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Full Thrust Campaign Rules v2.2


1.0 Introductory Notes
Welcome to Full Thrust Campaign rules v2.2. These rules are simplistic in order to make life easier for the game moderator. The game requires a great deal of trust by all players.

All players are then required to:
· Produce all their own ship sheets (by photocopying or whatever) and Ship System Displays (SSD).
· Get a tape measure.
· Make an arc/turning template.

1.1 Optional Full Thrust rules in use
The following rule headings will be utilised for these campaign rules
Full Thrust
All Core Rules
Advanced Rules-
· All Fighter Rules
· Pulse Torpedoes
· Submunition Packs
· Merchant Ships
· FTL rules
· Asteroids

More Thrust
· Using "C" Batteries as anti-fighter/anti missile weapons
· Damage Control
· Boarding Actions
· Striking The Colours
· "Terrain" Effects
· Optional Fighter Turn Sequence
· "Scrambling" Fighter Groups
· Fighter Endurance
· Planets And Other Large Bodies
· Entering And Leaving Planetary Orbit


Fleet Book (Full Thrust v3)
· New Fire Arc Rules including Aft-Arc Fire and Rerolls (Penetrating Damage)
· Expanded Fighter Rules (except morale)
· Modified Weapons Systems
· Defensive And Other Systems
· Salvo Missile Systems


1.2 Scale and movement
Each strategic turn represents one week of game time.
Any FTL-capable ship can move three light years (three campaign map hexes per turn. Each hex is numbered to aid record keeping and determining orders.


1.3 Turn sequence
Fight battles (if any) arising from previous turn
Increment Resource Points (RPs)
Spend RPs.
Execute ship/shipyard orders

Turn frequency will be as quick as players can submit turns but if a player takes too long, the other players can decide to press on and the late player loses a turn. Turns will be suspended at the point that conflict resolution is required. Conflicts must be resolved before moving on to the next turn. Players have to be reasonable with conflict resolution, if they cannot fight a battle within a reasonable time (say 4 weeks), they must nominate someone to fight them on their behalf.

2.0 Startup
Each player receives the following:
· One star system containing a habitable planet, a planetoid belt and a gas giant.
· A number of RPs decided by game host / moderator that can be spent on new ships including fighters (fighters are not received free).
· Optional start-up items include:
· Shipyard for constructing new ships
· Mother ship or factory ship for constructing new ships but can jump from system to system

· Shipyards are defenceless, require no SSD and are captured by a player who takes control of the system they are at; they are never destroyed.
· Mother ships are either generic or race specific and the SSDs usually given to the players by the game host or moderator.
· Mother ships may also be able to construct new shipyards or orbital defence systems.

2.1 FTL travel
Ships in FTL may not meet or interact in any way. FTL communicators may only be based in planetary systems, as they are too large for shipboard deployment. However, all ships are assumed to carry small FTL-capable distress buoys, which will carry information on engagements to a friendly base.

2.2 Capturing and holding a system
Each system consists of the outer and inner system. Planetary bodies are present in the inner system. On entering a system, ships are assumed to leave FTL in the outer system i.e. in free space

· It is assumed that the natives of a system are equally willing to work for any foreign overlord but a player must keep ships there or lose control of the system. System RPs become available for use the turn immediately after the system is taken.
e.g. NAC ships arrive at the Grunwald system at the end of turn 20. NSL resistance is quickly overwhelmed during the conflict step before the start of turn 21 and NAC can use the points from the system on turn 21.
· When a system is gained or lost, don't forget to tell the referee or update your FTC file as appropriate.

A campaign is won when all systems are controlled by a single player or if a maximum number of turns have elapsed, whoever has the most NPV income, if tied then the number of planets will be factored in, if still tied then the total points owned by a player including ships is used. If still tied then a draw is declared of a turn extension granted.


3.0 System contents
One or more of the following:
· Asteroid Belt (30 RP)
· Large non breathable atmosphere body (20 RP)
· Gas giant (30 RP)
· Habitable planet (40 RP)


3.1 Resources
RPs, or Resource Points, is at the core of the campaign system. These represent a composite of agricultural and industrial production, produced by the populations of planets and consumed by the Navy. Each planet has a rating for the RPs it generates.

RPs may be used for:
· Ship construction
· Shipyard construction
· Orbital Defence construction

Resources are pooled from all the systems a player controls and can be spent in any fashion the player chooses as long as the rules for fleet compositions are not broken.

4.0 Ship construction
Ships are built by shipyards and mother ships and the NPVs required deducted from the players NPV pool. The ships are available for use immediately.

Ships can be decommissioned at shipyards or mother ships and the NPV of the ship reclaimed. Partial fighter groups are only worth their partial fraction of points.

Ships are classed and named according to the following convention:

Escort Sized Vessel Cruiser Sized Vessel Capital Ship Sized Vessel
AEL Merchant, Light AEM Merchant, Medium AEH Merchant, Heavy
SC Scout CL Cruiser, Light AEB Merchant, Bulk Carrier
CT Corvette CE Cruiser, Escort AOE Fleet Auxiliary
FF Frigate CG Cruiser, Missile BC Battlecruiser
FFH Frigate, Heavy CH Cruiser, Heavy BB Battleship
DD Destroyer   BDN Battledreadnought
DDH Destroyer, Heavy   SDN Superdreadnought
DDG Destroyer, Missile   CVE Carrier, Escort
    CVL Carrier, Light
    CVA Carrier, Assault

Fighter costs are as follows:

Standard Fighters 18 points (3 each)
Heavy Fighters 30 points (5 each)
Fast Fighters 24 points (4 each)
Interceptor Fighters 18 points (3 each)
Attack Fighters 24 points (4 each)
Long-Range Fighters 24 points (4 each)
Torpedo Fighters 36 points (6 each)36 points (6 each)


4.1 Ship grouping
A task force including fighters may not total more than 2500 points. Capital ships including fighters may not total more than 1200 points. Capital ships including fighters plus cruisers may not total more than 2000 points. The maximum number of ships in a task force is 12. The maximum number of fighter groups in a task force is 8. and Sa'Vasku can only have 4 drone wombs in a task force.

A task force is defined as all the ships a player owns in one hex excluding motherships and civilian ships. Only one mother ship per hex is allowed.

4.2 Fleet capping

To make ship fleets more varied, the following fleet caps may apply.

Maximum fleet size Capital Cruiser Escort
2500 1200 800 500
2000 1000 600 400
1500 700 500 300
1000 500 300 200
500 0 300 200



5 Ship resupply
A fleet auxiliary is required for replacing SMLs, Sub munition packs and scattergun reloads and one must accompany a fleet to replace them if away from a shipyard or mothership, unless agreed that they are not necessary. Fighters remain expended until replaced at a shipyard / Mother ship.

6.0 Conflict Resolution
When players are informed by the referee that they are in the same system as another player, then players must exchange sensor information. Each player tells the other what ships they have in terms of generalised classes.
For example, and NAC task force (BB, BC, CE, CE, 4x DD) meets an FSE fleet ( CVL, CH, 2x DDG). Neither player had to specify authorised variants if any are in use e.g. NAC could have a BB Victoria, BB Vanguard or a BB Howe, but the FSE player will only find out what when the battle starts.

6.1 FTL Flee
All ships have the option to attempt to FTL flee from a battle to try and be available for the next strategic game turn.
Every turn, each ship still preparing may roll a d6 - on a 6 it may start the final power-up on the next turn, or any time after that during the battle. Ships preparing for jump may still manoeuvre and use systems. A ship that disengages from a fixed table, or remains in battle when all enemy ships have been disabled or destroyed, may jump after the battle. The final power-up takes one turn and must be written in the movement orders, during which the ship may not apply thrust or use offensive weaponry. The turn after this, the ship moves half its move and enters FTL.
FTL cannot be engaged in a battle involving a gas giant, or within 30" of a dense world, 15" of a moon, or 5" of an asteroid.

Any ship that is successful on its FTL roll of 6 MUST FTL out of the system after the battle is concluded if it has not jumped already. This represents that the FTL drive capacitors are charged and will overload if not expended during the jump to FTL. If the ship does not, it is destroyed and removed from the players inventory.

6.2 Battle Setup
6.2.1 General

Fleets start facing the middle of the play area and at any speed up to their thrust rating (this does mean that on the first turns movement orders, if maximum thrust is applied and the ship starts at maximum thrust, they will start movement at two times maximum thrust).

Ships will start at 40+(d6*10)" away from each other or half this distance from the play area centre if more than 2 combatants

All ships must start within 20" of all other ships in a fleet. Fighters and internally docked small ships may start docked or launched, as the player wants.

Ships may only leave the table when it is fixed. If a ship leaves the table, then it may disengage from combat. If a ship's owner wishes it to return to the table, then roll a d6. On a 1-2 it cannot, but on a 3-6 then it may return after that many turns. It is placed on the map edge it left from, with any facing and speed up to Thrust * 2.

If a battle takes place in a system owned by a player, this player (defender) may be choose where the engagement will take place within the system. Some of the options depend on the astrography of the system. A battle could not be fought at a gas giant or asteroids if the system does not posses them.
The options are:
· Free Space
· Dense World
· Gas Giant
· Asteroid Belt

If the planet is not owned, then the battle is in free space.

6.2.2 Free space
No additional set-up.


6.2.3 At A Dense World
Either the dense world is placed half-way between the fleets, or the defending player starts with all ships within 10" of the world. The choice is up to the defender.

A dense world is represented by a template d6" in diameter, and any moons by templates d6/2" in diameter. No moon can be larger than the dense world it orbits. Moons are placed at 1d3*10" away from the dense world at a random facing, the innermost being the world's first moon, and so on.
The first base on and in orbit around a world should be given a random facing and the others placed accordingly. Orbiting bases will be d6" away from the world.
Orbiting bases and ships move one facing unit per turn around their orbits. A facing unit is defined as half the distance from the base or ship to the centre of the orbit.
Orbiting ships may have any facing, and may change facing as though stationary. In order to take up an orbit around a dense world or moon, a ship must be moving at less than 6" and be within 6" of the surface of a dense world or moon at the start of its move. It can declare that is orbiting in its orders, and will begin orbiting that turn.
Orbits can either be Fast or Slow. Fast orbiting bodies move at one facing unit per turn in their orbit, while slow orbiting bodies (including moons) do not move in their orbits during the battle. A ship can leave orbit at any time.
An orbiting ship can land on a world anywhere within 2 facing units of its orbital position, taking 1 turn. A ship can also launch into orbit anywhere within twice the radius of the world, taking 1 turn.
Once a planet and moons have been set up as above, a note should be made of distances so that it can be set up the same way again for future battles.
Gravity: at the end of each turn, ships not orbiting are moved 1" towards a dense world and 1/2" towards a moon.


6.2.4 At A Gas Giant
The defending player may choose a gravity band from 1" to 6". Otherwise, roll 1d6 for a random gravity band. At the end of every turn, all ships are moved towards one map edge by the distance indicated.

The table may only move perpendicular to the direction of gravity; it is fixed in the direction of the gravity well.
Ships that leave the map by the edge closest to the gas giant cannot return to the battle, but ships leaving the map by other edges may do so as normal.
Ships unable to maintain altitude relative to the gas giant at the end of the battle are lost.


6.2.5 In An Asteroid Belt
Roll (d6*d6) for the number of asteroids on the table. Players take turns to place them, placing none within 12" of any other. Asteroid templates should be 1/4" in diameter.
Roll d6 for drift speed in inches and d12 for direction. All asteroids move at the same rate across the table. If any asteroid leaves the table, a new one will enter on the opposite table edge. Ships are placed after initial asteroid placement and drift determination, which itself must follow fleet centre determination.
If the table is moved, then new asteroids should be placed on the new section, the same number as are taken off from the old section.
Asteroids may not be placed so as to collide with a base; it is assumed that the base was placed to take advantage of gaps in the field.
Collisions with asteroids are handled as per the rulebook.

7.0 Recovery of damaged ships
Damaged ships will be completely repaired and re-supplied at then end of a strategic game turn if they have survived. Fighters can be re-supplied immediately at the end of an engagement if the ships are at a shipyard or with a Mother ship. Ships with no FTL and no normal space drive may be recovered if the ship's owner has any ships with functional normal space drive in-system, and has uncontested control of the system. If an enemy has uncontested control of the system and wishes to attempt a boarding operation, this may be run according to the standard rules. Even a non-manoeuvrable ship may still have active fire controls and weapons systems. Captured ships may be added to the enemy fleet.

7.0 Player ship designs

Players may elect to design their own ships, if so the following rules apply.
· Each player must follow a doctrine that their race follows, this should include:
· Hull strength (weak, medium, strong etc)
· Usage of screens and armour
· Primary weapon types

Alien races must stick with the doctrine described in FB2

Up to 12 designs from the following 15 classes are allowed (points exclude fighters). Only one type of each class is allowed.

Class Points range
SC 15-35
CT 25-55
FF 45-90
DD 80-125
DDH 100-150
CL 135-205
CE 165-240
CH 200-305
BC 270-375
BB 335-475
CVE 270-475
BDN 405-610
CVL 405-610
SDN 545-1000
CVA 545-1000

SC-DDH are classed as escorts
CL-CH are classed as cruisers
BC-CVA are classed as capital ships

BDNs may have a maximum of 1 fighter bay or 1 drone womb
SDNs may have a maximum of 2 fighter bays or 1 drone womb
CVEs may have a maximum of 3 fighter bays or 2 drone wombs
CVLs may have a maximum of 5 fighter bays or 3 drone wombs
CVAs may have a maximum of 8 fighter bays of 4 drone wombs

Remember a maximum of 8 fighter bays or 4 drone wombs per task force are allowed.
In addition the following restrictions apply:

· Escorts can have only one fire control
· Cruisers can have a maximum of 2 fire controls
· For human ships, no more than 5 class 2 batteries and 4 class 1 batteries are allowed.
· No more than 2/4/6 PDS systems on escort/cruiser/capital ships.
· No ship can have a lower thrust rating than a ship bigger than it within the player's designs.

8.0 Resource free campaign

Players each start at turn zero with 2500 points worth of ships that all arrive at a selected starting point within an area of the map allocated to that player. The player chooses the composition of this fleet but must comply with fleet construction rules. Races other than Sa'vas'ku get a free AOE. Phalons will have to design an AOE in line with the human one. The fleet may start moving at turn 1.

Every turn a player will receive reinforcements comprising of a fleet of either 500, 1000, 1500, 2000 or 2500 points in size (see section 4.2). The moderator will decide the composition of these fleets randomly if there is one, otherwise they are chosen by the player.

Only one fleet per hex is allowed.

Cruisers and escorts can break off from a fleet and are automatically considered a new fleet unless reinforcing another fleet straight away.

Any new fleets made this way must conform to 500 point, fleet composition rules. This means that capital ships of a 1000 plus point fleet are considered the core of a fleet and as such cannot split up or form part of new fleets.

Any ship from a fleet may reinforce or swap with ships from another fleet as long as the resulting fleets still conform to fleet composition rules of the original fleets. Obviously any fleet that loses all it ships due to either attrition or reinforcing of other fleets no longer exists.

Systems do not need to have ships stationed to keep them. Winner is the player who takes all systems, 40 turns elapse (player with most points worth of systems win) or if everyone else resigns.

Systems are rated in points from 20-100 points as per resource campaign rules but this is for end game calculations only.

Although fleets may end their position in an empty hex (moderated games only), there is a chance that the fleet may become lost and never return. Only hexes with systems in then can be owned, but empty hexes may be marked for the purpose of noting that a fleet is there.

Fleeing is allowed as long as the fleet has an uncontested friendly system in range that the fleeing fleet must flee to.

Reinforcements can come to any SINGLE owned hex and may not jump the turn they arrive.

Fleets with fighters (except Sa'vas'ku) will need an AOE to re-supply them. Any new fleets from reinforcements that have fighters will automatically have a free AOE that does not count towards the fleet's reinforcement point value. Additional AOEs can be requested from command (i.e. the moderator, or from reinforcements if the game is un-moderated). Salvo missiles are assumed to be kept in ship stores but take a long time to load into magazines. I.e. they replenish at the start of each game turn. AOEs do not count towards fleet points or ship numbers for capping purposes.

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