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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