Full Thrust


Full Thrust is a science fiction strategy wargame written by Jon Tuffley and published by Ground Zero Games of England. It is usually played with miniature figurines representing imaginary starships, although cardboard chits representing the vessels can also be used. Unlike many games, the publishers encourage the use of any miniatures rather than only "official" ones, though Ground Zero Games does also sell an extensive miniature range.
Full Thrust is one of the most popular games representing starship battles. The game has its own military science fiction/space opera universe. However, the rulebook states that this background is entirely optional; the game is intentionally designed to allow players a high degree of creativity within the rule set. There are also many unofficial conversions to other sci-fi universes like Star Trek, Star Wars and Honor Harrington.

History

The most current Full Thrust rules set is generally known as version 2.5, though this is not the title of any official release; it refers to the rules from Full Thrust, Second Edition as extensively amended by the two Fleet Book volumes. Version 2.5 is often played with some rules from More Thrust, the most common being fighter morale. The plain Second Edition rules set is known as version 2, and itself incorporated several changes from the previous, now out of print, First Edition published in 1991.
A Version 3.0 is planned for some time in the future, but no date has been set. However, the Second Edition and the Fleet Books are all available as free downloads in PDF form on the Ground Zero Games .

Plot and universe

Although the authors of the game stated that their universe is of second importance to the rules, nonetheless the universe as developed in the rulebooks has been adopted and expanded by many fans.
The official universe is an example of a military space opera with numerous stellar factions fighting for control of the known space. The main political entities include four major human powers, dozens of smaller human powers and three alien races. The game is set around the year 2188.
Major human empires:
  • NAC — The "New Anglian Confederation" was formed in 2057. The NAC colonies fall under a constitutional monarchy. Their Royal Space Navy descended from the British Royal Navy, and is an amalgam of former British, Canadian and United States forces. Their official language is English and their capital is on the planet Albion. Their symbol is a stylized "A" shape with three bars of red, white and blue in the center.
  • NSL — The "Neu Swabian League" was formed in 2101 after the split of the European Space Force. Their official language is German and their navy is known as the Kriegsraumflotte. Their capital is located on the planet Neu Salzburg. Their symbol is a stylized black eagle with spread wings on a field of red.
  • FSE — The "Federal Stats Europa" was formed in 2101 after the split of the European Space Force. Their colonies fall under a democratic council core government. Their official language is French and their space navy is known as L'Astromarine des FSE. Their symbol is stylized gold bull's head with a gold star between the horns upon a field of blue.
  • ESU — The "Eurasian Solar Union" was formed in 2079. Their colonies fall under a primarily communist republic government made up of an amalgam of former Russian and Chinese societies. Their naval fleet, literally Military Space Fleet is known as Voyenno-Kosmicheskiy Flot in Russian and Taikong Jiann Dwee in Chinese. Their capital world is Nova Moskva. Their symbol is a red star with a gold edge on a red field.
  • IJSN — The "Imperial Japanese Star Navy" was formed in 2108 with the threat of war from the ESU and the need to expand territory in search for resources. Their official language is Japanese and their writing is the Kanji script. Their naval command structure has fallen from the long-standing corporate structure back to the military doctrine. The capital world is Nihhon Prime. Their symbol of a rising red sun with red sun beams over a white background.
Minor human powers — There are also many smaller powers, such as Free Cal-Tex, the Pan-African Union, the League of Latin American Republics, etc. Other human powers also include various mercenary units allied to the highest bidder and numerous smuggling and pirate gangs operating within and outside the territories.
Alien species:
  • Kra'Vak — The Kra'Vak,, are clan-based bipedal anthropoids with a mix of reptilian and insectoid features. They communicate with a guttural language that is hard for humans to comprehend thus making relations with them very difficult. Relations are complicated further by the fact that Kra'vak pass through several gender and behavioral stages as they age which make them somewhat unpredictable as members of one stage are more aggressive and territorial than those in another stage. Kra'vak technology is similar to humans, but in some cases they are not as advanced. They favor powerful non-energy based weaponry such as railguns and missiles, and they also lack shield technology.
  • Sa'Vasku — The Sa'Vasku are extremely long-lived semi-aquatic lifeforms resembling giant nearly-immobile jellyfish. They are an ancient race that has seen many space-faring species rise and fall. Little is known of their race except for the fact that they seem obsessed with balance and are fearful of change. They believe young space-faring races like humans are too naive to be left unchecked and they ruthlessly oppose their expansion into space. Sa'Vasku technology is biosynthetic and their spaceships are alive, genetically created and grown for specific purposes. Their construct ships are equipped with various "weapon organs" that generate energy beams or launch spore projectiles.
  • Phalon — The Phalons are a carbon-based, oxygen-breathing species, somewhat humanoid in physique however they have multi-jointed limbs, exoskeletal hides and flat triangular-shaped heads dominated by single tri-lensed eye. They have three sexes, fertile males and females, and a more numerous asexual group that comprises most of their military force. Like the Sa'Vasku, Phalon technology is bio-synthetic in nature however they use genetically grown materials like humans use metal and plastic, building snail-like spaceships that are made from organic components but are not "alive" in their own right. The Phalon thinking-process is similar to humans, and the two species can carry on meaningful conversations, however Phalons are completely amoral. They take what they want without considering payment, and do what they wish without any regard to consequence.

    Overview of game mechanics

Full Thrust uses six-sided dice, or d6, for all combat resolutions. Typically, a game of FT requires many six-sided dice. In the version 2.5 rule set, measurements in FT are based on Movement Units, which can be equal to whatever measurements the players wish to use. Usually they are either inches or centimeters, but this depends on the sizes of the models used and the size of the battle board. Normally, rulers or tape measures are used to measure distances between models, as in most traditional figure-based wargames; FT can also be played on a hex-printed battle board where each 1 inch hex represents one MU, but the rules do not explicitly support this.
FT is a turn-based game: each player secretly writes down their movement orders, then all players move their ships simultaneously or one after another, in accordance with those orders. Combat is played in several phases. A game may be played until one side is wiped out, or for a set number of turns, but most commonly an explicit objective is set for each side, with victory determined both by this and by the remaining forces at the end of the game, or when one side has taken heavy damage and the player decides to retract their fleet from the game play.

Point values

For a pick-up game rather than part of a more extended campaign, players build fleets of warships based on point values. Opposing forces decide how many points they will be using before play; larger and more powerful ships cost more points, so this is a reasonable guide to the length and complexity of a battle.

Mass factors

Each ship has a Mass Factor which represents the size of its hull; all systems must fit inside this. As the ship gets larger, its classification could change. The smallest ships are usually Scouts, Frigates, and Corvettes ; medium mass ships are Destroyers and Cruisers ; and the heaviest ships are Battleships, Dreadnoughts, and Carriers. The game is capable of handling "Superships" which have Mass Factors over 300. Adding weapons and systems costs points as well as mass.

Thrust rating

All ships need sublight engines with a Thrust Rating. This number represents how many Movement Units on the battle map a ship can change its speed per turn. Speed is incremental, so for instance a ship with a Thrust Factor of 3 can increase its speed up +3 MUs per turn: from a speed of 3 one turn, to 6 the next, then to 9 the next, and so on. It can also slow down its thrust rating per turn as well. If it were at speed 9, it would take it 3 turns to slow to a dead stop.
Two movement systems are available: the default "cinematic" system, in which ships move and turn in the style of wet navy vessels as seen in space opera film and television, and the "vector" system which is a rather more realistic representation of movement in space but is somewhat more complex.
All movement of ships is planned ahead of time, before the miniatures are physically moved. These movements are written down on a Movement Orders sheet and kept secret from other players until the turn begins. Players must move their ships as they have written them down on their orders sheet. Movement orders must also include the launching of any missiles and fighters.