

hip.

The act al degree of pro ectio given d p dol

'I II I' of scr en that the target ship is carrying. Each level is represented by a single Screen 99 crater, 0 hip with Lev I·' sc ee II>' td be carrying a single Screen qenera-

tor, while a ship with Level-B sc (I vo ld h v thr e

s p r t screen systems.

Each Screen generator on a ship is considered a ep r t system ch king for y t m damage at hreshold Points, and may be nocked-ou individually ith r by

thr hold d m ge or eedte Beam weapons: h s if a ship

with Screen Level·3 has to mak Thr old d rna check

n 10 t vo of its Screen systems. it drops to Level-1 Screens.

If a ship that is pro ected by Scre is fi( d on by B m weapons (whether 'A', 'B' or 'C' batteries), the Damage

in ictoo by C Oi rolted s var d 3-"S fOUO'N :

For Level-' Screens, rolls of 5 inflict one point of damage, and rolls of 6 do 2 points. (In other words, ignore any roll of 4 til would h v dam 9 dan uoscreened ship).

With Level~2 Screens, rolls of 5 and 6 each inftict onty on point of d m e.

For v 1·3Scr os ( he maximum avalla te to any single ship), ignore all rolls except tho e that seer 6, which do jus one damage point.

Note th t SCf n ( n only prot ct a eln t fir from Beam Batteries and Fighter weaponry (which are short-ra ge

B rYI), nd gainst th ffects of Detonation Mines. Pulse Torpedoes and the ighty-focused e ergy of Ne die B ms are both able to p ne rat screen with no degradation of their damage effects.

In general, Escort classes of ship '11 NOT C (ry ( ~;

the generators are very bul y, expensive and require large amount of power - it is thee tic lIy po Ibl 0 fit 0

on, say, a Frigate hull, but here will be virtually no pay-

10 d pow r cepeclty I ft for a ry weaponry!

Mo t Cruiser-size hulls will mount evet-t Screens, and Capital classes often c (ry L \I 1·20 3 d p nding 0 th rr overall mass.

'\/hen constructing your own ships using the Design rules, you m )' dd Scr n or not, you wi ,provide<! yo are willing to use up the MASS they require and pay he Points (0 t.

'THRESHOLD POINTS' AND SPECIFIC SYSTEMS DAMAGE:

As a ship takes damage f om i 'coming fir ,th (C I chane hat some of the ship's specific systems (Drives, weapons etc.) will be dam 9 d Of d troy d.

o avoid having to roll or possible 'c . ical hi s' every time

d i inflict d Ie inst ad u ttl Idea of 'Threshold

Points' at vhich the players will cheek to ~ if C' ch yst m Or) th hip I till fl nctionlnq. A Threshold Point occurs each time the accumuL ed d m 9~ point r ch (Of P ) th end of one row of boxes on the ship's Oamage Track. At thi point, the pI y r mu (011 on di for ee h :yst m on his ship (except any already destroyed); the system rolled for is 'lost' (and eros d our on I h P I r m) in the following circumstances:

At the SECOND Threshold Poin (tile end of the second

liM of box), yst m ] 10 0 roll of 5 or 6.

At th THIRD point, a (011 of 4, Sand 6 destroys a system.

----------------------~II~----------------------

2

CORE RULES

You II see from the Damage racks on the ship dieq arns

that an ESCORT d hip will 0 Iy II to k 0 E

reshold Point damage check. as here are Ol1ty two lines

of damage boxes; CRUISERS v ttl ( I n of boxes, 0

may have to make TWO checks at different times in the

game, while CAP AL hips may d up to THRE d1e<:ks

at various times. as they have FOUR ro'Vls of damage boxes, With t 'kill number' red log by 0 e each ime, on its last Threshold Point a Capital S ip will be losing an}'

( m I in y tern 0 rolls of 4 and above!

Special Not : As ch y t i r ult of a Threshold Point Check it is crossed off the diagra i with t c exc ption of he hlp' DRrVE SYSTEfI S (t Normal Space Drive). When the Drives firs suffer a 'destroyed' 011 on a d m3 ch k, th Y ( ed ( d to HA F t e original

hrust Rating; if the are then hit a SECOND ime 0 a

u qu n d m e ch hey are disabled completely.

Eac level of SCREENS is constderod epar t Y tern, 0

hip lith level-3 screens has its system rolled for THREE time at ch d m 9 ch ( ~ it m 'I lose om ,all or no e of its Screen le v els,

Ship carrying FIGHTER GROUPS have their Fighter fadlities rolled for just as fo any othe syste : when Fig t t Bay

is knocked-out any Fighters still abo d t at b 'I are lost, a d th bay can no longer recover fighters that are in flight - in 0 er words, if a Fleet C rrier h s lau ch d it full Fighter complement and hen loses two of - six Figh er Bays in a Threshold Point d1 c then if II ix

Gro ps make it back two of the G(OUPS viii not be able to

101 dl (houg t individ I Fight r may ak p in

o her bays available due to losses in other Groups-

billy t 10 of b y Imply (due th C rl r'

capacity by six individual Fighters).

SHIPS LEAVING THE TABLE:

As there is no AXl UM P d for ny hip (th 'I c n

th orefcally keep accelerating each turn without limit). it is possible at sometimes e ship m y fi d j imoos ibl to tum e 0 gh to avoid flying off the playing area. If this

O«(\Jr~ roll 1 di : 0 (011 of 1,2 or 3, th ip m y NOT

return to play during the game; a roll of 4,5 or 6 i dicates th hlp m y re- te he table aft r the eq lvale t number of Turns have elapsed (eg: 5 Turns if a 5 is roiled). Ship v II al vay re-enter play from the same side of the playing area as ey I{!>ft. though th actu I point of entry is p to the player.

-----------------------11-----------------------

2

CORE RULES

FILLING OUT THE SHIP RECORD SHEET:

When you have chosen he ships you wish to USi? in a

9 ~, II the- d t il of tho hip mu t be enter d on a copy of the Ship Record Sheet. Each ship ta es up one of til ship di 9f m "box N in he UPPei part of the sheet-

the small boxes on the top row for Escorts, ttl co cJ (Ow

for Cru' e and the lar9 bot om row for Capi al Ships

(Merchants should use whateva siz.e of box b st ui $ f

0" fall MASS and Damage Points).

In th top I ft corner of t box, nt (whatever 1.0.

number, letter 0( symbol identifies the particular hip model or count (on the table. 0 v fill in he ships CLASS

and NAME C you have give it one) on h Ii un

neath th actual ship diagram. On the diagram. pu at! the symbols for tM v co ncJ yst m t t th h i fl ted v' h; the symbols to use for each type of system are OV n

o t bl 0 9~' and 30. Do not forg t to indi-

ca e on Beam Battery symbols he arcs of fire that he

B tt ry m y cove. In tn case of svst InS that may only ire

through ONE arc, ensure hat he symbol is po in i H

corr t v y 0 show vhkh arc is co -ered (eg: 'Ii h eedle Beams),

You will ote that all he ship diagrams alre dy h II th FT Drill ymbol print d on them: if you are designi~ a Non,FTL ship, be sure to cross h symbol out. di - grams are also provided with the basic numbe of Fire

Co rol symbols for e ') <fa if lion; if yo II h to

purchase more during the Ship Design sequence, simply add extra symbol, If your hip h FEW R Fir Con than shown (eq: if using a Capital Ship diagram to rep esent a

I r M rch nt) cro s out a y l n vanted FireCon

symbols,

Fin lIy, you n d to f ll-ln he Damage aele (the roVis of small boxes above he FTL Drive symbol) 0 how th actu Damage Point to al hat your ship can take. Divide the numb r of D m 9 Point th hlp h by th number of (OVl$ of boxes on the diagram, hen blac 0 all but is

"umb r of box on ch I ne. If t number does not

divide exactty, t e UPPER lines should have few-er boxes

I ft open, I h the surpl s being put on the lower lines. Example: a Dest oyer has 7 Dam 9 Points.; th Escort- i diagrams ach have 10 damage boxes, in two rows of five. Fill in the right-nand TWO boxe-s on h top (OW (leevt 3 vhite boxes) and he far right-hand box only on the lower tov (I < ving 4 "hit box ). Th ot l of v n vhlte boxes which are left represen the Damage Points the ship can t k ,and he first Thre hold Point fo Systems Damage (see pages 10111). will be reached fter 3 point of d m· age have been inflicted.

YOU MUST Al fAYS USE ALL THE RO VS OF THE DAMAG

TRACK, SO THAT THE SHIP HAS E CORRECT NUMBER OF

THR $HOLD POI TS.

0.0 Letter

/Firecon Damage Point Track

Thrust Ratio

FTL Dr' c System

-ShipName _- Ship Class t.::.:..:::::::"':~====..J

INTRODUCTORY SCENARIO

THE FIRST BATTLE OF GRENDEL, 2137

Thl I ... ry mpl, quldc scenario designed 0 allow players to familiarise thernselv wit' lh basic m ch ks of Mo iement and Combat in e game. The tIII'o forces invoived r v (1)' b I (00 :d the ltv at ion is. a simple "meeting engagemen n between two fleets. Victory goes

o t pi Y 0 uNiv Ion t. or who persuades his

enemy to f1ee the able,

, first cenarto can be played using just he Core rules (page 3 to page 12) nd 0 p 9 47 yo viII tmd foil set of copy-and-cut-out counters to represent all the ships used

in t battle - 0 you ceo et up and play almos immedi-

a ely, wi hout even eeding any ship mod~1 ,

Each player has the following forces at his disposal:

TWO LIGHT CRUISERS, each wi h a Thrust Rating of 6 and armed ith 3 'B' Batte i(? nd l v I·' s« , ( hey al 0 hav 2 PDAf Systems each, though these will play no part

i thi sc n io t ( Fighter u d on either

side). The Cruisers each have 11 Damage Points.

THREE FRIGATES, e en with Tn st of 6 and armed i h 1 'B' Battery a d 1 'C' Battery (plus 2 PDAF Systems, whie

9 in ar not sed); he Friga es each have 5 Damage Points,

The sample 0 he Ship Reco d Shee given on page 13 is

If acfy filled in for these hips - all yo need to do is

photocopy the sheet tw'ce (OM copy fo each p yer) d

fill in names for your ships if you so desire, The game is then ready for pia;',

The opposing fleets enter the table rom opposi e ends, with all ships mo 'ng t n init I v oclty of 8 ( : movlnq 8" per turn), The action rom the 0 is up to you!

o E: once you have played through this small battle,

ead t e (est of th rul nd th n try th sam batt I

again using some of the Advanced rules - experiment with givl 9 he Cru er a Torpedo system or Needle Beam, O( allowinq eac side to use a Figh er Group Of two ( um th Fighter are based on Orb' allnstallations that are off the table),

------------------~II-----------------!---

SHIP RECORD SHEE T

SRmPLE PREPRRED FOR INTRDDUCTOR!:J SCENRRID

n~ n~ .V~ ,uD JOe] n/.\
-®- -®- -@-
I%> ~ ~ I!J
:J_ 1.-_
:J ...... JJ:J_ :D
0 0 0
C§_j C§j C§J Q 0 Q
tfflmE NRmE flRtTJE ffRfTJf rmmE ttRmE
CLRSS FRIGATE CUISS FRIGATE CLRSS _fRIGATE CUISS Cl..flSS C'LRSS
"D0 l'o[I] /DO ,uD /DO
-®- -®-
-®--®- -®--®-
i i
[!J I%> I%> 00 ®
-ron. :J_ J.u.l :.).lJ.l ~
g~;:l" OJJ .... ...Y..u.l Q:!...DJ:I :l.-n'TY"
...u .... j...u.l 'T"CY"1"'Y
:J
0 0 6 0
r1J (6J Q Q
f1flfflE ffRmE NM1f ffRl'TJ£ Itfh'nf
Cl.RSS LIGI.:U ~B!JISfB C' flSS LIGHT CRUiSEB CLflSS CLRSS CLRSS

/DO tOO ID~
.
00 (!l(!) :!J(!)_!!J W..1l..J.j...u.l.UJJ
~ :JXJ~:J J J-no."'YYJ
o::t:D.l:JllJJ..JJ.l
:l DJJ..:t.LJ...Y...1JJ.l
0 0 0
Q Q Q
t1RfTIf ffIfT1E I1fImf
Cl..I1SS aR5S Ct.R5S

FLEET mOIJEmENT CHRRT FLEET: RDmIRRL:
SfM' ,'IJ START D,' {I 02 (J 03 U DC{ (J as u OS u jj U 08 U OS V Ie IJ If (I 12 IJ
(LA vel8
CL B vel8
FF X vel8
FF Y vel8
FF Z vel8


1


..


I I C 1992 GZG. Per on qr~ntC'd 10 pn010<0nv or pors()tl~1 ~.

3

SHIP CLASSES

BASIC SHIP CLASSES AND HULL SIZES:

BASIC SHIP DIAGRAMS:

Ship Class

Courier Boat Scoutship Cor' tt~

e

D troy r Light Cr I r Escort C ulser Heavy Cruiser Bartlecru iser Batt eship

sa .tledreadnouqh Superdreadnouq , Lig t can' r

FI l ca ri r

Bulk T nk

H avy Freighter Exploration Crul er

ccn t I

Type Escort Escort

E con

E con

E con

Cr I er

Cr er Cruiser Capital Capital capital capit I Gapit I Capit I rch nt (chant rchant

Total~ D rn e-

ass Points

2 1

4 2

6 3

10 14 22 26 32 40 48 60 80 70 98

100 60 48

• see ea l'S 29·3 I f:iC tl tiOl'l ()f I'I<lw Il~ ligu es e ((' d lll.

5 7 1 3 6

20 24 3Q 4Q 35 49 2S

S 2

The ship diagrams below sho v he weapon/sys:tem its of all the ba k cresses included in his s ctlon. Th de$ign include Fighter Groups and Anti-Fiqh er De ences (ADAF and PDAF) where app oprlate, but otherwise they use only the systems cove ed in the Core Rule ~ction. If you 'sh to "customise" the ships using some of the extra veapons

yst m 9iv~n in he Adv ncoo (ul ,pi ref r to th

table of sys ems on page 31, vhich gives the MASS and

Point cos of h y m and h abl on oa 30

illustra es he symbo 0 be used for hose veapons ot shown 1 the iN b 10 v,

KEY TO SYMBOLS USED ON BASIC SHIP DESIGNS

BEA BAITERIES:

Examples - see page 9 for f II xpl n ion

FIR CO ROL $V$TE (F r Coo) ~

POI T DEFENCE ANTI·FIGHTER (POAF) (%)

Ship r ref r d to in h rul by common tJ Itt s

(Friga es, Cruisers, Battleships e:tc.) as this will be simple for

mo pi y to reiete to, a d i a 0 th ermlnology eel

in much of the SF edia. If you wan to give the classes mer exotic nam . f I f( 0 do so!

ote hat if you a e u 'n9 commerci I r O<lel s ip . ju t because a man facturer happens to cJassify a particular mod I in hi ( 9 a 'Dcstrcy r. thi i in 0 v 'j prevents you calling' a Cruiser. or anything else that fits in with your fl t tructore:

COURIER 15 POI~ S 1

SCOUT SHIP 28 POINTS

CORvmE 43 POI 1S

AREA OEFE CE A T1·FIGHTER (ADAF)

SCR N GE ERATOR Level- shown: for extra I vets dd more symbols



FIGHTER GROUP

6 Fi ht ,i dudin H and launch facil- ies

r Bay

FASTER t AN LIGHT (FTL) DRIVE

ORIIML SPACE DRIVf

Ex m I - Numb r indicate'S Thrus Ra ing

PAGES 29-3 :

FRIGATE 65 POINTS

ltG T CRUISER 190 POI TS

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ESCORT CRUISER 195 POINTS

DESTROYER 92 POt TS

3

SHIP CLASSES

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IlATIL CRUtSER SATILfSHIP BA EDREAO IOUGHT
381 POIN 5 447 POI T5 431 OINTS ~ !I> ~ & &
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SUPE DREAD~OUGHT LIGHT CAR IER FLEET CARRI ER
580 POI TS 499 P{)lt TS 687 POI TS TYPICAL MERCHANT SHIPS

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HEAVY REIGHTER ~URVEY CRUISER
306 POI TS 333 P01NTS
II 4

ADVANCED RULES - FIGHTERS

FIGHTERS:

Fight r r mall combs Graft that are no themselves

FTL-capable; they <Ire ca ried between star by tar rips,

i h P (rail d fig ter Carriers or so of the larger

Capital Ship classes,

Figh ers opera e in GROUPS 0 1 0 6 era ,with each

Gro p )Ovrnq dno 'Irrnq mql unit rhe ca ryl

capacities of Fighter·equipped ship classes are:

BATTLEDREADNOUGHTS ('UG T' DREADNOUGHTS): 0 E Figh er Group (6 Fig ters).

SUPERDREADNOUGHTS: up to TWO Fighter G oups ( 2 figh er ),

LIGHT CARRIERS: up to FOUR Fighter Groups (24 fighters), FLEET or ATTACK CARRIERS: up 0 SIX Fighter Groups (36 Figh ers).

Figh er Groups ma~' be LAU CHED from a Carrier or othe hip in )1' Tu I but to do 0 th <a r[ r mu

make any cha qes 0 ei er Course or velocity in that u n.

Th Fig t r talln(h d a he HALf IIAY point of th

Carrie's movemen . the owning player sho Id note in his orde at he t rt of tha Turn h t t ~rti r ios 0 launch Fighters. Actual Carriers can launch up to TWO groups of

ighters per Turn, other ships onfy ONE.

R co' ry (,I ndi g' of Fighters bac on thei Carrier) is similar to launching: he Carrier must move at a cons ant (our an v 10 Ity for tbe Turn nd th~ Fig I er Group must be moved so hat it meets the Carrier at he E D of th movern nt. All Fighter·csf yin hip m y recover 0 E group only per urn.

Fighter Groups do OT require writ en movern order, nor do -ou n to p t k of th ir Course or velocity; in each Turn, a the poin speci ied in the Turn Sequence

les (pages 3·S), yo m 'I mov nyor II op ratio I

Fighter Groups up to 12" eac ,in any direction. Players should al ernate in moving heir ~ht r GrOtJPS ntrl all h v b n I ov c.

FIGHTER ATTACKS

ach Fight r is rm d tli h a sin I v« pon, imil to C)



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Area Defence Anti-Fighter Weapons:

S tl hip "AN i un r tack om Fighter Group "C" which would no mally be out ot range 0 he ADAF system

eavy Cruiser "B". owever, as t e Crui i wit in 6N of hip bing a <1\ I it MAY fi It ADAF th

Group

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4

ADVANCED RULES - FIGHTERS

orr r-r ng d 'C' Sa t '/ in effect. h RA GE of 19ht r weaponry is 6", a d a Group may ONLY fire at argets in the Fighters' FORE arc. All FigntelS in the Group must

~n9 9 t SA E 3r9 t f)ip.

ROll 106 PER FIGHTER IN T E GROUP: Hits a d damage are scored per die, using th sam result as Beam seu ry Fire. Screens p otect as nor al against Fighter weapon fire.

ANTI-FIGHTER DEFENCES:

Most ships are equipped wi h short-range Beam turrets for u ag81 st attacking Fighter Groups ( arsh p main veapon Batteries are not c p ble of eng gi 9 Hgh ers • it vould be Ii e trying 0 use an 8' Naval Gun as an An iAlrcr ft v pont).

There are two types 0 Anti-Fighter (Af) systems: POINT

DEFENCE and AH A DE NCE. A POI DEF NCE AF sy tern

is only capable 0 eng~ging Figh ers tl at are actually

artac ing the ship equipped with the system- it is purely a

If d te ce w pon. An AREA DEFENCE AF sy m, on t other ha d. may engage ANY Figh er Group that is within 86" an of til car()'lng h p, OR hat I ATTACK I G ny friendly ship wit in 6'" of he ADAF carrying ship.

When a Fighter Group is engaged by PDAF or ADAF

epons, 011106 for (1'1 (h veeoon y t firing, H~t

are scored on he Fighter Group as follows:

1,2,3 = 0 Hits. 4,5 = 1 Hit - Group loses 1 F·ghter. 6 - 2 Hit - 2 Fi ht rs 1()St.

The same resul s appl,' when Fighters are attac ed by other Fighters.

A i ht rs ar 10 t from t ro p, t pi Y mu t r cord

the losses by whatever me hod is :OSt suitable to the way he is represen ing the Figh er Gro p 0 the table: ither individual ig ter models ca be removed from the Group stand, or a small D6 or counter can be us d to indicate he

CU r t str th of t G oup.

EXAMPLE:

In Figur 6, ship A is u der attack by Fighte-t Group X.

Fi hter Group Y n Z e NOT <ltt c ing (lny hing this turn. Ship B is carrying Area-Defence AF systems, vhile ship A has POAF only.

S ip A can engage ig er Group X with its own PDAF.

Ship S can engage Group ,as i is within 6' range of its AOAF yst m; it may 0 nee 9rc)'up X. Ithough th Fighters are more than 6· away they are currently attacking a ship vhlch i within ship B's prot cnve ra e of 0". Fighte Group Z is safe from bei 9 f ad on. as it is outside ship B's range and is not presently attacking anything.

FIGHTER- TO-FIGHTER COMBAT:

If a Fi9ht r Grovp is within range (6") of an enemy Group which is also within its a c of fire (ie: its Fo e quadrant), then it may attack he enemy Flghte s exactly as i would

(111 my vv (Ship, rolling 1 di per t eking Fight r nd

co ti hit <:<:ordlngly. Th n ny Group may only

shoot back if its ire arc will bear on the attacking Group.

If, how v • the Groups a e moved so that heir bases are actually TOUCHI G, he two Groups may 'dogfight' . both Group ay fl( , r 9 ell of t f cing of their ire arcs, and all ire . hin the dog iqht is considered 51MUl TA E· OU$.

If one player aves his Gro pinto be e cont with n

n~my Group and t e opponent does NOT vish 0 engage in the dog ight. he may move hi's Group a vay provld d i

h not air dy ov d t t turn; if e doe-s this, however, the attacking Group gets a free round of attack rolls before con act is broken.

When Figh ers are engaged in a dogfght, none of them rn 'I fire th ir v apo t r"ty OTHER targets outside the dog ight; similarly other ships may not fire I TO the dogf ght. for fe r of itting th ir ov n id 's Fightersl

EXAMPLE:

Play rAmo s groop of 5 Figh ers in 0 contact with an enemy group of 4 Fighters which has atreadv ta en it

mov m nt for th t turn. A pI Y (8's group cannot evade, it is forced 0 engage in a dogfght. Player A rolls 5 dice,

~oring 2,2,6,4. 1 end her fore 9 tti THREE' ill' (on

with tM 4, two . h he 6). In retaliation, Player B rolls 4 dice· comba in dogfights is sim ttaneous. SO all four of hi Fight 9 t to fir ev n thou9h three have been hi . a d scores 3,1,5,5 for TWO kills (one vith each 5). Both play rs

now ( ov h lost H ht rs, I (lving A wi three craft

a d B with only one.

In t following turn, eit er player may elect to break off

the dogfight, OJ bo h may decide to contl ue; If S' lone sUNivl Fight r brc k and tries to run, t e three of A's group may i mediately ta e a parting shot at it, which the retr atlng Fight r canno r t Ii t o. Not th t tis ot (OU s as A's firing for tha turn vi h hat particular

Fighte G oup- th '/ may th 1'1 mov v may OT fir at

yt ing else t at turn.

z ,'I,

"

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\ }l'Y

X

FIG 6: Anti-Fiqhter Defences

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m ADVANCED RULES - WEAPONS

PULSE TORPEDOES:

A Pul e TOfP o leu (n fires a bo of plasma (on ained with a gravitic field. which is able 0 pu ch thro 9h

Scr n an <au ignificant damage to any arget.

Torpedo I u eh r m y ~nt a fir thro gh the

FORE arc of a ship ONLY. Each launcher may fire one

Torpe 0 arne-turn: engaging a target with Torpedoes

requires tile use of one Fire Cant 01 system, which m )'

OT I b cf to direct Beam aarteries hat turn, even

at the same arget.

Pulse Torpedoes ha,ve a maximum range of 24 .0 e Oi> is

oil To P do f ( d, a d hits are scored on he

following rolls:

A range of:
0·6" R qu r d core to hit: 3 to 6
6-12" Required score to hit: 4 to 6
12-18" R quired score to hit: 5 or 6
18-24" Requir d cor to hit: 6 only For each Torpedo tha successfully hits the ta r9 t hip, 011 a second 06: the result is the number of Damage Points in ticted on he t (g t (i ; from 1 to 6 point .

NEEDLE BEAMS:

E '9Y B m pro] 0

'Ii h a ightty-focused output and very accura e targeti 9

s 'St m ,Whil it i not I to do th tructural damage of

a main-qun Beam Battery, i is used sa 'SI'Iipi "weapon

o ic out nd! lid al syst ms on the arget vessel - to knock out Drive TUDes, w con mount, Fi (0 "trol en or Ar(ays and so on.

he maximum range of a eedle Beam is only 9", but within thi r r 9 1 fir n9 pI yer may nominat anyone specific system on the target, and attempt to 'ill it with

h dl hot. Once the target is nominated, (011 one

06: on a score of 6, the t rget y t r i M( ed-cot, if It had failed a Threshold Point roll. No other damage will be (n~ 0 h targ t hi ,and rolls of less than 6 ha e no effect at all.

A FIr Control t i b 109 u ed a direc a eedle atta

may not be used to fire other weapons t th tim,

v n if t )' are fi inq at he same target ship.

ore that, a'S with 'rhresho d Point dama (011, Ne c I

lit on ship' Drive does not automatlcauy destroy the Drives; he FI ST such hit reduces he ship to AL THRUST

capability, and th SECOND hit moe t. Drive out

altogether.

SUBMUNITION PACKS:

Submuni ion r on • hot p <II. of hort rang ,u guided 'scatter' missiles, which are often used to give smaller ships

(0 ff ctlve pu (2'1 a aln tar ves I. ach p <

represents a single cluster of missiles that are 'red as a slOg 1 alvo, all aim d tone a(9 t: wh nth p ( h been fired its symbol is crossed off he Ship Record Sheet and it may not be used again.

The maximum range of a Subrnunltlon pa I 18~: a

a ge of 0·6N, 306 re rolled v hen t e pack is ired;

at 6-12", 206 are rolled, and at 12-18", just one 06.

Damage Points are scored rom these dice rolls just as for 8 m 8 y fir, i ; 1,2,3:= No d m 9 ,4,5 = 1 Damage Point, 6 = 2 Damage Points.

e use of a Submuni ion Pack enables even the smallest ship 0 inflict a reasonable amount of damage in on shot,

t the m ASS cost a the ho er·range·C' B tery:

however once t e Pac is expended he ship is left un-

rm d. wh e the 'C' Batt ry i c P ble? of COn inued use, The most co mon employment of Submunitions is for one-

shot Fa I II Boats IJS n Court r cI hull, or

heavy-punch arrna ent on Scoutships in addi ion to a single 'C' Battery.

MINES:

The ' ~ines' used in the qa e are actually more like 'dormant rni siles', mall Oron equip d 'lith 0 OJ' ticn Beam warheads; "hen a hostile ship (ie: 0 e no answering the correct IFF co es) comes within a certain dl taoc

of h ~iM he w (he d ch 9 will deton te, directing a focused pulse of energy in 0 he target ship in he micro-

cond fo e he 1M it If IS (0 tim by th bl t. If

the resul iog Beam its tha target, it does similar damage to cia -ran e hit from a '8'cla B m B ue ,if th tarqet is Screened, this viII reduce he effectiveness of he

1ine in he same way as normal Beam Battery fire.

ion ran of Min i 3"; nyenemy' I tM t

en ers this radius from he 1ine rna er (at AAY point

dl in It ov m nt, 0 jl.J t tEO of It mo ) will be detected a d fired on by the Mine; roll 2D6 and apply damage as for normal Beam fire, reducing accordingly if

til t ( t Scr n in operati n, After Mi e h s

detonated, remove its marker rom the able; they are s ctl)' on • hot tea pons!

MINELAYING:

Ships equip ed vi h i elaying system mav d pos t 10

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5

ADVANCED RULES - WEAPONS

ma ers on the abl du ing t lr n 0\1 (r)" nt ph ; th

player must note i his order for that ship that it -II deploy Mines in hat urn, for exampl with n 'M' in t ord. bo .

E ch MI I Y r l' t m fit d may d ploy one Mine per

tur ,so a ship with two ine t bes may drop two markers during it mov m nt, ith both at the me spot or at different points. The Mines may be placed anYVlher along

he ship's cou se durin the mo v m nt: ooto that it is dvisable that ships dropping ines are moved IRS after Vlri ing orders, so there can b a qu tlon of pi yet

po itioning his Mi es in response to the enemy's moveme tin tha tum.

Each Minelayer system carries HR mines - as each on I~

deployed, cro out on 'spot' , t c inelayer symbol (see Symbols Tables on page 10).

A ine marker does NOT become 'active' until the gameturn after he 0 In which i ploy, One placeo. the m rker viII remain on the table (completely stationary)

until it detonates, or is cleared y a Ml plr) y$t m,

MINESWEEPING:

Just as certain ships may be equipped to lay Mine, 0 othe m 1 be provided with syst m to clear e safely.

a attempt to dl oo of Min m rk ,th

lIin~~ v epi 9 ship must ave its Sweeper system activated by noting this in i .s orders for at turn; it mu t th

within 3" of the ine during he co rse of its \I t,

and at that point ex 06 i (011 d: 0 a score of 1, t e

i c immediately attacks the Mines veeper. deto atin and causing damage as no m I. 0 roll of 2., he mine o not art c but is also not disabled; it remains in

position and can attack oth r hlp norm I, On rolls of 3

06, th Mi cs veeper system succeeds in disabling the Mine safely - the Mine mark r i ( rnov d from pi y.

n hip i ing a Mir s ve-eping system in active

mode, it may NOT use any offensive weapon y m in

that sam turn; it m y d f iv (A ti-Fiqhter) weap-

omy and any Screens as normal.

SPINAL-MOUNT NOVA CANNON:

IMPORTANT NOTE:

This is a VERY optional v eapon. and I p obably t c most

d dly ingl SYSi available; however i does have its

disadvan ages as vell- by all mean penm twit'

fitting 0 to yo r I rc st hips, but don' say ve didn't yarn you ... !

i a a iv w pon th t can only be n ed in he pinal co e of a Capi al ship, an fires only DIRECTLY FOR ARD - not just hrough th For ar but es a ally on the ccntrctt c of the ip only. In othe vords.

the veapon fires in whatever direction th p' bo I j

polntln .

Firing a Nova Cannon draws a massive amo nt of pow ( from the ship's Power Plant; on h T rn it is to be fired,

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D ADVANCED RULES - WEAPONS

NOVA CANNON EFFEa TEMPLATES

,9nG2G.

Pgrm ujon 9r.lt1tcd to pfloto opy

for pCr1QrWll U1Se.

NOVA CANNON FIRST TURN 6D6 DAMAGE

4D6 DAMAGE

2D6 DAMAGE

th player must note this in his movement ord r for th ship, and t 1 ship m y not pend ANY 0 her power at all for that Turn, ie: it may not apply ny hru (to cc I ate or m no UV(), ~y ot fire ANY other weapons, a d even its Screens may ot functio for th t T r ! If the Nova

C r1 on is then 0 fired that Turn, for any reason, t n its 'arming' is lost and it must b re- rmed he next Turn

t pi ye '/ishes 0 use it.

nth can on cttJall, fires, a massive Railg n system

projects a huge round hat consists of un ornroll d

pia g) (tor <1 a powerful gravitic system; the

projectile is hurled out to 6" in front of t hip I minimum rmin dl tance) and he plasma COle is detonated,

the qravitic field holding the pI m Ion nough for' to

form e elf-S\Jstaining reaction, like a minia ure 50 n

P c 2" eli r mplate at the arming point (6'" from

he ship's bow), and then move h tempi t 18" OU lard long lh lin of fght. Any and all ships or other objects that are contacted by th l 'pi t d rln it f1igh are imm i t Iy inflicted . h a 606 roll 0 damage (ie: 6-36

D & e Points.). At he end of its total 24 ,> ove, the

templa e i left in pi 0 th ble: on th NEXT um, at

the start of he firing portion, the 2'" template is replaced by 4" 0 ,whi< i th n moved 24" along its original course; anything h- by this ew templat i 5 bj t to 406 of d m (i: 4-24 Dam ge Points). inally, on he IRD Turn after Ii -n~. the 4'" t~mpl t is r pi ced by 6" on • ·thien is hen moved ano her 24" - damage from this template is 206 (2·12 points) to f'lythlng nit p tho At

th nd of its third Turn of movement, the Nova reac ion exhausts its fl1~1 nd urn ou • h t motare is r moved from play.

Not t 1 t with PlJI To P does, the ac ual damage

done by he ova Cannon is equal to til n mb roll d 0

(.h 06 (i : roll of 3 = 3 Points), (ather than the 0,1 or 2 damage system used for B inS f'l 0 h r v apon fir .

Screen Systems DO NOT reduce the Damage effe-cts of th Nov cannon n ny way_

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6

ADVANCED RULES - GENERAL

SENSORS AND TARGET IDENTIFICATION.

The use 0 his rule allows a basic fo m of 'Limited Intelli· 9 nee' to b bro ght into the game, to make the initial fl~t dispos! ions for a bet I much Or int r li

actic.ally challenging.

Wl n t"l op 0 in for(C' r\t th pi yin ,t

actual ship models are OT placed on the table; instead,

h hip i ( pr sent d by '8-09 y'mar r (either a simple counter or something like the 'black globe' m-ade from a ping·pong ball as described la er). hese 'Bcqeys' represent lonq- a ge sensor cont ct i die ting t presence of a ship, but not revealing its exact type - all

that can be d du d about th hip i it n ral da Ifl«l-

tion (Escort, Cruiser, Capital or Merchant) om its detectable D iv(? e i io •

Each Bogey marker should be identi jed vith a code letter or l mb r, wh ch th I,) vning player must secretly note as representing one of is ships; the Bogeys sho Id al 0 be

arx din som way to show classi cation of ship hey are representing - the easiest w y to do thi i lith m II· adhesive coloured s iciers on t e 'globe' bases, using different colour for Es.<ort, ui r tc, Th ount provided on page 47 are already marked accordingly.

Duri th 0 lng rnov of he 9 me, ptavers write orders a d move their Bogey ma kers just as i'f hey were

th al hlp (th y must of course remain Ii hin

oeuvring ability of the ip that ch Bog .,

ts).

Bogeys may be 'r ve I '(posi iv Iy id tifi d d

placed by he actual ship model) in one of two ways: eithe

by PASSIVE 0 ACTIV nS<)1 scans.

PASSIVE S~nsors are carried by all vessels, civil and milit ry.

Ihen any ship comes within 36" of an opposing Bogey, its P i\Ie sensor A 'I c n iet tHy h~ (OI't ( firmly: r pi (C'

he Bogey with the actual ship. (If both ships are repre-

sented by Bog y rk r t en ttl yare bot) rC'V alec

simultaneously).

All MI ITARY v ss 150 carry ACTIVE Sensor Arrays; these

are 10 qer-ra ged detectio systems than the Passive

S nsors, b ha Ie e side-effect thatvhen they are

operateo. t e emfssion from t 1 Nill r I t lC identity

o he ship making the sensor scan, as well as the ship bing can d.

The maximum range fo ACTNE sensor scans is 54". If a pi y r v I h to use A iv $ osors on one of his hips, he must note his in the Move Orders for that tu ; if his ow

hlp I stili represented by a Bogey at tha time, e must 'reveal' it and a nounce t at he fS makl '9 an Ac i scan, E cort class ships may scan 0 E opposing Bogey per turn, Cruisers TWO nd C pit I hips up to THR E. Th play chooses which of the enemy Bogeys he viII scan (of those wi in 54" n ) .d i oopon nt mu t th n v I them.

NO t a $ osors, both Passive a d Active (Warships only), do NOT eed 0 be 'paid fo 'duri g the S ip ~i9n process - they are acq ired 'free' as part of the H II and basic syste

m ADVANCED RULES - GENERAL

'DUMMY' BOGEYS AND '\tVEASEL BOATS':

These are '10 options for adding extr onfu io) nd

unc rt inty to play! I h he agreement of bo h players, each sjde n y d ploy numb r of 'dummy' Bog y m rk alongsi e the 'real' ones, rep esen ing Drones equipped to o t ut th ~i9n tur of an ctu I h P and h t y co fu the enemy as to the actual strength and disposition of the fl ~t, Each 'dumll'ly' 8~9 y ost 20 point from the 0 mer's leet Budget, and emits the Drive sjgnature of an

seORT (I h p; it can be mov d on th table with the

same manoeuvring ability as a Scoutship. The Dummy is imply r mov d from playa soon as i is scanned, either with Active or Passive Sensors.

e ma imum umber of Dummies that may be employed i any b ttl i q 1 to th nu b t of' al' hlp in the players's force.

'WEAS BOATS' r n I rn tlve to the Drone decoys:

they are small manned ships (usually Couriers Of Scou

but I r r I es m y b d if d ir d) that are

equipped with systems desig ed to emit th ign of a

much lar r vessel,

Th 'W I' coy p MS$ on he shjp,

and cost varies according to the signature level required;

'Bogeys' in play:

F igate in ce tre has committed its active sensors and th s r ve I it If, Ih I t oth f two hips remain unconfirmed contacts.

for a system to emit the signature 0 a CRUISER class the cost is 20 points, for CAPITAL SHIP ign lUI it i 40 points.

Whll th' I 80 t I f r nt d by a so y ma er,

that Bogey is labelled as if it were the classification that th D oy y rem I emitting. On It i canned, the true nature of the s ip is revealed (the system c no Iy can-

t th Initial long-range information, not e dose-in Sensors).

can 0 course manoeuvre as a 0 mal

Co r ,Seoul or wh t \l cia it r ally Is. but remember

o restrict its moves to t ose possible for what it is acting

- if '0 If opponent iddenly orice a supposed 'Capi al Ship' ma ing a four-point urn, he may become just a little u plciou _ .. !

COLLISIONS AND RAMMING:

Delib r t Jtt J)t to r m not (hi AR pas I I n some circums ances, but such suicide attacks should be

r r Iy tt mpt d - « w would not b vefy e on

o - cers who ordered such tactics as a matte of ro tiot"?!!

TO (eft ct thi , a player who /ishes 0 attempt a rammi 9 attack must roll a 06, AFTER, ving noted in hi MOY •

m nt Orders the the ram is intended for hat urn; onty -

e rolls a SIX may the ramming ttcrnpt proc • (Sp <i I

option: players may agree tha certain scenarios andlor

certain rem 'I k rarnmtnn Hack mor Ii ely, nd

hence reduce this required die roll fo them).

I order 0 ttempt he ramming, he player must have

pta ned his move so that hi hip d th rnov m t

vithin 2" of the intended tarqe ship (01 models touchi g. in the case of I;,rge S ip mod I ). If h «ceo i t i difficult task of anticipatio9 the enemy's moves, AND

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6

ADVANCED RULES - GENERAL

succeeds in his 06 roll as e plai ed above, then the actual ram may be attemp ed.

Soth I 'I r ( t ano te« t) roll 06 e h, n ADD

he score to their respective ships' THRUST RATI GS: if the t k nd up 'lith the hi tot I, th am 1 SL ccessful- if t e target's total is hig e he has evaded he

rammln tt m t.

EXAMP E:

A Corvette 'lith 2 of its original Damage Points lef

tu Ily succeed i r mmi 1'1 und m 9 H vy Cr i r

(with all its 16 Damage Points left); the Corvette player rolls "00 his 06, \ k inflict 2 4 = 8 point of d. m . e on the Cruiser. The Cruiser owner rolls a 3, thus doing 3 x 16", 4a Oint to til CO,.v tt ! I The R It i on v porised Corvette, a d a badly-damaqed Cruise .

tt will b clear fro this example that ramming can be velY deCldly when it succ sds: SOl II ships arc atmost crt in to be destroyed, and even the largest can be crippled -

play r Iho in i 0 u inc Hit ti in unr Ii lc lrcumstances should be penalised in the most effective ',ay possib! .. , Don't I t thorn I y

MERCHANT SHI PS:

DAMAGE TO CARGO AND HOLDS:

ost warships are little more than weapo s platforms with Orlv attach d. bu ~ erchant shipping has to f Ifilother fum. ions: l.<HryiIl9 carqo, pa Ii! ly~rs or' • 11 (i~ntifi< personnel and urveyequipmen (in the case of the S rvey Cruisers).

When f\ erchant craft come under ire, damage will almost cert inl)' be cud to th p yl03d of ttl hip; to simulate his in a simp e manner, we assume hat ellery

poi t of d ma Inflicted on the rchant ceu es not only

hull damage, but also cargo/payload damage in equal proportion. If a erchan lost, say, half its total Damage Poi ts during the game, the h If t e tot I cafgo viII lso have been damaged/destroyed: the percentage of Damage

Poi ts lost q al p rc ntag of th ca go 10 t.

This can be particularly relevan in scenarios that evolve rou d Co '0)' - the i not m <h 0 bid In tt your Freighters off he table with 0 Iy a few damage

point I ft apiece, because by tM ti e yo will have lost most of t e precious cargo you are trying to protect!

Ca"W It 1 0 pa 1'1 (In he of Lin rs) nd to

specialist personnel and lab facilities on Survey ships can

b on d in the same way, a {an casua ies and lost

equipment vhen troop-carryinq A sault 5 ips are t-

acked.

FASTER-THAN-LiGHT (FTL) DRIVES:

The forces generated by FTL Drive units are very powerful,

nd r ld, P ti 101 tornon t . t c hlghl). 0 119 (.

ous in dose proximity 0 any 0 her mass, including 0 her hips,

ost t( r\1.i{io to n fro FTl out in open space, far from other shipping or planetary

bodi ,A fl t (l,t (ir)C a yst m in FTL willg lIy

perform Normal Space re-entry on the fringes of he

y t m, vi hip of th fl wid Iy di for

safety, and then assemble into formation befo e en ering the Inn r y tern 0 norm I 0 lves,

The fOllowing rules cover sue attempts to en er or exit FTL drive on he playing area, and he conseq ences of f ilure:

LEAVING THE TABLE UNDER FTL DRIVE:

If a hip tt mpts to nga its FT drl~· unit /hile 0

the table, the owning player must ote his in his Movem nt Order for that T rn; th hip may not pply ny Thrust in that move, nor may it use any offensive weaponry (thouqh defensive system and Screens may contin e to be used). W en the ship is actualty mo ed, the pl.ayer mus announce to his opponent at the F L drives are

b in 'II rm d-up' t, n (gy mlsston from he hip viII be immediately ob . ous to enemy Sensa s.

On he FOLLO N T rn, th hip rnov HALF t curr t velocity 0 i s present course, then 'disappears' from the

layln r • havl gone into FTL . ( ote th t any

ships perforrninq this manoeuvre should acttJally be

mov dAFT R all other ships 0 the able have been moved for th t turn).

----------------------Ea----------------------

6

ADVANCED RULES - GENERAL

tf ANY other ship, Asteroid. Figh er etc. is within 6" of he

ctu J Ot t of m ntry (th oint th t th hip dl p-

pears from the table). then problems occur:

The ship attempting to enter TL drive has a 06 rolled for it:

On a roll of 1. the FTL drive fails to engage - the Ship

( m in in orm I soec at it pres n course and velocity (and completes the curren movement),

On a roll of 2 to 4. the ship completes its FTL transi ion

safely. bu ALL hips ndJor obj in th 6N r dius

immediately suffer 106 of damage (ie: 1 ~6 points), unmodi i d by $( n .

On a roll 0 5 or 6. the ship attempting h~ FTL jump i compl t ly destroyed. and all other ships within 6u

immediately suffer d 9 u I to th total (orlg n I)

Oamag~ Points of the exploding ship.

(Example: if a 10 O.P. S ip f il its FT n I)' and

ploded. the energy release would cause 10 points of

d r to VERY ip within 6N of the xplo ion olnt).

Once a ship has left th ()bl lind r m d iv _, it m ). NOT return to play at any time during that battle.

ENTERING BATTLE UNDER FTL DRIVE:

Any ships tha are 0 enter he game by dropping out of FTL ctually 0 t pI ylng rea mu t be oted as such at the START of he game, giving e number of h~ G m Turn in kh they will enter, pi sa speci led point of entry 0 tile table; the latter is usu lIy most a ily d fi d

sa Impl pair of co-ordinates measured from 011e corne of the able. The pl~yer must 0 not. t am tim, th starting COURSE of the ship after its emergence from FTL space.

B1

FIG 7: Dropping out of FTL Drive

When the specified Game Tur arri -es, the player must announce at the start of the ur (A ER witing of moveent orders) that e is making m dropout, and place a counter or other mar er at the intended entry point for the

hip. H h 011 1·12 r ndom numb t it r u i 9

012, or the D6 ethod described on page 3) to give a

dir ion on th COUf G ug. nd roll a 06 fo di t co.

the marker is then moved in the direction rolled, to a

di t ne (in inc es) qual to h 06 roll. The r ul In fi location of the marker is the point at which t e actual ship I plec don th tabt .

EXAMP E:

If two ships attempt FTL dropout at point Aland 81 (Figure 7), ch roll for dir ctlon and df l n of ro in th ir tr ' points: if ship A rolls 6 fOT direction and 4 for distance ..

c u Uy'app . t oint Al. It ip B 011 10 for air ctlon

and 5 or distance, it will appear at point B2.

OPTION: TO add xt a confusion and danger, If the DIS· TANCE D6 roll gives a 6. th 011 (0 d 06 a d ULTI· PLY the result by the 0 • ginal (011 of 6. This gives a potenti< ">, rnz ~iv. er or (lJp to 36") nd t pr~ ~nt th d n9 (. ous inaccuracy of FTL exit - if this means a ship appears OFF·TABLE t nth t hlp I dee: d u bl to nt r t table d ring tha battle.

As with hip$leavlng th ra I via FTL, thos enterln

battle also risk damage if they appear too close to another o • ct. Again. the danger radl sis 6" around the ACTUAL point of appearonco: if y hip or other body i within his distance when the ship enters Normal Space, roll a D6 for

(, ip or obj t (includin h t rin hip it If);

On a roll of 1 to 5, the Ship/object being rolled for takes damag qual 0 the dice score (e-g: a 011 of 3 = 3 points damage).

On a roll of 6, roll a second D6 and multiply he resul by h origin 16, ivil~g frOf 6 to 36 points of c: am 9

---------------------ED~-------------------

ADVANCED RULES - GENERAL

ASTEROIDS:

The ship models used in FULL TriRUST ( din "d fly oth r t ctical space game) are actually vas Iy over-size compared to th~ p C comb t di t , rep esented in the game; in ue scale, e actual ships would be so tiny you oba Iy co Id n th m!

This is the reasoning behi d the ruling th t hips fir ot block lir) ·of- igMt or lin -ot- Ire, in other vords you

cannot' ide' one s ip behin ~ noth r, r rdl S of th if

cI es.

o v(tV(!!, th rc ar oro bod (such as Asteroids or small Planetoids) that do have a sig itica t size in r te ion to th pi yi ( n th retore ARE able to blOCK lines of Ire, mo -ernent a d Sensor detection,

If A t oid are to fea ure in a particular game, we must first define exactly HO r t y in rruot ighh 9 an firing. If you are uSing round or spherical objects to epresent t e Asteroid th n it i impl: yin between 0 ships that crosses any part of he Aste oid is 'blocked'.

If, ~ v v .vov ar using irregularly-shaped as eroid models. such as the 'foam chunk ' Id t wn in the photo below, then it is necessary to mount t em on bases (pe aps 1" or 2" aero ,d~p ndlng t e Asteroid size). A lin bet veen ships is then blocked if it crosses rry p rr

of eAst roid' BASE, vhich a y dlspu es hat could

be caused by the iHegul r p d A terolo mo I it It_

If the line-ot-sight between opposinq ships (betw M BASE C NTRES of mod I , ember) is blocked by an Asteroid, those ships may OT fire at each other with a 1)1 B ! or Torp do weapons; Fightets and similar may of course still

Iy ou d the Asteroid to att c norm I.

Sen or Scans are also blocked by asteroids. A the start of the 9 me, some i m y b 'hldd n: ehind bodies in an asteroid field; he)' are represe ted by 'Bogey' marker in

h u u I lay fo unconfirmed contacts, but do NO have

o be revealed until an ene y ship co within SoC r

r"9 AND can get a clear line-of-sigh on to the Bogey

( ote this blockinq applle q lIy to A tlv c n en pt a to Passive).

Asl old can lso bas rlous hazard to navigation, especially if the ield is moving elative to he play r

d hip re t mptln to travel 00 fast. If any part of

the ship's movement causes it to intersect wit nAt role

t r IS th po ibility of t e ship crashing into the asteroid; to find if the ship 1)9~ to void Iat I colli Ion,

btract the ship's total available THRUST RATING from its

CURRE NT VE LOCI Y; l, r lJ r h t r 'S\Jlt must be

QUAltED OR EXCEEDED by the roll of one D6 in order for

th lip to old hi tin the t roid.

EXAMPLE:

If Cru] r with e HRUS RATlNG of 4 is tra relli gat

Velocity 9 and its Co rse iter cts with nAt old dy:

-------------------EDr------------------

6

ADVANCED RULES - GENERAL

S bt ect h THRUST (4) from the velocity (9), to give 5. Thus a 5 or 6 mus be rolled for th C uis to QvadCl' th Asteroid ~ en a roll of 4 0 less, exit one Cruiserl!

Note that if the needed number for avoids ce is 1 or less,

t " t hlp item tlGally I to evade a collision; if

the number is greater han 6, then a crash is inevi ablel

E A Y SHIP, REGARDLESS OF ITS CLASS, HITS AN AS. ROID H SHIP IS COMPLETELY DESTRO ED. (Ramming a Billion ton of iron t v ral hou nd kllom tr per second is not recommended, even in a

Sup rdr adno 0,

T impll euo of thl vte is Impl - don't try 0 rnanoeu-

we big ships near Aste oid ields, you'll regret it , ..

MOVEMENT OF ASTEROIDS:

If a fl Id of Ast roids cr orhe Planetoids is present on he

table, it may either be statio ary ue. II b r m In in

fix d post ions on the table throughcut he game) or else

e field y b movin i r I tic to' th pi ylrl rea

(which is much more fun ... !)

If you \ 'sh 0 use a moving Asteroid field. all bodies i t e

fi Id will r OV t th sam p ec. and in the same di ec-

tion. each turn 0 the game.

Roll at t e start of t e gam to d t mir th dlr tlon

nd peed of t e reid's drift: the directio (Course) s ould

be roll d on a D12, wit D6 II d to iv th P of

drift in inches (eg: a roll of mea s all Asteroids will drift 4h c ch tun).

Th mov nt of the Asteroids is carried 0 ea-ch T rn,

AFTER all playe shave w itt t ir Mo merit Ord t bu

8 FORE any ship models are actually moved.

Please note that if an Asteroid moves into or hrough a

hip, thi ount [u t th m~ s if t , hip w loved

to intersec with the Asteroid, and is resolved in the same w y.

ore that Fighter Gro ps, if used, can AL AYS avoid collisions wit Asteroio bodies, t y tso lise them to 'hide' behind just as ships can.

OPTION:

T1 m I rul lim t A rOtd ( Mot

stroyed by weapons ire (0 even by ships impacting wi h

th m). How v .vou MAY lv (~roic I r

Damage Point value (perhaps SO for a very all ( u k,

100 for a lar9 r one, etc.) a d then allow play t: 0 fir on them, Whcm n A teroid is reduced to zero damage, it disintegra es into, say, lD12 smaller chunks, which all

mov t f dom COLI ,d P dot from t 1<: poin of

destructio . Try 00 avoid THAT lot...

NON-FTL SHIPS:

Although most ships in the game are considered capable

of FTt tr v I b tw 1'1 r y ms, he ar many 0 i I

classes 0 on-Fft, capable vessels which operate entirely within a single star system: ty leal examples are in-system Frci9h ers. 5yst m D f'r)( S ips and onitcrs (I rge, low-

hrust veapon platforms designed for Close Orbital D ( nc ).

No ·FT « ft r desIgn d In starships, except tha (obviousty) t ey do not have to pay Poi t Co t to th FTL drlv . In d Ition, they m b

equipped (i e case of Military ships) with up to 75% of

thei MASS in veapons and ystems, instead of e 50% allowed fo FTL war hip ,

nt oo-rr sIli I Y ti II 0 Iy err)' up to 10% if SS as weaponry/systems, as for fT -capable

n ; th i only ",i 9 I t cost of tn FT y t m.

A an xampl ot Military on- ship sign, y ware

building a System Defence Ship based 0 a Dest oyer-size hull (MASS = 14). , he ship vBI have the arne Dama e

Poi ts as a normal Oestroye class starship, ie: 7, but instead of onty being able to mount 7 MASS of weaponry our SDS m y c rry up 0 L VEN MASS (75% of 14, rounded up). We can therefore out r it with one 'A'

B u ry an thl 'S' BaH i S t) d of t two '8'

00 e 'e'tha t e FTL-capable Destroyer carries, while s ill reta i I 9 t two PDAF y t m . Atternati" Iy, lev 1·1 Screen could be mounted in place of the 'A' Battery, giving a ben r-protecreo ship tha still card reso (table fl - power. To cost t e ship (based on the initial it of 1 x 'A', 3 x '6' and 2 x PDAF) gives us a Points Cost of 28 for th hull, 21 for the D ivcs ( ssurnl 9 the arne Thrust ting of 6), and 46 for the • eaponry, for a total of 95 Points: a little

more t n th m D troy r. but for hip t t i UCH

more eHective in battle.

For obvious reasons. the use of on-FTL ships m st be

car fully controlled in 0 -off gam ,otherwis evervon

v ill use thernl They should be restricted to t ePa e ary Defence forces of relatively larg Of important Colonies or Core orlds, vee they can be supported and maintained

______________________________________ ~~~----------------------------~,~t-------

6

ADVANCED RULES - GENERAL

by loea I facilities - small settlements and outposts Nill have

o r~ly 0 st r ,ips h t c tl, r " to Naval bases in other

systems when they require maintenance.

FTL TUGS AND TENDERS:

Th re r w n hlp

drive u der heir ow power, b t still mus be moved

betw en t (S)' em: obvlo x mpl are Sy l m

Defence Ships being ransfe ed between duty s ations, and tar hlp that h ve uffe d Olive d mage and 10 of FTL capabili y, vhich (a onty be repaired at a major Naval facility.

For jobs such as these, most forces use FTL Tugs 0, Te ders, • h ch are hips with massively ()\I • -po zered FrL drlv s, capabl of extendi g their drive field arou d anot r ship

and 'carrying" thro gh FTL Space.

A Tug or Tende can be 0 any desired MASS within normal I IYllt, nd I 9e-r1 ally con ide ed 0 b a IIERCHA T cI ss ship. (Note on terminology: a TUG is normally a ship

de igned 0 recover other lar e vessels. while a E DER is more com onty ransport for everal aller ships such as light System Defence Ships).

A Tug or Tender can transport up to its own ~ASS i other ship: Ie: a t1ASS 0 ug could recover a artleship (MASS 48), vhile Te d r of ASS 60 could carry up to thrc MASS 20 System Defence Ships.

When buildi g a Tug or Tender, its Hull, ormal Space Dives nd 0 her y tem ar costed a for a Me chant hlp (it also receives the Merchant's sta dard 25% MASS as Damage Points, and he maxim m 10% MASS in weep-

o ry), but the FTL drive (0 t THREE TIMES the tot I MASS of the ship (ie: three times the usual FT cost). Thus he

MASS 50 Tug r ntio d vo Id h ve to p nd 150

Points on its FTL systems.

Th m in ose for Tu ar d T d t: will b in Gampt,li games. fo moving System Defence Ships around the map and fo recov ring crippted st r hips fo r p ir; it i nlikety that a Tug or Tender vould ever be risked in combat,

b t of co ~ th r i Iw ys th po i 'Iityof narlo

conceming e attempted recovery of a damaged ship in a

r yst m, urp I tt k on recov y

mission!

STARBASES AND OTHER INSTALLATIONS:

Some gam Qnd s enarlos may call for the use of Starbases, Orbi al Defence Installa ions and similar no • pow ( d p c construct. As the possible slz s and designs of s ch installa ions are so varied, he rules in t follow ar simply guidelines to allow you to design and use such

quipme t if you r alty w nt to build om H in Ii th

Death Star you'll have to VIC k out the slats yourself!

Gcn r Ity, B~ d In t II uo can b t t d Ilk

Asteroids for purposes of movement - ie: tlley can be

it (flx.ed ( t non ry relatlv to he play area) or (an be moving on a pre-de ermined course and speed e c turn

{ t roi roles. p 9 25·26).

The MASS of such installations can be virtually anything - I r9~ St rb will h v MASS ti 9 of v r I hundr d

'II h 0 ma e Poin to m ch. Most I t II tion c n b conside ed as unpowered ships and outfitted with veapo sJsystems accordingly, using the warship JI {lno formulae for II i I ita ry st tions and the Merchant rules for civiliarvscien ific bases and habi ats. AJI sys ems fitted m st b p id for i l no mal w y, inctudln the 0\1 rtlll 'hull' cost. but of course you do no have to pay for any Lor

Norm I S ce Driv ,Th I ck of Drive doc OT mean

at there is more .!lASS available for weaponry: a De· teoce.ste on of ( .) MASS 200 '1111 III O)ly mou l up to 100 ASS of weapo sJsystems, the other 50% being taken

up with living ac ornmodation , do kin9 ,lIf u po

d till the rest. Installations may mount Screen systems just like ships, and may carry any weapon system in the rul I i dudi {} FightN Groups.

For a Rec.ord Shee diagram of an Installation you m y either draw out you own diagram, 0 use two 0 more Capi al Ship boxes on a standar Ship Record Sh t. Of course. he Installation requires no overnen Orders!

Ships may, if d Ir d, dock '11th In tall tlo - tholt h thi

is unlikely to be do.ne during combat. To accomplish a docking, he ship'S Movement Orders mi t be planned SO

t t it end up ithi 2" of tt c lnstalla ion at the end of the Turn; if the Installa ion is stationary, the ship must 1'1 0 com to d ad top vithir 2" i order to dock, In the C~ of a mo inq Ins allation, the ship must exactly match 0 h Cour n(j v lodly 'th h Station t th of the turn. On t e following Turn, the ship may be taken as

doc ed w th th I tall tlon: on full Turn i lso r quir d to 'cast off' and u od aga in. after v.tlich the ship may

manoeuvr away from th In tauatlo no m I.

While a ship is docked to an Installation, the ship may be

fired on norm I UNLESS it I ct ally dock I T R·

NALLY (some very large Stations will have bays large enough to take smaller vessels); an externau «dock d h is, however, protected by any Screen systems hat the

Installation has ile it i doc d. A hlp doc ed.to n

lnstattatlon, internally or externalty, CAN OT fire any 0 its own veaponry OR operate its own Screens.

----------------------11----------------------

6

ADVANCED RULES - GENERAL

TYPICAL INSTALLATION TYPES:

1) MILITARY SYSTEM DEFENCE INSTALLATION:

MASS 200, 0 ma.ge Points 00, !lASS avai lable for weapons/systems:: 100, Normally quipp d 'lith vel-3 SC( n and a leas 4 Fighter Gro ps, plus a powerful mix of Beam and Torpedo ve eo ry,

2) ORBITAL RESEARCH STATION: ASS 160, Damage Points 40 (25% MASS, P ( (h~n), MASS v ilabl for weapons/sys erns e 16. Usually carries Level- Screen plus so e defe iv If;' pon y,

3) STARBASE: (Typical small Orbital facility for Minor

Colo ies): SS 400, D m 9 Poir' 100, MASS v 11 bl

tor weapons/systems:: 40. Well-equipped with Screens and defensive ordn nc : of n bl to dock Of 3 hi!» of up to MASS 20 in internal bays. May carry 0 e or two Fighter Groups (O( 10( I d f c.

3D, OR NOT 3D ... ?

Some starship combat games have, in the pas, made

ttornpt to imula 3-0im 1'1 lonal mov t and

combat, wit varying degrees of success. Indeed, (J umber of u of th Fi t Edition of fULL HRUST have sen in interesting ideas tlrid' hods of pplyln 3D H et to

h 9 me. ile many of ese ideas do actually vork, it is he Author's per o I vi w th t H dd d complie ti' of attempting 0 actions is not really worthwhile; the end resutt an 00 oft 1'1 b vi ually ont lng, hard to follow and so slow as to remove 0 e 0 the major ele ents of t e g me - H vin9 Fu

In an a rial combat game, he third dimension (height) is

vital. bacaus mos.ph fie cr ft b have ditf ( ntly in th

vertical plane than they do in the horizo tal. Once you mo into pee ,ho vet, all th dimensions are essentially the same - thus very little is lost 'compress! g' th~

9 m to only t vo dlmen ions, and a great deal is gained in the vay of simplicity and playability. By II mean contin

to xp d t wit 3D play, and keep sending your ideas

in, but ve a e not including ny 3D rule in thi di io .

'Q'SHIPS:

The Q Ship is a specially outfitted 'dummy' erc ant, vhich is actu lIy fitt d vith off n i., , ponry in t ad of cargo. Q Ships are sometimes used as decoys, to lure either Pir· t '~O( 11 my Rider nto a cklng that looks Ii e a fat, juicy (and undefe ded) Freighter; once the Raider i

mitt d to rue. 0 Ship reveals its true nature and

proceeds to beat the ** It out of he would-b t ( r,

To design a Q Ship. folio v h m P(O edur as for a

normal Merchan of the same MASS, except that Drives

may be boug~ t fo th rn co t a Military vessels (v hich

means tha although very large Q Ships are still 0 r

m no vVtabl • ho e of Cruiser- ype MASS or smaller may afford much more efficient Driv ),

A cii io lIy, he h p ay be Itted with up to ALF its ASS in weapons/systems, exactly s for tJ v a~hip, and

ny of th various Military v eapons and defensive systems are available or use. 1e Q S ip still r t in h hull of ~

O( In ry (chant. and thllS only has 25% of its MSS in

Damage Points ratln r t th W% of tru w ( hip.

To all sensors, t e Q Ship appears a normal ecchan vessel; i (v n tvr i ( ... al d ONLY wh n it wi to use om of its weaponry, or if it beqlns to exhibit rna oeuvre abilities that should be 0 tside the ange of such a ship!

Q Ships ay carry Active Sensors as used on if" ary ships, bu of ours he use of them II ill reveal that it i not all that it aams,

THE 'MOVING TABLE' AND DISENGAGING FROM BATTLE:

In the Core rules section there is mention of ships leaving th 9 of th tabl (I. ylng (l h I \ling t battle. HOWE!ve • as space does not actually have edges, i really hould be possible fo th entire battle 0 'move' off t e edge of t ~ playin9 area a d still continue -this may happen if bo h sides are moving in the same general directlon, 9; in pur ui -typ ceo rjo, If you find th tall ships in the action are starting to get very close to one end

o side of th ta , , it r implc 11"1 tor to move EVERY

ship and object in playa certain agreed dista ce back

tow rd t opao it tid e: H cti I), yo n thi k

of it as 'extendi g' the playing a ea under the ships (all

hrn re r latJ" ,a sorneo one aiel) - th r utt I th

same as t e old boardgame trick 0 picki g up a vacated section of a m lti-part ma a d transferring it 0 er to th o er side of the map.

If you u this idea in a game, it • ill becom possible to continue pursuit of a fleeing enemy; unde the basic rules a r re tin force simply had to I ave he abl in ord r to break off combat, but with the 'moving table' the pursuit may go 0 until one side either catches or outruns the 0 her.

Particularly v en playing Campaign ga es, which for obvious reasons are very seldom fought 'to t e dee h', it i

advantageous to be able to disengage from D I if hings

are going badly for you - saving your remaining ships for th n x 9 c m nt can b m ch mer i cort nt t n going out in a heroic blaze of glory.

one player decides he 'shes to disengage, it is possible to actually pI y out the f II pursuit stage as described abo' .

If. howe v r, his fs felt to be too ime consuming there is an al ernative abstract method that may be used:

The disengaging player must move ALL his ips OFF E TABL via the SAME able edge; until his las ship has left t t bl • the btl wit! conunuo norm I, Wh n II hi ships are off the table edge, each player rolls: a D6; if one

pi y r y hip t t h HIGH R Thru than A of hi

opponen 's ships, hen he adds 2 to his die roll - for exam-

I if th di n gin pi y ( om ru t 8 e cort ,

vhile his opponent has no hing with a Thrust above 6, he fo m ( dds 2 0 hi 011.

If the final otal of the player who is rying to disenqaqe is

EQUA TO OR HIGHER h n hi oPP n' oil, h

successfully disengaged and is sa e from pursuit. If, on the oth he d, his opponent's fOlli~ HI HER, t e th J Ving player may, at his option, elect to co ti ue pursuit - i vhich case he game con inues with a new set-up, as a

, er chose'. TM flC}ei 19 pI yer may han ttempt the disengage ent again if he can reach and leave t e opposite

d of th<t 'nev 'pi )'ing area.

----------------------~EI-----------------------

7

ADVANCED SHIP DESIGN

SHIP DESIGN AND POINTS COSTS:

Most players will probably run their first fe v games using

just he ae ic hlp typ fo l'htch p eifle tio r giv

o pages 14- 5. Sooner or later, ho vevet, many of yo will

vant to start modifying th de i n ovid d, 0 SoC

de-signi 9 your own s ips from scratch - experimenting

i h different weapons t, hull '7.e5 an 0 on.

Ship design is all about a balance between the three

ti I f or; M ility, Fir~pow r and Protection.

Mobility is represented by he Thrus rati g available to th ship, Fir p 'IV by t mou t net typ of VI pon carried and Protectio by the level of Scre-ens used (if any)

and the overall MASS of he hlp ( h it Dam

Points).

Th ip desrc n rul d t il~ in his section are con-

structed so that every ship has to be a comprornise b •

tw th he b i f cto ; t no 9 a 'near-perfect' superfas ultra-heavity-arrned and fully screened ship is th oret lIy po Ibl ,It will turn out to b 0 i 1Cf dibty expensive in points cost tha just one will ake most of your fleet budg ! R m m r th r, esp i lIy in C mpaign game, a snip can onty be in one place at one timefor most purposes a balanced fl et of light cr ft ·/ill

Of CO t-eff ctivc than ju a fe'", Superships.

Co try lrn ip involv two aln considerarion : the

ship's ASS, vhich is a measure of its overall tonnage, and its POI S COST.

The ASS of he ship det (mines it 0 ,how r y

Da age Points it has a dhow m ch in the way 0 systems

(weapons, Scre-ens, ig ter bays etc.) c b fitted into th

,ull.

The CO T of t hip i th to I of t lI11 0 t.. Driv

cost a d the individual costs 0 all the systems that you

d cid to in tall; 0 y t ( 9: W ponry) f ~fi.x d

costs" per system (regardless 0 the size of the s ip 0

which they r beln mo ec) w if Drive yst m

become mo e expensive as the MASS of the ships goes up, as, of co rse. does th cost of th hull it If.

When designing a ship from scratch, he first thing 0

d ci upon th HU SIZE; is c 00 either ' and-

erd' hulll n from th t bl~ 0 page 14, or can be a

'special' size tha does not fit into any of he basic shipclass sizes shown.

One you n C~ os the HULL SrzE, this gives you the MASS factor of he- ship and also indicates th DA IIAG POINTS h t h hlp can b orb in combat:

For WARSHIPS (ie: all ilitary vessels), the DA AG

POINTS ar equ I 0 HALF of th hip' ASS;

For ~ (eh n nd Civili shippinq, vhich have much less in the way of hull streng h. compartmentalisation, multipi -r dund n yst m tc. th DA AGE POINTS equal only a QUARTER 0 the ship's MASS.

'STANDARD' AND 'SPECIAL' HULLS:

Th Ii t of b i CI e (p .. ge 14) gives typical hull sizes for 'standard' ship designs, b t vh n you re d Ignln9 hip fr cr tch th re i no n cessity to stick to one of these basic hulls; it is quite permissible 0 select a hull slz h t do no orr pond with t nd rd ship, a d these are

eferred 0 as 'special' hulls. A special hull may be of any desired MASS, ~JP t'o a m ximum MASS of 100 for CJe u I hip (though some non-mobile installations, Base S ations and such may have a MASS fating of m h gr t r than 100),

ry

of up to MASS 18 are classed as ESCORTS;

Ship fro ASS 19 to ASS 36 are CRUISER Classes; Ship of ASS 37 n p (to MASS 1(0) are CAPITAL SHIPS.

or erchant craft, vhich all fall into the sa Classific tio a due t e same costi g system regardless of their size, hulls may be of any siz from MASS 2 up to ASS 100.

( 0 e tha when ou . ing a Merchant vi h weapons and system, any Mereh nt hull rn y c rry MI IMU of

ASS of weaponry. even if its TOTAL MASS is less han 10).

HULL COST:

Th COST of th hull in t rrn of POI TS is dependen on the MASS: all Military ships (varships) have a hull cost of TWiCe heir MASS, v hil MERCHANT hip hulls cost 1.5 times their MASS.

Eg: A warship of MASSO vould have a hull cos of 40 Point, whit a M rc t ship of the same SS vould cost 30 Points for the basic hull.

DRIVE SYSTEMS COST:

e next staqe is outfitting the ull with Drive systems,

both Normal Spa eo Ori I nd (If fred) h 'jump'

drives.

--------------------~EI~--------------------

7

ADVANCED SHIP DESIGN

Both type of Driv h v POINTS COSTS th tar ba ed on the MASS of the ship to which they are fitted;

Th FTL drive cost is equal to the ASS of the shmp, so or

instance an FTL unit for lip of ASS 1 would co t 12

Points.

SHIPS THE COST IS 1 x

l f ctor.

EXAMPLES:

AI"! ssccrt- lz d ship with ASS 12 is to be given a Thrust rating of 6: the D iv cost 1 x ip' ASS P r 4 Thrust SO for 6 rustthecostis1.5x ASS,or .5x12=18Poi ts. To give the m i Thru l r tl of only 4 would cost 12 Points ins ead of the 18, and the Thrust rating of 8

VlO 1 (0 t 24 Pol (i: x th MASS).

A CAPITAL ship wi a MASS of 48 t a its Orivo co l d

t 1 x hlp's ASS for each ONE Thrust factor, to give that

ship a Thrust of 4 would 0 t 4 ASS, O( 192 Poln ; to

l' the same ship a Thrust of just 2 vould cost % Points.

NOTE: Th MAXIMUM Thrust rating allowable on ANY ship, regardless of Class, is 8,

III theore ically possible to pu a Thrust Rating of 8 on a Superdread 10 9 t, but t Driv will co 0 mu h (8 times he ship's huge MASS rating) that the resu will be

i9 Iy non COSt ffoctiv; hO\ , If you w nt 0 xp rio

ment then by all means go ahead!

Pi not t at the hrust capablli of a ship's Drives

costs only i terms of the POI TS COST of the hip; 'b l t' driv do not ake up any more hull space (a d thus MASS)

than poorer or cs, (:)t r just In ch rn fticr nt.

FITTING WEAPONS AND OTHER SYSTEMS:

All warships mal' carry veapo s no 0 he y t m Ito

I<'AlF t hlp' MASS factor; eg: a ship of MASS 12 could

carry up 06 MA5S of weapon and y torn co h p

'6' cia see Battery at 2 MASS. a Needle Beam also at 2

ASS and two PDAF sys ems at 1 MASS each, thus using up th avail bte 6 ASS,

Once you have decided how you a e going 0 Ilocate the avaiJable ASS for ysterns, then work out he actual COST of the systems in errns of Point co t nd d thi to t, fUnning total of hull cost and Drives cost.

W~ n d 19 I 0 ERCHA T SHIP, only a E TE the ship's ASS is available for fitting weapons a

y t There ar I 0 trkt limitation put on the lnd of

systems hat Merchants may carry: only 'C' class Batteries, PDAF y t ms, L vel-1 screens a d Submunif on Padcs are

avail ble to ere nt shippi , n ot r syst m iflg

purely Military in na ure.

SHIP DESIGN EXAMPLE:

Say we wish to design a ship that will be a sli9 tly heavier

\I 10 of t ndard H avy Crui er, but no quite up to

the size of a Capital Ship class. The maximum ull ASS for a Crujs r l 36 (the s andard Heavy Ct is r is ASS 2), 0 we choose 0 use this aximum ASS; the hull is t sa

, pedal' hull of MASS .16.

Th 0 t of thi hl" viII twlc i MASS lot Point, ie: 72 points. The DA AGE POINTS of the ship will be 18 (half th MASS), and til re vlll be 18 A S (also half th h II size) to allocate v hen itti g weaponry etc.

Ie now have to allocate DRIVES 0 he hull: the ship is to IX- FTl·e p bl I o n FT dtiv I ( uir d which co t 1)(

e MASS of the ship, ie: 36 Points. For the ormal Space

DtW~, v d cidc ru t ting of FOUR I d ir I, to

give the ship he same manoeuvrability as a standard

1<, vy Cr I

Cruiser Class Drives cost 1 x ASS per TWO factors of Thrust, 0 a Thrust of 4 will cost s TWICE he ASS, ie: 2 Points.

Now that the h II is costed and fitted with Drives, we must

SYMBOLS FOR WEAPONS FROM ADVANCED RULES

DIR cno» OF IRE ...

NEEDLE BEA

PULSE TORPE DO TUBE

ploy d

10001

INES V PING SYST M

SUB UNIONS PACK Single sho system

SPINAL au NOVA CANNON

---------------------------------------~~--------------------------------------

7

ADVANCED SHIP DESIGN

MASS VALUES AND POINTS COSTS FOR WEAPONS AND SYSTEMS:

Type of Syst 1'1'1:

Cia s 'A' Batt ry Cia s 'B' Batt ry Class 'C' Battery

ASS 3

2

POINTS COST

4 Poln 5, + 3 per arc I 3 Points, + 2 pet arc I 2 Points, + 1 per arc 1

PDAf System 1 3 Poin s
ADAF Syste 3 10 Poin S
S<:r nG rater 3 r lewl) 25 Poir'! p Level)
Fight G oup nclu lng bay 6 20 Points,
Nee Ie Beam 2 6 Points,
P Ise Torpedo Tube 5 15 Points,
Spinal-Mount Nova Cannon 6 50 Points,
Submunition Pack (I-shot) 1
Minelayer including 3 Mines 3 10 Poin s
Minesweeper System 5 20 Poi,)
Extr" Fire Co t 01 sy €m ) 3 10 Poir'! NOTESKOMM NTS:

I Add poi ts fo each Fire Ale through which

hat Battery can bear, INCLUDING he first arc.

(eg: 'B' Batt. bearing through 2 arcs costs 3+2 2 = 7 points).

) e : level,2 Screens cost 6 MASS and 0 Points.

Car iers and D/Noughts only.

CAPITAL S IPS ONLY!

'A I 10 al to tho fl ted to Classification as standard:

ie: 1 for Escorts, 2 fo Cruisers, 3 for Capital Ships.

decide how to outfit it VIi h weapons and sys ems, up 0 the limit of 18 MASS,

A Level-1 SCREEN system is chosen, a 3 ASS and a cost of 25 POint;

To protect the ship against Fig ter attack. 3 PDAF Batte ies are fitted next, each taki 9 up 1 MASS and costing 3 Points,

We are now left VIi h 12 ASS for Of FE SIVE weaponry,

ha inq used 6 MASS already on DEFE SIVE systems; for

1'1'1 irnurn long, 1'1 firepow (, II\' "II choos x CI

'A' Batteries at 3 MASS each, a d three 'B' Batteries a 2 MASS ch, To k maxim 1'1'1 u of rhrs arm m nt, all Batteries will be mounted to fire hough 3 arcs: Port. Fore and Starboard: thus the 'A' Batteries will each cost 4+3+3+3 = 13 Points, and HI-c 'S' will (0 t 3 2+2+2 = 9 Points each.

Listing ;,11 th it m d cid d on giv u MASS nd COST totals .$ follows:

HULL: SPECIAL, MASS 36. OA /lAG poINTS. 18,

MASS available or weaponslsys ems = 18

ASS USED

POINTS COST 7/..

36

HULL COST:

FTL DRIVE

Norm I Sp ( Drill

Thrust ra ing 4: lev 1-1 SeRE N PDAf system x 3 'A' Batteries x 2

(cov ing 3 arcs)

'B' Batte ies x 3 (cove-ring 3 arcs)

TOTALS;

3

3 (1 ch)

72 25

9 (3 ach)

6 (3 e ch)

26 (13 each)

6 (2 each)

27 (9 each)

118 MASS

276 Points

So our final 'Superheavy Cruiser' design has a ASS of 36, c 1'1 ta e 18 D a e Point and costs a otal of 267 Points.

SUPeR HEAVY CRUISER 267 POI S

----------------------ED~--------------------

8

BATTLE SCENARIOS

THE ADVANCED SCENARIOS

Both of th~ scenario d <fib d ir'l lhi tion ar set gain the background of the continuing Third Solar ar betwee the Ne v Anglians a d he Eurasians, but t ey are design d to be (pr t iv, tend- Ion ga that can be p.layed

using any kg ou d n forces hat you vish; they should also serve as guidelines or creati g YOtJr ow Scenarios,

Scenario A: The Attack on Convoy 990:

Thi i 3 typic I Convoy Action: the Eurasian player has a small convoy of t ree Me ch nips, cort d 'I f w w rshlps, which has just left orb- around Gagarin bound

for Chi n ,B for it C (each he safe L 'Jump' dis ance

out from the s ar's gravity well, tl c Co voy cetec

o tile force dro ping in 0 No mal Space on the edge of the Jump Limit.; th Convoy n i scort mu t try to r ch the safe jump distance and enter FTL before he attacking

Ne v Anglian tri fc« c d trov lh F( i hter a d

their precious ca goes.

he Anglian player must try to destroy or damage as much of th Convoy r (0 po lbl b fore he E rasians reach the Jump Limit - he must t e make himself scarce

b fore th Sy m Oef c units from Gagarin can reach the position and make things difficult for him

Set-Op:

A r a onabty large playing area is best or this actio • The

Eurasia Convoy ent r from on nd of 301 on ur

1, with all ships at velocity 6; vi h he low Thrus ratings of the Frcig tors, v n if t Y cc I ate constantly they viII still ta e several tums to cross he table. The far end of he

able is t c Ju p in it - ny hip that he E rasian player

can move off the table at that end are assumed to hav 0', into l nd sc p d (no e the no ships may atempt to en er FTL while on the t ble in t i con riohey ar Imide the 'Safe Jun p' distance such an atte pt

would be certainly fatal).

The Angl ia shlps also 'nt <J bl on ttl( 1, f om 0 e corner of the able end opposite he E rasia entry point.

The v 10 ity of the Ar Ii n hip i P to h pl 0/ r 0 decide - e needs to engage he Convoy quickly, but if he co es t it too f Sl h. I Y w II oversot I I 09 th r!

Victory Condition :

The Eurasian player wins' he ca get nNO or more of is Fr 19ht ( off th able and i to F L pace: he A glian playe vin:s i he can ei h' r destroy TWO of hI! freighters or cripple them so they are u able 0 en er l. he Anglian fore' mu t I 0 hieve i oojcctlv wiH out excessive losses, however - i it loses mo e han TWO of its

o Ifl hips d ri"9 th tlon, th me I consi red

Draw even if the Eu asians lose two freighters.

The Forc,es:

Eur i n PlaY' r: 3 t nd rd-typ H avy Fre ghters:

ASS 60, 15 Damage Points, Thrust rati g 2. Fitted with

l v 1- s« "and 1 x 'C' B tt ry (3-an:; fire), plu 2 x PDAF systems.

Escorting ships: One Escort Cruiser, I~SS 26, 3 Damage

Point, hru ti 9 4; fi l<X.J wit l v 1·1 $U n, 3 'S'

Batteries (3-arc fire), 1 x ADM and 1 x PDAF_

T vo 0 troy rs, MASS 14, 7 Oil Points, Thru t ratln

6. Fitted with 2 x 'B' Batteries (3-arc fire), 1 x 'C' Battery (3- rc fi) d 2 PDAf.

N w Angli n Player: 0 He vy Cruiser, MA S 32, 16 Damage Points, Thrust ating 4. Fitted with Level-1 Screen,

'A' Battery and x 'S' Batteries (all 3-arc fire), pi s x ADAF and 1 x PDAF,

hree Missile Destroyers (specialised versions of standard

De troy (Cia), ASS 14, 7 D Poir, Thru t til9

6; fitted with 1 x Pulse Torpedo Tube (forward fire only), )( 'C' 8 t 'y (3- « fir) no 1 x POAF.

--------------------El~------------------

8

BATTLE SCENARIOS

Scenario B: Mining Station CON-AM 12:

Thi c n rlo brin into pi • th rul s for Asteroids and Space Ins allatio s. Con-Am 12 is a Mining In tallatio

fI un n h d nse Asteroid belt of the Alicia system. During the var the Station ha turn d ost of i output

to vy elements vital to the Anglian economy; a small

Eurasian strike uni has e t red t c Alici ~t m 0 (II nd d troy th Mining Station, only to discover on emergence

from FTL t at A gli n var ~ ip pr nt to d f nd th

Station against j st such an attack.

Set Up:

A nurn of Ast (0 d models or markers are required for

this scenario, pi s a model or CO(.H~ N fo t tual St tion

itself.

Roll 106 and add 4 to the score; his is the umber of Asteroids that v ill be p nt on th t bl durin the game, Initially i is suggeste-d hat playe s use no moving Asteroids, ttl I II ion I 0 ing tationary, but if they Ilish the rule-s for MOVING Asteroids and Installation n y

be d to ak pi y more challenging and dangero s!

T r ak rur 0 place the Asteroids. one at a

he tOlble u til all h v b n pos - on. d; th only to this positioning is that no Asteroid may be

close t r from a y ot (A erold, or a y Table edge.

After all the Asteroids are placed, the Anglian playe

locates the St tion, a air' t r est 12" from any table edge or any 0 her body on the table.

The Anglian playe may ow deploy hi hip 0 t

" hip b in HIN 12- of th in In Station. All of the

Anglian ships start the game stationary (i.e: velocity 0).

The Eurasian attack force ent fro th t bl

f rthest from the Sta 'on's posi ion, on Turn 1, at a velocity ofl0for II hip.

Victory Conditions:

The E rasian player vins the game if he can de-stroy the Mininc Station I 9 t (It hen Gause at least 30 points of damage to the Station the game is considered Dr v, The A gllan player wins if he can destroy or drive off the Eu asians withou such d rna c b in inflict don lh

ta ion.

The Forces:

Anglian Player: Mini g Station Con-Am 12: MASS 00 Civilian Installation, 50 Damage Poi t; fitt d wit tevct-t

S< n a d 2 x 'C Batteries (ALL arc fire), pi s 3 x PDAf

systems.

Defensive 0 ces: vo Light Cruisers: ASS 22, 1

Damage Points, Thrust rati 96. F' t d '/i h v 1-1 S( "

3 x 'S' Batteries (3-arc fire), 2 x PDAF.

Three Frigat : MASS 10, 5 D m 9 Point, hrust r tl 9 6; fitted with x 'S' Battery (3-arc fire), x'C' Battery (3,

rc fir) d 2)( PDAP_

Eurasian Player: One Battledreadnought: MASS 60,

30 Damage Points, Thrust r ting 2. Fi t wit v 1·2

screens. 1 x Fighter Group, 4 x 'A' Batte' es (2-arc fire), 1 x 'B' Battery (3'arc fir ), 4 x PDAF.

hree Destroyers: MASS 14. 7 Damage Points, Thrust

ra i 9 6. Fitt d with 2 '8' 8a t (3-arc fir ), 1 x .C'

Battery (3-arc re), 2 x PDAF.

9

CAMPAIGN RULES

AUTHOR'S NOTE:

T Campaign rules presented here are, 0 ecessity,

just an ou Ii e of th s; bj . To provide a roly

'co plete' system of Campaign rules, includi 9

Eco 0 ic Fetor, R ourc S, Shipbuilding, Ground

Combat and everytlling else that go 10 9 lth It,

would r quire an entire book devoted to the subject. Limitations of space i thi publication preclud the inclusion of more than the basic rules for 'lin ed' games which a e dot il d ov (the next f w pages.

We hope to p bli h Sour b ok/Supplement sometime in the future that will expa d the C rl).

p ign rul COO ld bly, nd also go in 0 muc

more detail 0 e backgrou d mat ri I, of ·/hieh

th b let outline given here is agai n onty a taster,

Please feel free 0 send in a y id nd suggestions

the you have on expansions to the Campaign

syste plus nd further d v iopments to the

b ck ro nd - all input will be gratefully received and may v~1I b used (with epprop late credits) in fu u e publica ions.

--------------------~ED~--------------------

CAMPAIGN GAMES: INTRODUCTION

Th C mp i n me • ctu II)' a s des of table-top

battles, fought with an overall objective in mind, A map of

t area of pace in whkh the Campaign akes lace is

equired, on which he play~r' hip mov d (via m

drive) in Fleets; it - only vhen two or more Fleets actually

occupy t e sa st r yst t th am tl th t pi Y I

transferred to the game table and a battle is actually

oug t.

o e important factor of the Campaig qa e is that each pi )' r or t m of players starts off with a certain size of overall fo ce. either bei 9 provided with a (dy (-

a lectlon of ships or else allowed a 'budget" of

Construction POint fro. vhich to d i t Ir own hlp.

his force must then be distributed around the map

ccordi to th pI y r' Object \J nd any req Irements

of the scenario.

E ch camp I n will b very differen and so ill its objecives and Victory Condi ions: players are "1coura9 d to writ th lr 0 'm Campaign scenarios, as this creative process is often more tha ) If th fun of ami n !

9

CAMPAIGN RULES

THE CAMPAIGN MAP:

,

T e star ap for th C mp 191'1 hould contain a number of systems around which t e actio of tee mpai<; n v II

c ntre. A h • n d map i the easiest to use, and the

suggested scale is 1 hex = 1 light Yc r. R f ( 0 th m prov d d with the Campaign Scenario (page 37) or an example.

~ ovcrn n of flee (ro p of F t-capable ships) on the map can be either drawn directly onto the, p, Or (01- our d OLI t or map pins can be sed to epresent 0 e

'fleet'. The actual stre gth of th II ,t c n nything

from a couple of Scoutships up to a full Dread oug

Battle Squadro - he own] player ttl only person

who know wha each fleet mar er really represents!

Each 'Tum' of move nt on h m r pr t appro imetet 'one eek. and in that turn each fleet of FTL ships

can move up to 6 x ( 6 i ht Y ars, if yo are using a

dlff r t map scale) in any direction.

USE OF AN UMPIRE:

T us of e Umpire means t at each player dOI!~ not

k ow where hi pon nt' fl tare whlle they are in FTl

Space; the first he knows of an impending t' k i )

the e my ud I}. drop 0 t of f in his star system!

itho t an Umpire. unless all players ust each ot er (I)

II map mov rru st be made \lis~ble 0 he opponent, ·lhich removes a little of the confusion nd'rC:lli m' of tht' Campaign. since each player can react 0 his enemy's moves before (I t ctu Ily rive t ) If d lit Ion. Ac bott I II players are a the same advan ageJdisadvan age, howeve .

hi doe r ot re lIy ff t th pI y blJlty of th 9 m nd

he use of some 'dummy' fleet cou ters can help 0 increasr h unc rt inty factor!

WHEN FLEETS MEET IN A STAR SYSTEM:

,I'henever a turn ends - h vo opposing leets occupying

h me tar system hex on he map, each player mus give

is OPPO e t SO E infor euo <lOt h OrYlJ) i lo of

hi et in tha system: the onty data that can be gathered

at thi point i th Lon R f'I S( n r in. INhi h t II

only: 1) how many ships there are in he enemy fleet. and 2) what their ba k CIa If I tion r. Refer ce hould be made at this point 0 he 'Sensor' rules on pages 21-22. as thi p rt of th Campaign yst m follows t e same lines-

all the players knows about his opponent is )OVl man I ips h h . nd 0 hty IN at types.

As explained in the rules on Bogeys and sensors, players u ay (if 9r b foreh d) utilise 0 coy Drones a d/or Weasel Boats to confuse 'their oppo e t about th r I

tr 1'19 h of ir flee .

EXAMPLE:

A pi I r ha ju t moved a fl~t into a star system already occupied by a tleet belonging to lis opponent. E h nee

( n th ot r with to g Ra ge Sensors, an.d each playe tells he 0 e VI at the Sensors THI K t 1 y sc ;

Th ) wly- rt \I <:l fl et actually onsi t of two Bat leships, three Escort Cruisers and two Oestroye s, but th pi Y r 1

I 0 d ployed fa r Decoy Drones immediatety upo emerg-

ing from FTl he tells hi oppo (It th l 11 sc ~ 0' v

two CAPI AL. three CRUISER a d six ESCORT Class con acts,

In return. the player already insystem t II tt opponent

that his ors indica e tha his forces co sist of three

CAPITAL ships, t vo CRUISERS and fo r ESCORTS; in reality,

NAC Battledreadnought, Cruiser support and Escorts

-----------------------ED-----------------------

,

.'

9

CAMPAIGN RULES

the player has three Frigates and a Corvette (the four

$CORT (on ), on H "y nd 0 i~ht C ui r, plu

just 0 E Battle Dreadnoug t - the other two CAP IT At

cont cts ar I fa Scout hips aing a We I Boo -

ernrttinq Capi al Class s'gnatures!

On the b I of 009 R can inform ion ( nd how

much they decide to trust' ... ), each player must decide

vh th r h VII hes to n t 1"1 my, or to witt dt v

from the system . hout battle. Each mus write down (in secret) what ey decide 0 do, and both 0 es ar re-

v atec: if bot have c osen to fig t then he battle is played out on the table top - sing 'BQ9ey' markers at

fj t, PCt th rul 0 p 9 21. If ithor Vii h to fight, then BOTH must leave the system on he next map move l rn, 'litho t ev r h VI dl covered x tly what h

e emy strength really VIas. If. however. one player chooses to t net nd fi ht .mIle th oth wi h to run, th n th player vho decided to fight rolls one D6: on a roll of 1,5,

th op 0 n fl c n s.afely ent (FTL ell av th

system, but a roll of 6 means that t e aggressor as caught the fleeing enemy before he could 'jump', and the battle is fought out after all (of co rse, he play r who tied to run may then appty the 'Leaving the table under fTl drive'

r I on P 9 3 Q 'I no sc p If h ho J.

If a battle takes place from which one protagonist then di en 9 (refer to oe 28 for rul 0) di ng I nt from combat), the opposing forces are assumed 0 n-ave

s p t d vithi th. tryst m fo th t C mp igr) Turn. Neither player may claim ownership of the system, and a th st ft of tn following Tu( h pi ye mu t m a

ne v decision as to at action to attempt: whether to

jol battle, to flee the yste or to en mpt a S and Off.

THE STAND OFF:

There is an extra option available to players when hey declo whether to engage in battle Ot not; if a player

elects not to fight. he can 0 e that he wis es to try d

S AND 0 F he e em • should the opponent then choose

to attack, the b ttle will pro e d norm I. If, how ' r,

the opponent ALSO chooses the Stand Off op ion then both fl<t~ rem in in th 'I t m, imply 91 rin teach other from a long distance (t e original occupant in the

in r yst m, h 1"1. IIICOr r on th sy tem fringe). Nej her is able to gather more data about the other from this

po tlon, and ch must ma e a new choice of action on the ext move - though of course eithe is free 0 try for Stand Off a aln.

ie-ge on the system, where neit er force believes' has sufficien superiority 0 win i open comb .

CAMPAIGN OBJECTIVES AND VICTORY CONDITIONS:

Any Campaiqn Game has to have a carefully de ined

obj <trv (O( te of obj ctive) for eac side to try and

achieve; basically, victory goe to the play r vho fir t

<I'll v I i 0 J ctlv . or, co cto est 0 doing so by

the time the g-ame ends. For a simple Campaiqn. such as

he xampl 1"1 I t r in thi ecuon, th 0 j ctiv can

be clear and s raightforward: for example, one player has o occupy a certain number of enerny-h Id sv terns, ·/hil

h oppo ent tries to prevent him doing so, or at least hold on until reinforcements can arrive.

REPAIRS, REPLENISHMENT AND REINFORCEMENTS:

The sort of basic Campaign covered n re ( present too

nort tim -sp n to altov for ctual shipbuilding 0 ake place, but there is the possibility of Repairs to battl

dam d hi nd h riv I of i forcements from

other areas outside the actual Campaign map.

~ ost b nre d ma e I qu t m jo, and hips C ot ff t

repairs themselves 0 her t a emergency pate -up jobs to keep the vessel spec worthy ntil It can read) a prop r repair facility. Certain star systems on the map may be defined as having Naval Bases or other such facilities, i h

1"1 r p ir 1 [)~ vert of Dam 9 Point to any ship P~H one-week Turn. To undergo repairs. a ship must be in he

yst m co l Ini 9 th r ir f dlily nd i ssum d to b

docked to the repair Installation for he duration of the (pal - It I unable to Ight during thl tim . R P If m y also be attempted to specific systems of a ship (again, only while it is docked at a repair In allatio ): you may roll for up to three ystentlS on each ship, at your choice, per Turn: on a D6 roll of 3 or more the system in question is repal( d

d fully functional. Not~ th t Drive sys ems require TWO successful repair rolls if fully disabled. in the same ay as

they d two r to di bl them. (R~f f to the rule

co eerning Tugs and Tenders on page 27, for details on he FT tran port of D ive-di bloo hip).

Replenishment consists of res acking ships wi h

o rS m bl nd p nd b mmu ition (uch fitting

replacement Submunition Packs). and can also incl de e upply of r pi cern t Ft t (t a lift' i ntty I r facility) to re urn a ship's Fighter complemen to full

( 9th fte comb 10 . All ch r pi ni hm t mu t.

Ii e epairs, be carried out a a sui able aval facility; unlike repairs a ship can b con ielered fvlly rept ni h d n o e Tu n (one week) t such a Base.

If relnforcem ots r to be lIow d 0 nte hem i n map area du ing he game, this must be planned beforehand and allo ved for in the playet's initial Forc B d t, or by JX'Cial (0 ditio in th C m ilign Scene rio. In certain scenarios, such as the sample Campaiqn supplied in thi boo" he rriv I of rei forcement for one side actually signals the e d 0 the Campaign - the enemy has

to try M (,i vf: hi Victory Co dition b fo uch

reinforcements can arrive in the area to foil his plans.

Often he Stand Off is a stalemate situation which will only d wh n on pi y los h s nerve and 11thdraws, Of reinfo cements arrive for one side. It is t e equivalen of a

------------------~EI--------------------

CAMPAIGN SCENARIO

THE LAFAYEnE INCIDENT, 2178.

The T ird Sol r W b veen the ew Anglian Confederation and the Eurasian Solar Union v characterised by

bri f p (ioo of heavy fighting both in space and planetside, punctuated by loog mont of mino trlkes

nd gr ssive posturing by both sides.

One of these r w d bursts of combat occurred in earty

2 78, when a sizeable Eurasian Naval Force left Chiang tor a determined pu into the Out\ orld sectors of the AC, its primary target being e Lafayette sy em wi h it

xt n lv Industrlal colonies and resources.

The Eurasia pia W30 fo th T k Fore, nder Admiral IIlyevlch Grisheva, to rapidly defeat the System oefence of lafayett~ and at I a l two of the adjacent se ed systems before the arrival of NAC Fleet elements from t e Cor: if thi cout b chleved quickly enough, the space superiority in he systems would enable the ESU to ran om

coloni und r th threat of orb' al bombardment, and therefo e stand off any NAC ott mpts to r ak th

vorld.

As with rno b ttl pi how vet, this one was not destined to stand up to irst con act wrtd th I" my.

Int Ilig nc inform tion had fo ewarned the NAC of the impending ESU push; a snatch fore of II vz il 4 fl t uni had b hastily assembled at New Toledo under the command of Rear Admiral Sir Ad n Bri tone, a veteran of th F nrl nd Nagisa campaigns. Brigstone's mission vas

o defend he settlements and ou po in th L fayette

e or until elements of he main eet could arrive to repel he ESU aggression.

CAMPAIGN SET·UP:

Campaign Map on page 37 shows the sector of NAC space around the lafay tte svst m. Th AC player (or

t m of players) must divide his FTl·capable forces between those systems on th m p th t h think ttl ESU player will try to strike for, to supplement the on FTLcapable System Def~nc fo ce h t are tied to the vario s

ystems (it is assumed that no FTL Tugs or Te ders arc

availabl in tim to mov on- assets between stars).

The ESU player mus decid how hen b t echleve hi

object II 5 in the limited time he has available before

the NAC main flee-t rriv{' H I" d to get full space

uperiority in at least three of the SETILED systems, on of vhich must b Laf Y tt Itself. Th other stars with settle-

m n S are Hudson, erril's, Kakisa, Ne v Toledo d B ffin,

Rock, V 59 nd HR·1306 each have only small sdentific

o mining bases present insys em). Adlieving superiori y in

a syst t quit th sggr ssor to either destroy, disable

or drive out ALL de ending wars ip i t at ryst m, 0 that h sy f tv ess me orb' around the settlement and t ~

hreaten it vi h nudea bomb dme 1.

All ESU fo ces enter on Turn ,at the point m rk d 'X' on th m p , t NAC forces will already be deployed (and secretly recorded) in any of the st r system on he m p.

TIME SCALE AND VICTORY CONDTIONS:

The NAC main fleet units will a rive in the area in SEVE TURNS (seven weeks of Game Time). If the ESU player can

achieve total superiority i t I~a.st THRE of t j ttl d

systems, INClUDI G lafayette, vithin this time span then h m y claim tot I Victory. If the AC player (an pt " nt this ocrurring until the end of Turn 7, he is deemed the win t. If the ESU fore s m n ge to hold Lafay tte and ONE othe colony system, or any THREE such systems bu

OT inclu In l f Y ne it If, th n the Carnpalqn should be considered a Draw.

POSSIBLE STRATEGIES:

Th ESU pi "IN iring a ail" t tim . H m y try to k ep his whole force toge her and attempt to overwhelm each syst m in tur vit m lv fir pow ,then lea a token force insystern and move on to t e next - there is thea etic Ily tim to do thi providing he ke ps moving and does no get delayed in anyone system. The risk of this, how-

t, I twofold: firstly any hold-up d e 0 meetinq unexpectedly strong defence at a y star will mean b will run o t of time, and secondly the small forces e can afford 0

leav~ b hind to 9 ri on the c pture<l t will v ry

vulnerable to counterstrikes by NAC forces - the ESU playe m ~'v ry v "fi d hi rty in vaP<lratlng b h nd him as he presses on into the sector.

Th ESU's main alternative strategy is to spli his forces at the start. and make sirnultaneou p tow rd s v I sy ems; his could achieve some q ick victories, but of

course mea s t tach b ttl will b mor I nly

matched.

Fo the NAC slde, his role is in playing a mobile defence and trying 0 buy time. If the ESU fleet remains i one large fo ce hopping from star to star, the NAC must defend each system os b t h can whil tryil1'l to count tattack and recap ure the systems tha the ESU player has already passed, or ~I t k th 9( t risk. of 0 mittin

his entire mobile (FTl) force in one pitc ed battle v ith the

e e y. Should t Eur i n tore split, th AC Admlr I

must dedde firs Iy vhether the spli is genui e (is tha a btl fl t h d ng for Merrit' , or j t a Scoutship running decoy while the bulk of he ESU force pushe-s on to

l fay tte?) nd condly hO'1 he lill divide is forces to react to it.

THE FORCES

Each pi ycr mu th hip t a will comprl hi

forces up to the Points totals listed below. All the ESU ships mu t b FT -c cable, wh I th NAC fore S ar divided into the Mobile Force (FTL ships) and the on-Ffl, Syste

Det ces stationed In the settled systems. The Points otals given may be va ied if the players d(!oSir~, ec.ording to the size of battles that they vant: smaller Points otals (and thus fewer ships pride) will m I" th t e ch btl v. III take less time to play out- alternatively the totals may be

incr d to giv om VERY larg abl -too I" 8g me

The ESU Admiral has 10,000 POINTS to build his force-s: he

--------------------~II~--------------------

CAMPAIGN SCENARIO

CAMPAIGN SCENARIO MAP:

THE LAFAYETTE INCIDENT

--------------------~EI----------------------

CAMPAIGN SCENARI10

h fr e selection of all available Ship Classes, the only

restriction being tlla th to I NUMBER OF SHIPS ( ot points value) from any 0 E major Classification - ie:

ESCORTS, CRUISERS or CAPITAL SHIPS - may not exceed 50% 0 the total nu ber of ships in he force: For exampi , a for e of 10 Capital Ships. 6 Cruisers and 25 assorted Escorts would be allowed. but one of 8 C pit t 12 Crui (

>Cl 40 Escorts vo ld not - the Escorts would be over 50% of the otal numb r of hip,

The NAC Admiral may spend up to 6,000 POI TS 0 his

Mobile (fTt) fore , ubi to t m limitation de-

scribed for the ESU forces above.

I addition, he AC player h-as the folio ~/ing 'fixed' System Defence forces t tlo od l c rt In 'I t ms:

At LAfAVE E: 1.500 POINTS of on-FTL ships

At HUDSO : 1.000 POi S of on-FTL ships

At MERRIL'S: 800 POI TS of Norl·FTL hip

At BAHI :

At NEW TOLEDO:

At KAKISA! Rock, VI ·459 and HR-1306:

800 POI TS of Non-FTl ships 1,200 POI S of or'l·FTL hips 500 POI TS of Non-FTL ships

NO insys em [)efence Forces

Th NAC h a fr e choice of ship classes to make up h's System [)efence fleets· refer to he rul for on-FTL

w rship design on page 26.

THE LAFA YEnE SECTOR:

e nine star systems that comprise t e Lafayette sector of

th AC' Outworld poss Ions have the following

settlements and facilifes:

LAFAYETTE: Sector Administrative Capital; First-generation colony of mainly Canadian settlers from Earth. Sizeable community with consider b indu tri I pacity.

NEW TOLEDO: Smail colony, mas I)' BritimlA erican settlern nt; m in Cont d ratio Star Fie t val Facility fOi t e secto - has repai a d r~ple ishment facilities for feet ships.

HUDSON and MERRIL'S WORLD: Bot ond- ration

settlements colonised from Lafayette, plus some direct immig( tion fro arth. H d on i mini)' a rt ultur I, Merril's has considerable mineral resources in tile system's Ast rold bit.

KAKISA: A mi or (010 y u i port nt Or' du to

extensive heavy element deposits on a moon of the s ar's s 9i nt. I onomy i ed ro d th mining.

BAFFIN: Fairly high population due to larqe-scale immigration from Ea h and some of he inner colonies. Canadian, Jewish and Japanese co rnunities rna e Baffin 0 e of the fe I tfi Iy m ltiracial settlements In he Outwo Ids.

ROCK: An u in bit d y t m (ex pt for m II UNSC·

sponsored Scientific Base on a moon of th-e second planet) due to th I ( of an even rernotely-habltab e plan t in the system.

HR·1306: Very small scienti ic community ( AC-owned) on

th fifth pi n t, r (chin th 0 bil ty of fu ur

Terraforming of hat world for colonisa ion.

VN·459: Some small independ tty-owned mining op rations on the 0 I)' no gas giant world in the system, plus a mi or NAC Naval Facility on the world's moon - replenishment aVc')il btc , ( for ny'1 t hip. but re ir f ciliti are limited and can cope only wit ships of up to ASS 20_

--------------------ED~-------------------

· "

BACKGROUND

Allie Nakamura woke up in Hell ....

Dull red light glowed throug 0 e and haze. demonic

shadows moved amid flashes of blue and green fire.

Som 0 v r mingo S turned h r h d sJightly and felt a knife of agony in er shoulders; one of he shadows rnov d tow rd he.

"C pt ln., 1 ' m .. a yO\! I ight7"

The familiarity of the voice triggered something wi in

Alit ' blur d t ought. S dd nly ev fit hing n pp db ck into place: Captain A. akamura, commanding CH·lI22. Conf d r tlon vy v ( hlp C S V nd burg. Curr ntly assigned to Task Group Del a, 3rd Fleet, inchester system. The vision of Hell ad, mo nt before, b n her Command Bridge.

The shadowed iqure resolved itself into her Scan Exec, l . Calv r. T h ~ w from th fire·flghting vsrern ""hl<;l) still hissed and spat irregularly at flkke ing elect 'cal fires at S -eral consol s: he dim red lighting Implied the main power circuits were out. The screaming was still going on ....

"Mister Calver - cas alty report?"

"Uh .. yes, 'm. 0 son end Glib r d vn with induct on

burns - Farrel is treating them, and there's a ed team on th 'lay when It can be spared. W 're 9 tting siqnl cant cas alty count in 0 her sectlons - v' got off p ett)' lightly on the B(idge.N

All "d to r se, th n st rnbled s h r head whirled.

Calver caught er arm and helped her to the Con chair.

vh ( lump d \ lie h trled 0 cI r h (min sin. She remembered a heavy impact. the Br'dge floor bucking,

triking he orner of e av consot as she fell. h

Siomoni 0 on her sui would have told Catver that her

v no riou i jury, 0 ~ had taken as his immediate priority securing the B -dge and seeing to the most eriously vounded. Sh cOllld only h v~ bout () few seconds, but i space combat a great deal can happen in a

few seconds ... 'All s a 10 ,thl i t Capt in, I ) 00

d m ge reports to my board NOW. Mister Calver, do we have Scan?'

"MO t Acti I Y t m ar do' n, M • m. e've still got capability on Passive Sensors, I'm trying to pin down the ostnes."

"V good, Put all data hrough to my screens" - the

Main Screen was a smoking ruin on he Bridg '" 11- W nd

gw T Co p pro; ction a con as you can."

The casua a d damage reports bega filtering through

from other areas of the ship a d Alii's board t <lily

mbled an overall picture of the Vandenburg's condition. hings didn't 100 qood: major hull bre h. s in to r

ction , mo t of weapons a d FireControl off-line, heavy casuatties in ngineering - her Pow r Chief Via d d, nd

th Po v r Znd w tr 991ing to bring one of the two

fusion cores up again. The other cote was dead, dumped by its uto-shutdo ",1'1 tail· t to Dr' nt the d maged torus destroying the ship. Until they had po ver to manoeuvre, the Vandenburg vas a sitting duck for the

Eur i hi th t ) d Ir <l rtly cripplod cr.

A sub-screen Ii up wi the elmeted face of Reilly. he

Po uer 2nd. Pres'SUre in egrity had b r tored 0 he

E gineering section, but the crew were still sealed against the choking fumes that drifted thickly from scorrhed

in ul tion and buming equip men .

"Captain, Reilty here. I think we can get Alpha Core back on-llne, b t even hen IN 'II only h ve bout fifty p rc nt Drive capability. There isn't a lot left of the Port Thrust module, and IJe're rou ing power throi, h be k-ups h v~r~n't built for hi ki d of combat load,"

"Thank you, Mister Reilly. I need manoeuvre power in ten

min t n xirnum, th n ttl t orne of th~ v po r)'

powered up. Scan tells me we're going to have company very hortly, and I wan to 91\1 hem a (1'11 w 1 Or N

----------------------Ea~--------------------

BACKGROUND

THE BACKGROUND AND TIMElINE:

FU THRUST Vias written from he start as a G NERIC system, 'at is, it was ot S(? in ny p cjfic 'Fu r Hi· tory', but instead provided a rules framework for players to fit into w t~VN b ckground tit y pr f r( d - v. h th r from a boo , ilrn, another game or just their 0' vn ideas.

Although thl Edit on may still be ed in exactly the same way. - was fe that fo complete ess some sort of background s ttl 9 should be included as a OPTION. his optional a ure cannot be over-empha i d - th ria full setting and 'History' provided here IF you wis to se it. If )'OU prefer 0 ignor rt compl tely and u your own id then all the better - for too long noVi gamers have bee

poon-f d by cert in 'big. me' comp nles Into b II "ing that they should only set their games in the 'Official'

lv ( for that s~' em.

Please treat the baa 9 ound ju t Iik y of t Ad~' r d rule: if you like i • by all means use it - if you don't. t en

write your own, d ignor any " ••• ". who ttl 0 Y

you're doing it 'wrong' .. !

For hO who DO II the backgrou d provided and wish

to set their games in it. t e History <'I d orylin will b

st adlly developed as our 0 her S rules systems are • progressively revised and r -p bli h d in in iI r for at to this book. the in ention being to combine FULL THRUST, DIRTSIDE (ou l/JOO G ound Comb t Sy em)

$ ARGRU T (2Smm Infantry Actions) into one cohesive background. Futut, rul pobl c tlo will tit n b fitted into various points on the Timeline.

MAN'S ROAD TO THE STARS

Followi 9 the b a -up of h form r Sovi t U ion I t early 990s. the rst part of the 21st Century Vias a ime of unprc d nt p ( fo t m [or (0 ntrles of Earth. Peace did not necessarily mean prosperity. however, as

'lor cnt 9 ono ic nd (Ologlcal problem co inu d to beset many nations; minor confrontations a d brushfire

w r p (i t b tw nth alter pow rs despi e valiant

efforts by the Uni ed a ions 0 main ai stabili Y (l d

m d ate in dl p res.

By the 2020s, the economies of the USA. he former Soviet Sates and many of the poorer nations of Europ were looking d CldCdly sh ky.lncr<rasi 9 lndustrtalisation in South Ame ica, Asia and parts of Afrka beqan 0 show dlvid nd for th e coontrle in th Norld m rk t, while Japanese technological innovation continued to expand at a vlrtu Ity exponentl I rate.

lronlcally, OM of t most horrific ve ts ever to be perpetrated on mankind by itself 'las 0 prove the stepping' ton to it 9rc t st dvanc~. On April 23rd, 2027, the State of Israel was effectively wiped from the face of the W ld by sen of t rrorl t-pl ,t d n I r d biochcm wsapons de onated in or nea all of its major cities and military installation. ose area not ( dlJ( d to (dlo - tive slag were rendered uninhabitable by fallout and chemical agents. and casualty fig res were estima ed at 73% withi t c fir t tw Iv(? hou after the attacks.

The events of 23rd April shook the World. in a literal as

w II political . No te th n itt p t I I mi

fringe groups daimed responsibility in what they called the

'Final Victory'; h he r horror of th r ct m 0 SO

overwhelm public opinion the World over that the U vas thrown into confusion, unsure of hOIN to react, Of .tho against. I itial crles for III sive ucle r etribution gradu" alty died away as it Vias realised that retaliatory genocide

ve point I it '1M lob 11'1 d ,c:: rou. In the d it

vas the remnants of the Israeli ~ ilitary and Intelligence

(vic th t x:a d 0 all r of r 'J • when

the leaders of nine of the terrorist groups responsible vere y t matlc lIy t rmln t do, rtf. t w ek of M y, regardless of the nations in vhich they had taken refuge.

As the Jewish peoples of the vorld began 0 pull them-

Iv b k tog t r. m y roup v oat of ndvin

vengeance against the forces of lam; others, however,

b 0 look for way to r build. Th ir 'Hom I d' mi

be gone, but their Nation lived on in comm nities sea -

te ed thro ghout the World, as it ad II" d in th ir hart' and minds for centuries before. In 2029 he Gilderstein

FOl ndation in New York began a re rultrnent p 0 ramm for the greatest mathematicians, enqineers a d heoretical physicists in the world. offering h ge sala ies and Inc

lives fo , best people. Purchasi 9 small isla doff e

----------------------~II------------------~---

i

BACKGROUND

Philippines in 2032, the Foundation (with m siv t chnlc I

upport ncJ funding f om several Japanese meqacorpo ations) initiated its visionary programme - to brea fre

fro th co fin of t Sol r S'Irt ,nd find a world 0

vhich to found the Ne v Israel, the second Promised Land.

here followed many y ar of f tse art and d for the Foundation's work, whi Ie the economic situation

the vorld over fl ctuated '/lldly. Early In 2045 t t

ta cs of the Russia Commonwea were subject to

border inc rsions from the Inoeasingly hostile B-eljing

Gov rnm nt, nd in 2046 Sout or f(!11 to a lightni g

strike by orth Korean and Chinese forces. Again the U <:lith c. it m ,or vppo rs 00 y witn wors ing internal affairs to acti ely intervene. The Asian nrest culminated in January 2:047 with t Third Ru i n R voletio ,in which a Chlnese-sponsored coup retu ned Commu-

nism to s veral of the sates of he Commonv lth and

declared the ormation of the Eurasian Union. By mid·2047 the only Common vealth s a es clinging to ir dom te-

t e U rai e. Byelorussia and the Baltic S a es, the remainder of the former USSR being firmly in he grip of Bei] n9.

On he othe id of th . Id, th USA VI tso f ring very badly. The stagge ing economy finally collapsed in

Q49, followed irnrnediat Iy by he do mf II of h F d ral Government, precipi ated by the assassinatio of resident Amy Koslows i in e bombi of the Whi e House by unknown g oup. As the US began a rapid descent into anarchy and state eudalism a gro p of enior 0 c r

nder Ai Force General Parham declared he formation 0 a military government operated from ORAD headquar-

t ( ,T i app r t 'coup' v s violently op 0 cd in m ny S a es, and he situa ion began to deteriorate further

toward co d civil va .

I P rham q Sled UN military involveprisings in over verity-six Sta es. b t the

ve rtill pr occupied v ith the probl ms in Euro si and refused direct interven ion. Finally the mili ary gO'Jernment tur d to Glnad nd Brit in. he latte having been steadily reforging its traditional links 'lith he USA over

v ral y (d to it growing di illu ionm nt 'th h

French-domina ed European Community. At first the 8 . ish

den dian government w ( reluct nt to b com too involved, u til Septembe 2050, when separa ist eleme ts in Florida carried out a limited nuclear attack on North

Da ota, A week I er, a I rge t . sk-force of 8riti~h and Canadian troops arrived in the US and supported the

n tio al military in s izi 9 co rol of most of th ucl r

installations hroughout the nation. he pacification of the United States 'las to ak ot er six years, and IQ<J 0 h formation in 2057 of he Anglian Confedera ion, uni ing

th form US d C ada und r th Brlti h Clow ,th

office of Lord Governor being established to oversee t e

( uildlng of th North Am rl an economy nd Indu tr I base. Despite Parham being e obvious candidate for the po r, p bile opinion and media pressure resulted in Adml~ ral Dewsbury (US ) being appoin ed as the first Lord

Gov rnor I July 20S .

MQ n vhile, e Gilderstein Foundation had been continuing its vork on its isoleted and fortif ed atoll, se mingty oblivious to th vorld- hatt ring events taking place elsewhere. Having moved all its funds to Japan se ban some y ers atller, th Found Hon Via unaff cted by the US collapse; in 2058 a report was leaked to se ... eral scientific jo rnals tha lnd cat d po ibl br k h~ough V<lS im i en , Shortty afterwards the Foundation used

uroSpace launch fadll le 0 put n xt siv I b module at th L5 Laqra ge Point. In 2059, the L5 lab simply disap-

peared from all arth and orbi al sensors; Ignific nt

n tc y di c '9 vas registered a the momen 0 disappearance, bu no remnants or debris vere ev r tocat d.

was 2062 befor the Fo ndatlon r v led to t World's

press that two of its top researche s, Dr. Theodore Krensberg and Dr. Mal sukada, had b en lost in th LS

di app ranc while vorking 0 e final develop ent of their Spatial Displacement System, the prototyp for wh t is od )' known smmply M t e 'FTL drive' (althoug technical personnel contin e 0 refer 0 it as sukada-Kren b rg Orl' ,or TK Oriv , in ho our of it inva tors),

In 'I 2063 it VI s nounced tnat the Foondation's first

functional trans-solar probe v as ready for a est f1I9ht~ tw nty d y I t r th orob r tur d from Barnard's Star

. h enough photographs and sensor da a to convince even he most scep leal sclentl U that Ein tin' th. ori h d OO~(). ir not broken, then at least cleve Iy circumvented.

Th loss of thre 0 t of fiv of th.e following probe missions due to unexplained ca ses delayed sending of a

ma n d mi Ion until 2067. In th y r, on th~ 8th of July - almost 98 years since Man's first footsteps on the Moon -

Captain Yoshida Mlfun nd Or, Glori vano )burg, 0

board the m Probe mip SHALOM, became he first human beings in recorded history 0 leave Mankl d' tIIr y nd

ch out for t st rs,

----------------------II~--------------------

BACKGROUND

HUMAN HISTORY 1992 to 2183

1992 Crea ion of m Common'll atth of Int1~PGnd~nt t~ ~ from the Soviet Union.

2014 Brit i withdrlllvs fro the EC following 1 e Spanhh inwllion of Glbr"t OJr ~nd EC r hll;)1 to take conomlc or milit ry ilctton.

2018 knolas 111 crowned CZc1r in S • Pe I?rsl>urg a.s tl)e Ro r'<Y

re rn 10 Rl&i&.

AU$1TOlli 1/ (';11 nd forces lin rate ('()(h OCCl) i lie'>' cereecnia The EC t ea en Iitary ret<llratlo ,~lh Brita n and the SA offer mil" ry support to their antipodean

re at ves. The E<: !»'ks off.

2023 Crl!cltiol'l of me EC soonsored E<:Of'lOnloC Union of At ica

Rcpu its (E AR.) in Cffilr~1 and Sou I ) Afri~a. r~!) African Co n rll?S rema n 00 <1 of thl? moe.

2027 Des (\I(tioo 0 he State of rael 'iY1 tslamic terroris.t <lctlOfl, Saudi Arabill o Y men and trnq.

E yPt declares ~-olldarl 'I wi h the Sa dls ar\d anac s ~Ibya,

2032

2017 a Sorrlall (1IJ(I~r device i 10

• 'n9 mos 0 the city. The tndien GO\'Crnmcnt rcsati tes by deSlfo~in9 A itsar and mas~ I 9 th entire popula 10~.

2039 I idor esis ir . eces and c()(lQlIers alaySia.

2042 T e EUAR follows the exl!mple of the EC lind beOOf1'IM a FIX! t I Sl.lper·sti)~ - 111 P~n.Airlc~n U iQn (PA ~.

2.043 K<RJse of sa\JCI com tes its suppressio of its 'eHo'li Arab

s..OltcS d e(C~1~ the I mit ~derdtion.

scroec Q\'()r In by Indonc:-si;)n fcrccs.

2-045 He • fl~ ti 9 on e 5 no·Slv t n bord r iI th B~ J n9 GO\-ernr ent presses 10 9 ,ed\J1'ldanl border c ims aogai t a n ricin 'and poIiti",lIy bankrupt R~ia.

2046 scot Korea faUs to a I ghtn ng sulk tyl orth Korea ilno China.

2047

st~t

ian nior The lnaining Co.mmonweal h

$ t $ ere t h RomanO\' Hcg('moflY. rc~lisin.g to.i d

I ey \,'11 be pi ed of by the Eurasian UntOJ!,n time.

2049 The US eco amy cot oses. followed by the Fed al GO'>-err~

mont os the PrQ$' t il ~~sin~ted ' c bombing of tile

Vile Hou!.e. Gefleral Pamam cectares he creallOfl of a

mili ry gcvle men Mbny S~:1t~ ig~e the miliUlry procle-

rna Ion. vIolently CfJPosing th armed forCI?S a mp to

ssume (0101

20S()

to'llards Britai f~ ('(

P i ip 'I1CS con rcrcd by In on a and ilss,mllat nto t E' new IncJooes n Common\ 'E'alth: Japaflese ev I units aCI 10 protect the Gilders-tei Fotrndlltion's inst la ian rom Indf)n siOl ~gg csslon.

In rl?$pons to the !)rowln() Illdonesian treat \uslra

Zealal ,Papua New Gu' ie (I d mbcr of South Se

2051 h Eur~ <lI'1 Un on crosses he Hlmalcryas and i vades lhe

I di wb,(ol til I t.

20S3 T e Indotlcs' n Common, nllh invades ~nd (Olln I rs B ,.ma and halland.

2054 he remail d of Ir~o-C i a fall.) to tl e orces of tbe

I do sien Cornrnonwct h.

2057 Bril;Ji Clnnd~ 01 d th Un teO Stat ~ nl u der t e Crown a d create Ihe An lia1'l COl ( derlllion. Admir.:!1 Oewsb ry appointed lord Governcr of lh terri ory pr()v1ovsly kno\ 'il as th Un e<I States 0 America.

e LWo eecra e ll\al the AC has 10 m date to rule over e

cx·Hispnno,US peoples .,nd dlKrll Cllifornlil. 14 x co

and exas CIS LLAiI territory v de foteigl ocCtJpali()(l d

, ur (!leI 3') • wMion of esc ells. Tile fin on ye. r W.,r o· th Am 'rn stilrt

2059 2062

he Fou Id lion re-..eals ie trut! nature of t ie disnpPclI ence o the lS tab .

Th.e I~omk FI?<1 ril on and PAU (las in t orth Eas Africa over wale rig IS. The EC pooSor os pe ce initi<!ltive backed Y"

reet of orce.

2063

Ttt.e 1 U<lrlS,wlar pro~ Is lau ch.ed to (a d ~ t s ( 00l)

8 a O's Star.

20G7

2010

T 'Gildcrstei Foc.rndlltion ~cnd$ h O~I '0' he Solar System.

"I'

Bo h the A ,,' n Federdlior n the EC I

e colo isa ion 0 sp ce.

t help from (' e . th I5I~m <; ~cd f'at on tile PAU ano e Romanov Ae emo • all launch m Witt.

frlilnl109d FIt. m on

2069

If lei nl .!1ft and

2072

The LLAR S M fo pellet! in the WlJf of the Americas end cedes illl crri cries in lorth ;)nd Ccntr~1 Am (j(a to th41 Anglla Confederation The LlAR IOO!<s to space 8S d ear of expareion.

'The E Ir~ii:m U 1QJl1~ nd16S its first

itself Ev asia ~r U .

2075 The LLAR leUI h their fj~t FTt era • as docs he ndoocsi n

sis P atld renames

Commo Ii .,It .

2096 Fc~ndl~ of 'N ~I IStael' 00 Garden wo 1:3 ill Ille Epsiloo I Idi S 'ftell'l.

209:8 Con liet g~i netwec t Angli.,n cfl

R as vorder claskles escalate into au 00

20~ First s 2101

.mcnt 0 Albio 'I An9li~n onfcdcr~ l<Jrl '~I

2102 The emcrl.,n also I(,;lv s t FSE. but refusC$ IISI. 0 S of

UnIon and reas~erts. its inc.eper)ve~e.

bile ~ de>."n.

----------------------ID~-----------------!---

BACKGROUND

Z 1 1 0 Vlar brea s Out be w~en lh Indonesia Commo' I 1'1 and

2112 The S>fdney AU01d eoos the PolIpu.t rIel. Guinea lar.

2123 IsLun.ic Fad ration ~nd su forces ;111'1 0 ~;'I m ssacres 1I\CI1l)'Muslims ·0 a" anti-lsi OW( eo roen ,ro tl'le III n sub-continent, O-ptom ttc Horts result i n escalation to fvll sc.al 'ij/ be I'll) verted

2124 ExpandillY il teresu 00 (olony '(()rlds a d tJ'le ilfiwlly 0 mnint;'l . 9 ~uong ce-ntrOllis control fore some libeealis

ue ',ilhin ttl ESU; Poland and CZe<llosIO' a la poe I Ion 0 join tile E"SU ;)5 'economic partners', consideri 9 rhernse 't:~ 0

~"e b ~n poorly If a ty th 14 I..

2127 The b 1a1X~ of t:()wer wi hin the £SU s i(ts; away rom C i~se

domin ion es the Union Government is moved from e to

tile mil 'I RU»Io!I s ttled iI Mos~ cl.

2128 LlAR (en y (Xces li,~d IY/t e IndooesiBn COfilfOOtl-

, .,1 1'1 cI;'Ish wit AIlgli n forces on £.1 rt 1'1 , g;'l'nst t cir empiO)~rs will The I dOf'tesla s e.xeC\lle tile ot re torc~ n a Ill!YI'C designcd ao cooclliete the AC. The LlAR protclu et the outrar,4! and a ad(s he Indort4!S an CommonwO.llth. Th

Me cen y I r, M it bee nes MO\, ). I s Ieor ye r1 with

both mploylng l;'Irg (ontirlg nt<; of mercenary and

vol teer terees 0 oropl lent tl'tei e.xisting arsenal.

The blumic Fedcratiol and PAU ditSl <Y~I spl teS of - 1 lice

n space. T F nf()f'CC') pcacllful $(llu ion.

2131 ESU Bnd A I tor(es sliirm h 00 Chi Dracoo s VII as both

powC'rS continue to expand their (010 illl settlement pro-

grilmme O\>er 1h~ Il~ Ive ~ilrs we 't>:>t'd I sk rm 5

become more Irequent, e~pec· Hi'il tl minot cotcnies rld Ou VQrf(ls.

2135 Th Anglia Co federation fl'lO'leS I Parliament 0 Alt>loo. vtlic now has II poslul:stion almost aslllrgc es Engls rd thanks

to mas51· mrn grall()tl ,):n(l ngln"rcd pop I ~tion9rO'"lth

plogrammes. The le- ning I Ololdi. illg 01 les v, divides his tlrnc be veen pal es in Engl~nd. Vcrmoo . Ottewe : d Att»oo.

213.6 Co federcltiOJ enames i elf tl N IN M lian

2137 The urasi n Sol r Uniofl declo es W4r l19~iMt tilt! Mew

AIlg"a Con e<l rilt on d~ o ' he hor if,e ~ctions ;'Ind int n s of the itrtp - li~~'. Five years of il te e warfare ~O\' I as the ~irl Sol, VIM fOlloW$ t rouqhout e inner coloflics end the

Ou ,Ids.

2142 Pe ce accord of Frc- I nd encH the Fi St Solar War.

2143 The United I til)11s ece Commnnd (U SO is formed to orbid space conlli in he Cor systems. an(! prcv de a pc:tCl-keeping orce .. t1NC required ir the inner COkMce.).

PY~sure by s rill rna or POIII ~ (@SUI sin U ' ng no

mand te to oper e il tl Outweetds, except if) li 5<i (I 'ficJ r seo rc <ol Pol< fly.

2145 Th second Solar Vij/ t>r~aks OUI r C, e t Sl 00 Rom ov Hegemorl)' nd On t eu r the esu. h FS and h PAU followirlg n ;'I"OKk ()fl Romnnov Hegemol»' Out '(()rld il'ls.tcl1la 'ons by he ESU UNSC preset'1(e

pr nts the- vllr intrudIng on the Core systems, 01J9

combat O«urs on s rill.n r colco e

2157 nle Tre ty of Khotr mshahr brings the Seocolld S<>Iar Wa to all et'1d.

2159 Ca1"fOf"nia and Texas cJe<lare themse~ n~pend nt rom 1'1 NAC, 000 claim ,II rigl IS to tile coklni~ 0 1 AUltin II td F His

(wh h hey r -nam r ew Pas.¥.!el\il). After muth diplomato< Pf"o est nd sabre rattling. pllJS II few token militoll)' strikes, t r C ilCCCpU tlw. d clilr .. tlon ;,nd tIM! FCT (Frc C.11-T.) I fOf"trted

2163

2165

2166

2'73 be umani IV in - cot. e u and

aSSil!.$#.llclted by .m Is mlc feci ra

om (ilncl ~ filii r to 'Ial ir'ltensilre.s.

217G J\rehll~olo9ith di~w.'('r the emllin~ 0 "non- m.t

dvi!sa on on a r.m world pl,ln t n Indon an pace.

2183 The UNS<: Sou 'C \I sers caUre-,' and I - 'CIl 'af to re urn from an Ou vodd wrvC'1 00 the- fringe of PAU space; f 10011' vp mrss 0 fioos '00 tiflabl <febris rom he II~. ex ,bitiny oo/ious signs of batt .. but no trace of cit er the

McC.;IHf y or .lnll no s ...

• To be cent n eO ...

SITUATION UPDATE: 2183

The political J uation In Human soec a of 2 83 I a

ig Iy unstable 0 e; the majo power-blocs of the ESU and AC are 10 ed in a d cade -lonq w r of atr ittio p nctuated by sudden burst of renewed fighting, while many of the smaller Spatial and Earthbound po vets are involv din inor w rs, skirmishes and di putes of their cyv n.

The UNSC has so far managed 0 carry out its primary fun ion, th t of P( 'I n I 9 P wart (and thu t

isk of planetary bombardment) i the Core syste 0 Sol, Ce au s and Barnard's. tt has, h<>we\t ,b en larg Iy

i eftectiv~ i its secondary ole as a peacekeeper in he multl-national ln er colonies, The Outworlds - minor colonies and outposts. mainly claimed by si gle nations are suffering badly from the effects of the hird Solar War and th (on qu nt di (UP io of t tr d a d com erce vhich is heir li eline.

The r C nt d p;>earan e of th two U SC urv y hlp h caused a storm of panic speculation a OI'Ig the media,

vi'th the sensationalist p ess screaming headlines of 'Aliem from B yond he Rim' .. ,

----------------------11----------------------

APPENDICES

USING MINIATURES

Altho gh the 9 me will vork perf ctly .tell using co nters or other markers 0 represen the S arships, the! vi u I aspec is greatly en anc d y using minia ure ship models, either com me cially produced or scr tchbuilt.

If yo decld 0 use miniatures, they may be simply placed flat on he able or mount d on some kind 0 ba$€ or

and. Ships on sands certainly look bet er <I ,,' t c ntr

of the sand' b give5 a u eful re erence poin for

measuring distances in play. Some m nuf ctur r s~pply pi sti<: 0 Vlr and w th their ship models: for hose tha do not, you can either buy p t e Des of cI ar plastic

ta d (available from mos games shops or direct from us at GZG) or else p od ce your ow ands from a square 0 perspex. vood or plastic and a sho t length of rigid vireo

If you u Ing Fighte( Groups in the game, there are a number of ways these can b r pr ted. To I, maximum ISU I appeal you can moun the correct nu ber 0 individual Fighter models on in I be 0 the they are rernov bl In some way to indicate losses: they ayei her

be stuc to the b with, ry mall blobs of 81u· Tack. or

can even be on short individual wire stand t t r 'plu99 din' 0 hoi drilled in the base.

A much simpler way of d oti Figh er Group Is to

p rmanen 1'1 mount a ew Fighter models (or e en (] ingle

one) on ., ,t n use either numbered coun er or a

mall 06 placed by e base to i dicate he ctu I numb o Figh er it r pr sent .

Asteroids can be made om chunk of co r foam-rubber

or po ,paint d blac and drybrushed vi h greys and

browns. e a GZG are plann1rl9 0 release a range 0

n cas Asteroids in the near fu u e.

To indic 'S09 y '(un ide tified sensor races) when

using the op ional sensor tcs. 'Ou C n Ith r counters

Of, if yo are going all-out for the miniatures side, spray

some pi g.po 9 II t bl k an mo nt them on

t nd . Put an 1.0. letter on eac base and you vt: your

long-range scan cont c:t I

Two alternative methods of mounting Fighter Groups, a 'Bogey' marker (pingpong ball) and an Asteroid (foam chunk).

STARSHIP MODEL AVAILABILITY

e e is a large range of cast who ~·metal miniatures

p clhc lIy ces. n d to JPpor FULL THRUST, P educed a a co-venture between GZG a d CMD - a full list and ordering details may be found on page 46.

C 0 (CO?ELA D'S MOD ): The ~offtClal" FULL THRUST

range from C 0 (available by mail order from GZG, and

81 0 prodoc d er I cen for the USA by G o-H ) is

gro 'ling very fast, as viII be seen f om the curren lis ings gIVen Ia er in these appendices. In addition to these, we at GROU D ZERO GAMES ( lOt rti 9 to produ( om items ourselves in both resin and me ai, to complement

th CMO r ng , Nrit to GZG a h ddres on th wck

of t is book or latest informa ion (SSAE appreciatedl).

How ver, as with the backgro nd informa ion, we are not saying you hav to use the 'offici I' hip; h ( r v I other ranges available in widely differing styles and prices.

Lookinq t t oth r rang vail bl t th im of

wri ing, he following manufact rers produce suitable

hip d I in whit m t I:

SKYTREX L D., 28 Broo S reet, Wymes veld, toughborough, lekestershire have a good sized range of models in

thei STARGUARD ri ,or ni d into thr diH n

, leets' of six ship classes each - design style varies widely

b tVi n t fI ts. Writ to S&cytrex fo th rr late t I st n9 ' or see he ships on heir trade s and at mos large

v ( arne hews.

IRREGULAR 1 IATURES, 69A Acornb Ro d, HoI e, YOrk

Y02 4EP have a ra ge of ships, with both' uman' and 'Alia" d i9r\S., including sam '110' fl ht (t'lP • Th models, a hough rather basic in design and lacking i

til, r VERY 0 z prlced now 11'110 h look if you want a large flee 0 a very small budge.

RAfM have just released he first of e official "Traveller - Th N v Er N t rs IPS u d r lken f om GDW. I h OJ

just received samples 0 hese rom the UK importe s,

ROBI SON IMPORTS, and mu t ay they look cod. AI-

hough a much large scale han he CMD range (my guess i th t th 'I cal out at something like lJ60(}' noO), there are some th~t v.outd fit in very 'N II with the other hip lines - especially as merchants and 0 her ancillary vessels.

Ch<x:k t ou t your local rn op.

Aside om the ranges of models actually designed to

( present large srarships, here are a few ranges of largerscale 'Space Fighte 'mod Is hat m 'I be u~ftJl for ca(t()in ship classes; in particular the 'SILE T DEATHI'M' miniatures

produced by l.eE T',' (for th i cxcoll n iniatur sf

boardgame of the same name) are well worth a look, as

t r n9 cont in a urnb (of din the tv w II for

Escorts and Cruise s - heir intended scale (about lnOD I beli ve) l not clearly app r nand th 'I will pa for much bigger ips in a smaller scale,

Referring to the photograph of 'old' ship models on page

45, you m y Iltcky 'ou to fmd f vof h ran

men ioned around on the seco d-hand market, especially a the Srln -aod-s y ails of '110' r am hows: In part« • lar the QT ODELS, VAUANT and SUPERIOR anges are

w II • orth tying to track dow .

--------------------~~-------------------

APPENDICES

Th r al 0 enotes opportunities for scratchbuilding and converting models: certain 'j~tP c $' fro 25mm SF fi9ure~ can actually make very convincinq small ships ( his

y sound r "9, ut [u 100 t om of he b ckoec designs next ti e you go into your local games shop), and I

h v n n cellent little v ~I made from a 2Smm

scale SF hand weapon with a 10 m di meter met I hi Id (wi hobo ) stuck 0 top of i as a 'Bridge'!

Craft shops and s ails are grMt score of pl3~tic nd

vooden beads, s heres and so on, h a little inqenui y, a

fe v oence and tub .. of glue, th po Ib I tl are eJ'Idl~ !

Starship models through the ages!

1: Solar For( Or dnou ht from QT Models,

2,3,4: S arfleet Wars ships rom 5 perior occts. 5,6: Minlfig Ctuiser and Destroyer from mid 970s. 7: Gar ison 5 artroop rs Crui r, I t 1970s,

8: Valiant Miniatures Destroyer, produced in the UK by Hinchliffe unde licence.

9: L kest (Micro !I. odels ship (late 1970s?), 10: Fighter or Scout fro Supe 10 Mod I .

1: e one that started' all: Da 'an Command Ship in

resin from Skytrex d., circa 1973.

THE COUNTIERS AND TEMPLATES:

On page 47 you will find a set of counters hat rep esen

t hips u d In th Introductory S<: narlo, piu t of

'Bogey' and 'Mine' counters that can be used with the

et van s ctlons of the Advanced rules. AI 0 on that page is a full-size template fo t e COURSE AND FIRE ARC GAUGE (refer to les on pages S~6), compte e with natty Ii Ie handle to hold it byl (Are we good 0 you, or wha 7),

T rt i I 0 ~t of h (0;( t i ing ompl t for the ova Cannon to be found on page 20, if you wish to

u hi V RY optional IN con y em!

o u th couot rs nd t m ~a es, get the relevant page photocopied (several times if you v ant lots of Bogey markers), stick he copies 0 some suitably-thick card or mountin9 bo rd. then c fulty rut th m II out. 00 'T jus C t them out of the book, because your Ship Record She m ~t r l on th oth r id I

hip count in p r kula c n look v ry elif cttve If he

white ship outlines are then coloured in, perhaps - hone of the fluore~ent hlghlighte( pens. All the ship counters and the Bogey markers haw clearty defined 'centre' dot, from which all measurements should be taken while in play,

--------------------ID~------------------

APPENDICES

The "FULL THRUST" STARSHIP RANGE:

Thi n i (3' t In \ item al by CM 0 signs, using the

FUll r RUST ame unde licence from GZG. I t)e UK nd Eu(op . he hips a e available by mail order exclusively

rom us at GZG.

UK and overseas ClUstom r (~x<lU'di 9 orth no South Am rlc:.a) hould co tact GZG at t e address on the back cover of t j;~ book, to pi c ord ( 0 ( uest updates on

M9 availabili v: indly enclose a stamped SAE wi hall enquirie ,or h Inl me onel Reply ccuccos (I RCs) fo overseas enquiries. A full illustra ed cataloque of "II our

r n of SF 9 ml 91 models, figures and rules in 2Smm. lSmm. 11300 and 112400 5C()1e-s i ev il bl for £1.00 (UK) Of 5 x IRC .

UK Post and Packing on models is 10% of order value. sor USA, Canadian and S.American customers, the FUll TRUST S arship Miniatu es Clnge is curr ntty b i

prod ceo un Ilcef'se by CAPRJCOR:N SPACE (a di - ion of GEO- EX), 2 26 North L wi . Portl nd, 0 go 97227, USA. for distribution to the Hobby trade throughout North and Sou h eric. PI 5 cont c C P icorn Spec IGe-o-H for cvrren prices and availability of the range, or as' your tocal

o by Stor to contact th mod aler info mation.

the NEW A~a CON': DIiRATION CNACl:

rr 101 JircltOfm I ClbI111(;KTERS (p ck 01 121 (0.95

FT 10M Hamson s SCOUTS~tlPS (pack of ~) O,!I

FT 103 ArOl~ho d.u$ CORV S (p.:! 0 3) (1.45

FT 104 I. :tOl%;)I:I d.,ss R IGA (~ 0 ) Cl.65

FT 105 Ti'ont!erogOl (f~ ~ ~STROYE~ (pJdt 0 2J ! 1.9~

FT 106 HosI'Iino <I,m IG CRUISER (1.4S

FT 107 FuriOus cla-ss tSCORT CRVIS'tR £ 1.95

108 V ridftlbur9 ('~SS HEAVY eR ell. £2.45

109 j~tie <I IS MTT1.EOIUISER £3.!)5

F1 10 VKtOfi3 d.m TTlf5H! '4.4

FT I v.alon cI ~ (lATTl ~U.Df«)v(;HT (ti(o,hy s.a lleship) (4.95

FT 112 VlIllcy F~ge (1m SU fR liD OUGHT f7 .95

FT I 3 Inll x e das.s LIG fl~H CAli [ (6.115

FT II~ Mk RQy (101)> FLEET $UPERCA IER £7.95

Th. URA IAN OLAII 10.0.1 CESU):

" 2() 8 lya elMs FIGHTf6!$ ( of 1:1) ("l".'/ dcslg,n) £0.95

Fr 20M Le<nC>'1 d3SS SCOlJTSHIPS (~ of~) £0.95

FT 203 11 nuch ell <IJII COR~TT(5 (p ck of 3) (1.45

FT 204 tlC>'f90rod <I ss f IGAffS (p de. of 2:) , .65

FT 205 V~rs~\' class OESTR.OvE (p ck of 2) l .95

FT 206 T,bqt ~s LIG CRUIS.!:R t .<15

FT ~()7A 8clji~ (lim <SCOOT CRUISER ! .9S

FT 203 GolVI (}y (lilSS HEAVY CRUISER £2.45

"2G9 M t1(!lucia <la-ss S.;TTL CRUISE-R !3.95

fT 2 0 petr09'a,d (lass BATTUSHIP £4.45

f 2 ROllOv cl S~ BAm6~Er.()(I.X)V(;HT (He "~I s.anlqV\i ) !4.95

T 2 2 Komarov cl IS W1'£I1~[.·.WOVGHT n.9S

:2 l Komt.t till ..-A AO< CARRIER n.9S

IT 2 4 Ts ojk.o\'Sky dim UGH CAAAIER £6..15

mnRC THDUST

II,U L i rir; I

Ttle first SUPPLEMENT BOOK 0 FULL THRUST

The "'RA'VAt( (Allen torees): 401 Ri)'s"n clOIS~ ftGHTE~ (pOlek 0 12) eoz l\l'~ (I IS 1 HR OERS CSCOVTSH ~) (~ of 4)

403 KOI'Tilk ~s ST ERS (CORVHnS) (~ 3)

~ ~'a:< (lass FR+GAn (P9'k oil)

FT'('()5 C>nok (!6s.s ~STROY6R5 (patl<. of FT 4.06 \/0'80: <18S~ HUt nR (LIGHT (RVI)iR) rr «J1 Si'Tek dM PAT 0 (RUfSER ~ '-08 V~'Ook d.m HEAVY (RU E~

~ Tl'0lI class 9A sc UISER

.Ql0 o'Vol dim BATTlF.SHIP

FT 411 «v« (IOISS lIA EOiIEAD OVGHT (HC~"Y BiI hip)

FT 412 Yv'~ <lass SUPCRORfAI)N'OUGHT FT 413 0"S.J'l (lilSS STfllKE CAli R the N . U S ItIAO N GU (~L);

SOl MIler d.l~l ~ 3HTE S (p.:!C; 0 12) (0.9S

!>() FJlke tf.»$ SCOulSHIPS (p:tek of 4) (O_9~

!>O3 S roschcn cb6S C<l4WITTES (p.:! 0 3) C1 5

FT S04 : r~nhold cI~ss R+GATES (smk of 2.) (1.65

FT!>05 Wnldburg ~ DESTROYERS (p..aa oJ l) 1.95

FT S06 ronpr.r'I1 Wlh 1m (I~ SlIGHT (RUI R I 45

FT S07 Ra 1 y <litSS ~C~T CRUISER 1.95

FT 508 3 k9raf <la-ss HEAVY (~VIS[R (2. 5

FT 509 i' n d ss BATTl[(RtJlS( 0.95

1'T 10 I,) Von ~r9und elDls (lA ~SHIP til. ~

FT SII S«m Is' dolSS BAnUDREAD 'IOUGH (HC~V)' 8Mt~lp)£4.95

FT 512 Von TC<Jcl off d.us SUPEROREAOtIOUG (7.95

FT 513 0 rTh tXrd~ (I~~$CARRIER 0.95

M RCHANT. SUPPORT tid CtVIUAN SHIl>~

FT 301 f~j(C<'l jupilt (I s eui T tlKER (resin eli)

FT 302 (Iar e {lass XPlORI\TIO (rsUR~Y OIUISER FT 303 S.Mr~ - ki 01 modulM resin & m~tlJlle(tiom FT 303A SlJr~ exrensicn section (rMI", to fit f )OJ) H 304 S>/stem Ocien<e Ir.slJII.,llon

lbased 0f1 f )03 deSign. resin mcral]

FT 305 H~~urg elo $ H ~"I lad Fro g 1('(

FT 305A f gh r c oms on $oO'CtOorl ('~lr,) {¥9Q po~ for FT OS FT 306 OUSll (I~SS ~ S act \)g

FT 3()7 tafes (lass lroner- )'$1 m Vlu re Ot\ttda<t <a "I)

FT 308 ~ivm f. - I.

" 309 ivm ~.;g let (bIte n tn~ to 308)

'IlIe F~DEAAL STATS EUROPA (FS~):

FT 60 'Ir.age IX dass RGHTERS (~dt 0 12)

FT 602 "'ls1t~1 cU$.s SCOUTSHIPS (p~elc of "') FT 603 tan <101 s COR\I£TJ"ES (p~ek of 3) FT 60·1 I iJ (lass FRIGATFS (p;j 01 ~) FT 60'5 ~ ',Ii!l.uel (lilSS OESTROYERS (pil(k 01 l) FT 606 S1JH eon (lass tGHT CflUISER

fT 607 'il tOO ESCORT (R\lI~

fT 03 Jer.~ dM.s HEAVY (ROIs( rr 1!09 vpres cI.m SA llCR ~R

6 0 Romol elau BAnLES IP •

FT 6 Bonap;)rt cl~" BAmEOREAOt-."OUGHT ()i(o. y B.l'tll I

FT 612 Fo<h <lass SVPERMEA OVGHT

FT 613 Bologna <la-s$ LIGHT CARfllER fT I)!, Je I oe O' NC <lass fUET (;\~ ER cze FlUlL THftV T nEM :

G 001 Trvtk l' t psce ei9tncr GZ 002 As erOld 9~sc 1r61~II~tlon (ilcsln)

IT STD fPC S arsh p St,OIrld

on-p'-t~

1}IIITl~ll)E II

The Future of Science Fiction Wargaming

A (omprehensiIFe. enerk arne ~em or !lOO scale Sf Ground Co bat. Featuring a compl te vehi construction i! d points c~ts

m to r\ bl At mod Is 0 ~d, pllJ.S rot s fo! Amlour,

Artllle~. Infantty. r s.uppon. Comba Wal ers omd mu{h more.

FMt.. flo ..... ing games ,. - I up to 8.!1tt - .ized torces, usin our inncva i IntegrOlted G~m S~u nc .

Rulebook indttd.es '/0 sheets of utl-colour. heavy duty

diecut coun rs.1 d pl"Y m 1 r$!

A al ble flo n al good games silops, or dlrec from GroU1ld Zero Games or £8.9'5 plus £1 po lage (UK). f2 cv seas.

USAfCanadlar~.American ws omers: pSease contact GEO- EX. 2126 N.leVlis, Portland. Or(>9on 91227. USA,

£O.~ £0.9> (1.4,) (1.6S £1.9> £1.~S C1 C)S £24$ C3~9S £~~s (~9S n95 o ss

5.95 (41.9 (6.9 (1.95

£4.95 0.95 £2.95 £2.45 £1.65 £2.95 £2.9 '

(0.95" £0.95 £1.45 f 1.65' (1.95 c ."5 c .95 £2.11 ' £3.95'

!4.4S· !4.95" £7.95" £6.45' f7.9S·

! .4S £4.95 £0.0

----------------------II~--------------------

SHIP COUNTERS FOR INTRODUCTORY SCENARIO

EURASIAN FORCES

NEW ANGLIAN FORCES

BOGEY AND MINE MARKERS

COURSE AND FIRE ARC GAUGE

SHIP RECORD SHEE T

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. . 1992 GZG. ~(1I'I.SS.()(I granted to pnoto(opyfor personal UK' •

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