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SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

SECTION 1: INTRODUCTION

D

DE

ES

SIIG

GN

NE

ER

R’’S

S

N

NO

OT

TE

ES

S::

22

D

DE

ES

SIIG

GN

N

C

CR

RE

ED

DIIT

TS

S::

22

F

FU

ULLL

L

T

TH

HR

RU

US

ST

T

E

ER

RR

RA

AT

TA

A::

22

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

SECTION 2: NEW WEAPONS AND SYSTEMS

M

MIIS

SS

SIILLE

ES

S::

33

““A

AA

A”

M

ME

EG

GA

AB

BA

AT

TT

TE

ER

RIIE

ES

S::

33

W

WA

AV

VE

E

G

GU

UN

N::

33

P

PLLANE

ANET

TAR

ARY

Y B

BOMB

OMBAR

ARDME

DMENT

NT S

SY

YS

ST

TE

EM (OR

M (ORT

TIL

ILLLE

ER

RY

Y):

):

44

R

RE

EF

FLLE

EX

X

F

FIIE

ELLD

D::

44

C

CLLO

OA

AK

KIIN

NG

G

F

FIIE

ELLD

D::

44

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

SECTION 3: NEW OPTIONAL RULES

B

BA

AS

SIIC

C

R

RU

ULLE

ES

S

R

RE

EV

VIIS

SIIO

ON

NS

S::

55

USING “C” BATTERIES AS ANTI-FIGHTER/ 

USING “C” BATTERIES AS ANTI-FIGHTER/ 

A

AN

NT

TII--M

MIIS

SS

SIILLE

E W

WE

EA

AP

PO

ON

NS

S::

55

S

SE

EN

NS

SO

OR

RS

S

– E

EX

XP

PA

AN

ND

DE

ED

D R

RU

ULLE

ES

S::

55

SENSOR JAMMING – ELECTRONIC

SENSOR JAMMING – ELECTRONIC

C

CO

OU

UN

NT

TE

ER

R

ME

M

EA

AS

SU

UR

RE

ES

S::

66

D

DA

AM

MA

AG

GE

E

C

CO

ON

NT

TR

RO

OLL::

66

B

BO

OA

AR

RD

DIIN

NG

G

A

AC

CT

TIIO

ON

NS

S::

77

F

FLLE

EE

ET

T

M

MO

OR

RA

ALLE

E::

88

S

ST

TR

RIIK

KIIN

NG

G

T

TH

HE

E

C

CO

OLLO

OU

UR

RS

S::

88

S

SQ

QU

UA

AD

DR

RO

ON

N O

OP

PE

ER

RA

AT

TIIO

ON

NS

S ((LLA

AR

RG

GE

E F

FLLE

EE

ET

TS

S))

88

““T

TE

ER

RR

RA

AIIN

N”

E

EF

FF

FE

EC

CT

TS

S::

99

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

SECTION 4: EXPANDED FIGHTER RULES

O

OP

PT

TIIO

ON

NA

AL

L F

FIIG

GH

HT

TE

ER

R T

TU

UR

RN

N S

SE

EQ

QU

UE

EN

NC

CE

E::

1100

F

FIIG

GH

HT

TE

ER

R

G

GR

RO

OU

UP

P

M

MO

OR

RA

ALLE

E::

1100

““S

SC

CR

RA

AM

MB

BLLIIN

NG

G”

” F

FIIG

GH

HT

TE

ER

R G

GR

RO

OU

UP

PS

S::

1111

F

FIIG

GH

HT

TE

ER

R

E

EN

ND

DU

UR

RA

AN

NC

CE

E::

1111

FIGHTER PILOT QUALITY:

FIGHTER PILOT QUALITY:

A

AC

CE

ES

S

A

AN

ND

D

T

TU

UR

RK

KE

EY

YS

S::

1111

ADVANCED AND SPECIALISED

ADVANCED AND SPECIALISED

F

FIIG

GH

HT

TE

ER

R

T

TY

YP

PE

ES

S::

1122

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

SECTION 5: PLANETS AND ATMOSPHERIC OPERATIONS

P

PLLA

AN

NE

ET

TS

S A

AN

ND

D O

OT

TH

HE

ER

R LLA

AR

RG

GE

E B

BO

OD

DIIE

ES

S::

1133

E

EN

NT

TE

ER

RIIN

NG

G A

AN

ND

D LLE

EA

AV

VIIN

NG

G P

PLLA

AN

NE

ET

TA

AR

RY

Y O

OR

RB

BIIT

T::

1133

A

AT

TM

MO

OS

SP

PH

HE

ER

RIIC

C S

ST

TR

RE

EA

AM

MLLIIN

NIIN

NG

G::

1133

ATMOSPHERIC ENTRY –

ATMOSPHERIC ENTRY –

P

PLLA

AN

NN

NE

ED

D A

AN

ND

D A

AC

CC

CIID

DE

EN

NT

TA

ALL::

1144

SECTION 6:

SECTION 6:

SECTION 6:

SECTION 6:

SECTION 6:

SECTION 6:

SECTION 6:

SECTION 6:

SECTION 6:

SECTION 6: COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

COMBINING WITH GROUND COMBAT GAMES

INT

INTE

ER

RF

FACI

ACING S

NG SP

PACE

ACE AND

AND GR

GROUND COMBAT

OUND COMBAT ACT

ACTIONS

IONS::

15

15

F

FU

ULLL

L T

TH

HR

RU

US

ST

T// D

DIIR

RT

TS

SIID

DE

E III

I IIN

NT

TE

ER

RF

FA

AC

CE

E::

1155

T

TR

RA

AN

NS

SP

PO

OR

RT

TIIN

NG

G G

GR

RO

OU

UN

ND

D T

TR

RO

OO

OP

PS

S::

1155

IIN

NT

TE

ER

RF

FA

AC

CE

E

C

CR

RA

AF

FT

T::

1166

G

GR

RO

OU

UN

ND

D S

SU

UP

PP

PO

OR

RT

T F

FO

OR

R D

DIIR

RT

TS

SIID

DE

E III

I G

GA

AM

ME

ES

S::

1177

“F

“FUL

ULL

L T

THR

HRUS

UST

T” F

” FIIG

GHT

HTE

ER

RS

S IN

IN G

GR

ROU

OUND S

ND SUP

UPP

POR

ORT

T::

1177

M

MA

AR

RIIN

NE

E

C

CO

ON

NT

TIIN

NG

GE

EN

NT

TS

S::

1177

D

DA

AM

MA

AG

GE

E T

TO

O T

TR

RO

OO

OP

P T

TR

RA

AN

NS

SP

PO

OR

RT

TS

S::

1188

F

FU

ULLL

L T

TH

HR

RU

US

ST

T// H

HE

ELLLLF

FIIR

RE

E IIN

NT

TE

ER

RF

FA

AC

CE

E::

1199

G

GR

RO

OU

UN

ND

D S

SU

UP

PP

PO

OR

RT

T IIN

N ““H

HE

ELLLLF

FIIR

RE

E””::

2200

IIN

NT

TE

ER

RF

FA

AC

CIIN

NG

G W

WIIT

TH

H O

OT

TH

HE

ER

R S

SY

YS

ST

TE

EM

MS

S::

2200

CONTENTS

CONTENTS

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

SECTION 7: COMPETITIVE AND TOURNAMENT GAMES

S

SH

HIIP

P D

DE

ES

SIIG

GN

N A

AN

ND

D F

FLLE

EE

ET

T C

CO

OM

MP

PO

OS

SIIT

TIIO

ON

N::

2211

S

SIIZ

ZE

E

O

OF

F

F

FLLE

EE

ET

TS

S::

2211

T

TY

YP

PE

E O

OF

F G

GA

AM

ME

E A

AN

ND

D S

SC

CE

EN

NA

AR

RIIO

O::

2211

S

SUG

UGG

GE

ES

ST

TE

ED

D S

SP

PE

EC

CIIAL

AL R

RU

ULLE

ES

S AN

AND

D LLIIMI

MIT

TAT

ATIION

ONS

S::

2211

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

SECTION 8: SHIP DESIGNS

S

SU

UP

PE

ER

RS

SH

HIIP

PS

S::

2222

E

EX

XP

PA

AN

ND

DE

ED

D S

SP

PA

AC

CE

E IIN

NS

ST

TA

ALLLLA

AT

TIIO

ON

N R

RU

ULLE

ES

S::

2222

N

NE

EW

W

G

GE

EN

NE

ER

RA

AL

L

D

DE

ES

SIIG

GN

NS

S::

2222

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

SECTION 9: XENO FILE 1 – THE KRA’VAK

C

CO

ON

NT

TA

AC

CT

T!!

2244

O

OV

VE

ER

RV

VIIE

EW

W O

OF

F K

KR

RA

A’’V

VA

AK

K T

TE

EC

CH

HN

NO

OLLO

OG

GY

Y::

2255

K

KR

RA

A’’V

VA

AK

K T

TH

HR

RU

US

ST

T A

AN

ND

D M

MA

AN

NO

OE

EU

UV

VR

RE

E::

2255

K

KR

RA

A’’V

VA

AK

K A

AR

RM

MO

OU

UR

RE

ED

D H

HU

ULLL

L C

CO

OS

ST

TS

S::

2255

B

BE

EAM WE

AM WEAP

APON F

ON FIR

IRE

E AG

AGAI

AINS

NST

T K

KR

RA’

A’VA

VAK

K AR

ARMO

MOUR

UR::

2255

K

KR

RA

A’’V

VA

AK

K

R

RA

AIILLG

GU

UN

NS

S::

2255

R

RA

AIILLG

GU

UN

N

F

FIIR

RE

E

A

AR

RC

CS

S::

2255

R

RA

AIILLG

GU

UN

NS

S A

AG

GA

AIIN

NS

ST

T S

SC

CR

RE

EE

EN

NE

ED

D T

TA

AR

RG

GE

ET

TS

S::

2255

K

KR

RA

A’’V

VA

AK

K ““S

SC

CA

AT

TT

TE

ER

RG

GU

UN

NS

S””::

2266

K

KR

RA

A’’V

VA

AK

K

F

FIIG

GH

HT

TE

ER

RS

S::

2266

NOTE

NOTES

S ON

ON C

COMBININ

OMBINING HUMA

G HUMAN

N

A

AN

ND

D K

KR

RA

A’’V

VA

AK

K T

TE

EC

CH

HN

NO

OLLO

OG

GIIE

ES

S::

2266

MASS AND POINTS VALUES FOR KRA’VAK

MASS AND POINTS VALUES FOR KRA’VAK

W

WE

EA

AP

PO

ON

NR

RY

Y A

AN

ND

D S

SY

YS

ST

TE

EM

MS

S::

2266

K

KR

RA

A’’V

VA

AK

K B

BA

AS

SIIC

C S

SH

HIIP

P D

DE

ES

SIIG

GN

NS

S::

2277

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

SECTION 10: XENO FILE 2 – THE SA’VASKU

T

TH

HE

E

S

SA

A’’V

VA

AS

SK

KU

U

2288

T

TH

HE

E R

RO

OLLE

E O

OF

F T

TH

HE

E S

SA

A’’V

VA

AS

SK

KU

U::

2299

S

SA

A’’V

VA

AS

SK

KU

U

B

BIIO

OS

SH

HIIP

PS

S

2299

U

US

SIIN

NG

G

P

PO

OW

WE

ER

R

P

PO

OIIN

NT

TS

S::

3300

E

EN

NE

ER

RG

GY

Y P

PU

ULLS

SE

E W

WE

EA

AP

PO

ON

NS

S F

FIIR

RE

E::

3300

A

AN

NT

TII--F

FIIG

GH

HT

TE

ER

R

F

FIIR

RE

E::

3300

D

DA

AM

MA

AG

GE

E

P

PO

OIIN

NT

TS

S::

3300

S

SC

CR

RE

EE

EN

NS

S::

3300

D

DR

RO

ON

NE

E

P

PO

OD

DS

S::

3300

F

FT

TL

L

D

DR

RIIV

VE

ES

S::

3311

S

SA

A’’V

VA

AS

SK

KU

U S

SH

HIIP

P D

DIIA

AG

GR

RA

AM

M::

3311

U

US

SIIN

NG

G S

SA

A’’V

VA

AS

SK

KU

U S

SH

HIIP

PS

S::

3311

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

SECTION 11: BACKGROUND

T

TIIM

ME

ELLIIN

NE

E C

CO

ON

NT

TIIN

NU

UA

AT

TIIO

ON

N::

3322

S

SC

CIIE

EN

NC

CE

E A

AN

ND

D T

TE

EC

CH

HN

NO

OLLO

OG

GY

Y IIN

N F

FU

ULLL

L T

TH

HR

RU

US

ST

T::

3333

U

US

SIING

NG F

FU

ULLL

L T

TH

HR

RU

US

ST

T IIN O

N OT

TH

HE

ER

R B

BAC

ACK

KG

GR

ROU

OUND

NDS

S::

3355

T

TH

HE

E

H

HU

UM

MO

OU

UR

R

E

ELLE

EM

ME

EN

NT

T::

3355

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

SECTION 12: SCENARIOS

T

TH

HE

E A

AS

SS

SA

AU

ULLT

T O

ON

N S

ST

TA

AR

RB

BA

AS

SE

E 1133::

3366

LLIIB

BE

ER

RT

É::

3377

T

TH

HE

E

B

BA

AT

TT

TLLE

E

O

OF

F

S

ST

TIIG

G

IIV

V::

3377

S

SC

CE

EN

NA

AR

RIIO

O

O

OU

UT

TLLIIN

NE

ES

S::

3399

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

SECTION 13: MODEL AVAILABILITY

U

UP

PD

DA

AT

TE

E O

OF

F A

AV

VA

AIILLA

AB

BLLE

E M

MO

OD

DE

ELLS

S::

4400

T

TH

HE

E ““F

FU

ULLL

L T

TH

HR

RU

US

ST

T”

” S

ST

TA

AR

RS

SH

HIIP

P R

RA

AN

NG

GE

E::

4400

C

C

RE

RE

DI

DI

TS:

TS:

Compiled, Edited and Written by: Compiled, Edited and Written by: Compiled, Edited and Written by: Compiled, Edited and Written by: Compiled, Edited and Written by: Compiled, Edited and Written by: Compiled, Edited and Written by: Compiled, Edited and Written by:

Compiled, Edited and Written by: Jon Tuffley Compiled, Edited and Written by: Jon Tuffley Artwork by: Artwork by: Artwork by: Artwork by: Artwork by: Artwork by: Artwork by: Artwork by:

Artwork by: Barrie Quin, Paul Copeland and Simon Parnell Artwork by: Barrie Quin, Paul Copeland and Simon Parnell Photographs by: Photographs by: Photographs by: Photographs by: Photographs by: Photographs by: Photographs by: Photographs by:

Photographs by: John Treadaway, Kevin Dallimore, Phillip Gray Photographs by: John Treadaway, Kevin Dallimore, Phillip Gray & Jon Tuffley

& Jon Tuffley Special Thanks to: Special Thanks to: Special Thanks to: Special Thanks to: Special Thanks to: Special Thanks to: Special Thanks to: Special Thanks to:

Special Thanks to: Alan Marques for loan of background painting for Special Thanks to: Alan Marques for loan of background painting for cover photo.

cover photo.

Background Development by: Background Development by: Background Development by: Background Development by: Background Development by: Background Development by: Background Development by: Background Development by:

Background Development by: Jon Tuffley, Steve Blease Background Development by: Jon Tuffley, Steve Blease Typesetting & Graphics:

Typesetting & Graphics: Typesetting & Graphics: Typesetting & Graphics: Typesetting & Graphics: Typesetting & Graphics: Typesetting & Graphics: Typesetting & Graphics:

Typesetting & Graphics: Tim & Simon Parnell Typesetting & Graphics: Tim & Simon Parnell Smart Graphics, 1 Woodward Lane, High Street, Smart Graphics, 1 Woodward Lane, High Street, Needham Market, Suffolk IP6 8DQ.

Needham Market, Suffolk IP6 8DQ.

Printed by: Printed by: Printed by: Printed by:Printed by:Printed by: Printed by: Printed by:

Printed by: Alderman Printing & Bookbinding Co. Ltd., Ipswich, Suffolk Printed by: Alderman Printing & Bookbinding Co. Ltd., Ipswich, Suffolk MORE THRUST MORE THRUST MORE THRUST MORE THRUST MORE THRUST MORE THRUST MORE THRUST MORE THRUST

MORE THRUST, all rules and text in this publication are Copyright © 1994 J. M. Tuffley and Ground Zero Games. MORE THRUST, all rules and text in this publication are Copyright © 1994 J. M. Tuffley and Ground Zero Games. CMD starship designs and illustrations are Copyright © 1994 E. P. Copeland.

CMD starship designs and illustrations are Copyright © 1994 E. P. Copeland.

All artwork and illustrations in this publication are Copyright of their respective originators. All artwork and illustrations in this publication are Copyright of their respective originators.

All rights reserved. No part of this publication maybe reproduced in any form or by any means without prior All rights reserved. No part of this publication maybe reproduced in any form or by any means without prior permission from the publishers.

permission from the publishers.

All characters in this publication are fictitious any resemblance to real persons, living or dead, is purely coincidental. All characters in this publication are fictitious any resemblance to real persons, living or dead, is purely coincidental. This publication is sold subject to the following conditions:

This publication is sold subject to the following conditions:

1: It shall not by way of trade or otherwise be lent, resold, hired out or otherwise circulated without the publishers 1: It shall not by way of trade or otherwise be lent, resold, hired out or otherwise circulated without the publishers prior permission in any form of binding or cover other than that in which it is published and without a similar prior permission in any form of binding or cover other than that in which it is published and without a similar condition being imposed on the subsequent purchaser.

condition being imposed on the subsequent purchaser.

2: No part of this publication may be reproduced, stored in any retrieval system or transmitted in any form or by any 2: No part of this publication may be reproduced, stored in any retrieval system or transmitted in any form or by any means electronic, mechanical, photocopying, recording scanning or otherwise without the prior permission of the means electronic, mechanical, photocopying, recording scanning or otherwise without the prior permission of the publishers.

publishers.

First Edition published 1994. Published by Ground Zero Games. First Edition published 1994. Published by Ground Zero Games. ISBN: 0–9521936–1–2 ISBN: 0–9521936–1–2 DISCLAIMER NOTICE: DISCLAIMER NOTICE: DISCLAIMER NOTICE: DISCLAIMER NOTICE: DISCLAIMER NOTICE: DISCLAIMER NOTICE: DISCLAIMER NOTICE: DISCLAIMER NOTICE: DISCLAIMER NOTICE: DISCLAIMER NOTICE: Througho

Througho ut this publication, references may be made to certain productut this publication, references may be made to certain product s, s, games, games, films, films, TV programmes TV programmes or pubor pub lications that are copyrighted olications that are copyrighted o r trademarked to otr trademarked to ot her companies or manufacturers. Sher companies or manufacturers. Such mention uch mention is for comment oris for comment or review purposes only, and no challenge to such trademark or copyright status is intended or should be inferred, whether or not the trademark or copyright status is explicitly referred to.

review purposes only, and no challenge to such trademark or copyright status is intended or should be inferred, whether or not the trademark or copyright status is explicitly referred to.

Much of the material in this publication has been supplied to us by players and customers, in good faith and in the interests of our mutual hobby. We have printed it here in the same good faith, with no intention to knowingly infringe Much of the material in this publication has been supplied to us by players and customers, in good faith and in the interests of our mutual hobby. We have printed it here in the same good faith, with no intention to knowingly infringe on any copyrights or similar rights.

on any copyrights or similar rights.

Certain items in this book have previously been published (in slightly different forms) in magazines such as Roleplayer Independent and Ragnarok, the SFSFW Journal; these items have been reprinted here with the kind permission of Certain items in this book have previously been published (in slightly different forms) in magazines such as Roleplayer Independent and Ragnarok, the SFSFW Journal; these items have been reprinted here with the kind permission of their authors.

(2)

1

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Since the release of FULL THRUST (the Second Edition) in April

Since the release of FULL THRUST (the Second Edition) in April

1992, the response we have been getting from the SF gaming

1992, the response we have been getting from the SF gaming

world has been, to say the least, overwhelming! The game seems

world has been, to say the least, overwhelming! The game seems

to have really struck a chord with many gamers tired of

to have really struck a chord with many gamers tired of

ultra-complicated systems that take a week of evenings to play, and

complicated systems that take a week of evenings to play, and

above all it has achieved at least one of its major goals: it has

above all it has achieved at least one of its major goals: it has

given gamers a simple basis to tinker with, without spoon-feeding

given gamers a simple basis to tinker with, without spoon-feeding

them with huge volumes of “official” rules that leave little room

them with huge volumes of “official” rules that leave little room

for the individual imagination. If we have managed to do just a

for the individual imagination. If we have managed to do just a

little to help restore gamers’ creativity and imagination to its

little to help restore gamers’ creativity and imagination to its

rightful place in the hobby, then that is reward enough (mind you,

rightful place in the hobby, then that is reward enough (mind you,

the money helps as well....).

the money helps as well....).

What all this moralistic rambling is getting round to is that this

What all this moralistic rambling is getting round to is that this

wonderful all-singing, all-dancing product that you hold in your

wonderful all-singing, all-dancing product that you hold in your

hands has been very largely written by the USERS of Full Thrust

hands has been very largely written by the USERS of Full Thrust

over the last 18 months or so. While we at GZG have injected a

over the last 18 months or so. While we at GZG have injected a

number of ideas, background bits, things that were left out of the

number of ideas, background bits, things that were left out of the

original book etc., the vast majority of the actual rules in this

original book etc., the vast majority of the actual rules in this

volume have come directly from the massive amount of feedback

volume have come directly from the massive amount of feedback

we have been sent by YOU, the people who were willing to risk

we have been sent by YOU, the people who were willing to risk

your hard-earned cash on a little-known system from a minor

your hard-earned cash on a little-known system from a minor

publisher!

publisher!

We have been sent all kinds of new ideas, house rules, scenarios

We have been sent all kinds of new ideas, house rules, scenarios

and criticisms (mostly constructive, happily), in fact everything

and criticisms (mostly constructive, happily), in fact everything

from pages-long computer printouts to odd ideas scribbled on the

from pages-long computer printouts to odd ideas scribbled on the

back of old envelopes. Added to this is the hours of time at shows

back of old envelopes. Added to this is the hours of time at shows

and conventions spent talking about the rules to customers, who

and conventions spent talking about the rules to customers, who

vary from those wanting long discussions on the physics of space

vary from those wanting long discussions on the physics of space

combat to the type who sidles up to the stand with the immortal

combat to the type who sidles up to the stand with the immortal

opening line of “I’ve designed a Spaceship...”. The point is that

opening line of “I’ve designed a Spaceship...”. The point is that

ALL the ideas, however good, bad or downright silly, have been

ALL the ideas, however good, bad or downright silly, have been

lodged somewhere in the dark recesses of the author’s memory

lodged somewhere in the dark recesses of the author’s memory

and have in some way contributed towards the publication of

and have in some way contributed towards the publication of

MORE THRUST (yes, even the guy at a recent show who spent half

MORE THRUST (yes, even the guy at a recent show who spent half

an hour blocking up the front of our trade stand while reading his

an hour blocking up the front of our trade stand while reading his

way through our browsing copy, then put it down and proceeded

way through our browsing copy, then put it down and proceeded

to tell us what was wrong with it...).

to tell us what was wrong with it...).

Our thanks to you all – Happy Thrusting!

Our thanks to you all – Happy Thrusting!

DE

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GNER

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S:

S:

This book is a SUPPLEMENT to our FULL THRUST Starship Combat

This book is a SUPPLEMENT to our FULL THRUST Starship Combat

Rules; it provides a large selection of new rules and ideas,

Rules; it provides a large selection of new rules and ideas,

exten-sions to the (optional) background supplied in the original game,

sions to the (optional) background supplied in the original game,

new and revised ship designs and much more.

new and revised ship designs and much more.

It must be stressed that (with the exception of clearing up a few

It must be stressed that (with the exception of clearing up a few

errors/o

errors/omis

misssions in th

ions in th e bas

e basic s

ic set) very few

et) very few of t

of t he ru

he rules

les herein are

herein are

the dreaded “OFFICIAL RULE AMENDMENTS” – this is a

the dreaded “OFFICIAL RULE AMENDMENTS” – this is a

compen-dium of IDEAS, for players to use (or not) as they see fit. While

dium of IDEAS, for players to use (or not) as they see fit. While

certain sections are updates, amendments and clarifications of

certain sections are updates, amendments and clarifications of

parts of the original rules, they should only be used to supersede

parts of the original rules, they should only be used to supersede

the originals IF you like them better!

the originals IF you like them better!

As with the basic rulebook, players should feel free to go through

As with the basic rulebook, players should feel free to go through

this supplement and to pick and choose which parts they wish to

this supplement and to pick and choose which parts they wish to

incorporate in their own games (if any); even the COMPETITIVE

incorporate in their own games (if any); even the COMPETITIVE

AND TOURNAMENT GAME rules included here are merely

AND TOURNAMENT GAME rules included here are merely

suggestions on how FULL THRUST may be run as a competitive

suggestions on how FULL THRUST may be run as a competitive

game – clubs and organisers may use these as guidelines if they

game – clubs and organisers may use these as guidelines if they

wish, or use a totally different system if they prefer.

wish, or use a totally different system if they prefer.

DE

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GN C

RE

RE

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DI

TS

TS

:

:

A lot of people have contributed towards this book – my deepest

A lot of people have contributed towards this book – my deepest

thanks to them all. I have deliberately avoided crediting specific

thanks to them all. I have deliberately avoided crediting specific

parts of the text to specific authors, because most of the ideas

parts of the text to specific authors, because most of the ideas

have been rewritten in different forms and indeed many are

have been rewritten in different forms and indeed many are

compilations of several contributors’ input. This aside, special

compilations of several contributors’ input. This aside, special

thanks must go to Mike Elliott for the DIRTSIDE II Interface rules,

thanks must go to Mike Elliott for the DIRTSIDE II Interface rules,

Jim Webster for the HELLFIRE Interface and scenario (and the

Jim Webster for the HELLFIRE Interface and scenario (and the

permission to use it), Phillip Gray for several of the photos and

permission to use it), Phillip Gray for several of the photos and

new ship designs, Steve Blease for the “Liberté” scenario and

new ship designs, Steve Blease for the “Liberté” scenario and

Garry Milton for the “Assault on Starbase 13” scenario. As usual, a

Garry Milton for the “Assault on Starbase 13” scenario. As usual, a

VERY big thankyou goes also to Barrie Quin for his amazing

VERY big thankyou goes also to Barrie Quin for his amazing

artwork throughout the book!

artwork throughout the book!

In addition to the above, all the following have contributed rules,

In addition to the above, all the following have contributed rules,

concepts, inspiration etc. towards this publication (whether as

concepts, inspiration etc. towards this publication (whether as

actual submissions or just discussions of ideas), and made it all

actual submissions or just discussions of ideas), and made it all

possible:

possible:

Paul Allcock, Paul Birkett, Chris Brann, Alex Stewart, Chris Bowen,

Paul Allcock, Paul Birkett, Chris Brann, Alex Stewart, Chris Bowen,

Phillip Gray, Greg Mann, Bruce Miller, Andrew Finch, Ben Rogers,

Phillip Gray, Greg Mann, Bruce Miller, Andrew Finch, Ben Rogers,

James Clay, Simon Evans, Martin Kay, Tim Parnell, Simon Parnell,

James Clay, Simon Evans, Martin Kay, Tim Parnell, Simon Parnell,

David Garnham, Simon Burroughs, Jed Docherty, Gary Guy, Nigel

David Garnham, Simon Burroughs, Jed Docherty, Gary Guy, Nigel

Phillips, Jim Langer, Paul Lewis, Karen Blease, Steve Tee, Mike

Phillips, Jim Langer, Paul Lewis, Karen Blease, Steve Tee, Mike

McKown, John Treadaway, Kevin Dallimore, Alan Marques and

McKown, John Treadaway, Kevin Dallimore, Alan Marques and

many, many others.

many, many others.

FULL THRUST ERR

FULL THRUST ERR

ATA

ATA

:

:

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

(or: SOMEWHURE IN THIS BOK YOU WILL FIND A

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

DELIFERATE MASTIKE....)

Considering the frantic rush in which the final typesetting was

Considering the frantic rush in which the final typesetting was

done to get the FULL THRUST rulebook to the printer on time, we

done to get the FULL THRUST rulebook to the printer on time, we

are pleased (or frankly, amazed) to say there are surprisingly few

are pleased (or frankly, amazed) to say there are surprisingly few

typos and errors in it! To set the record straight, the important

typos and errors in it! To set the record straight, the important

ones that we HAVE found are as follows:

ones that we HAVE found are as follows:

1) In the photo on page 16, the letters identifying the two major

1) In the photo on page 16, the letters identifying the two major

ships are transposed – the one marked “A” is the Battleship

ships are transposed – the one marked “A” is the Battleship

referred to as “B” in the caption, and vice versa with the Heavy

referred to as “B” in the caption, and vice versa with the Heavy

Cruiser.

Cruiser.

2) The shaded boxes on pages 17 and 18 (right hand column) both

2) The shaded boxes on pages 17 and 18 (right hand column) both

have the SAME error – namely that page 18 reads “...5,6 = 1

have the SAME error – namely that page 18 reads “...5,6 = 1

damage point, 6 = 2 damage points.” It should, of course, read

damage point, 6 = 2 damage points.” It should, of course, read

“...

“...4,5

4,5

4,5

4,5

4,5

4,5

4,5

4,5

4,5 = 1 damage point, 6 = 2 damage points.” (the page 17 box

4,5 = 1 damage point, 6 = 2 damage points.” (the page 17 box

refers to fighters, but has exactly the same error.) It is remarkable

refers to fighters, but has exactly the same error.) It is remarkable

how few people seem to have actually noticed this – we certainly

how few people seem to have actually noticed this – we certainly

didn’t at first – probably because by the time they have read this

didn’t at first – probably because by the time they have read this

far they have already seen the same mechanism a couple of times

far they have already seen the same mechanism a couple of times

under other rules and know what it SHOULD say!

under other rules and know what it SHOULD say!

There are a couple of other very minor typos, but I’m not telling

There are a couple of other very minor typos, but I’m not telling

you where – see if you can spot them! Suffice to say that we are

you where – see if you can spot them! Suffice to say that we are

not aware of any others that actually affect the rules in any way.

not aware of any others that actually affect the rules in any way.

(3)

2

2

N

N

E

E

W WE

W WE

A

A

PON

PON

S

S

A

A

N

N

D S

D S

YST

YST

E

E

M

M

S

S

missile. Each PDAF (or ADAF, using the same proximity rules as for

missile. Each PDAF (or ADAF, using the same proximity rules as for

fighter defence) can attempt to kill only one missile per turn, and

fighter defence) can attempt to kill only one missile per turn, and

may not also be used in an anti-fighter role on that same turn.

may not also be used in an anti-fighter role on that same turn.

If the missile survives any defensive fire against it, it may then

If the missile survives any defensive fire against it, it may then

attack the target ship.

attack the target ship.

“NORMAL” MISSILES

“NORMAL” MISSILES

“NORMAL” MISSILES

“NORMAL” MISSILES

“NORMAL” MISSILES

“NORMAL” MISSILES

“NORMAL” MISSILES

“NORMAL” MISSILES

“NORMAL” MISSILES are assumed to carry nuclear detonation

“NORMAL” MISSILES are assumed to carry nuclear detonation

warheads, and roll 2 dice when attacking – the total score rolled is

warheads, and roll 2 dice when attacking – the total score rolled is

the number of damage points inflicted on the target, and is NOT

the number of damage points inflicted on the target, and is NOT

reduced by screens.

reduced by screens.

There are many other possible ideas for alternative missile

There are many other possible ideas for alternative missile

warheads, including the following:

warheads, including the following:

EMP MISSILES:

EMP MISSILES:

EMP MISSILES:

EMP MISSILES:

EMP MISSILES:

EMP MISSILES:

EMP MISSILES:

EMP MISSILES:

EMP MISSILES: These release an enhanced Electro-Magnetic Pulse

EMP MISSILES: These release an enhanced Electro-Magnetic Pulse

(EMP) on detonation, and are intended to “scramble” a ship’s

(EMP) on detonation, and are intended to “scramble” a ship’s

electronics and systems without causing structural damage. Roll

electronics and systems without causing structural damage. Roll

one die, and subtract 1 for each level of screens the ship has in

one die, and subtract 1 for each level of screens the ship has in

use: the final score gives results as follows:

use: the final score gives results as follows:

1-2

1-2

1-2

1-2

1-2

1-2

1-2

1-2

1-2 = No effect

1-2 = No effect

3-4

3-4

3-4

3-4

3-4

3-4

3-4

3-4

3-4 = Roll for EVERY system on ship, as if for Threshold Roll;

3-4 = Roll for EVERY system on ship, as if for Threshold Roll;

systems knocked-out on rolls of

systems knocked-out on rolls of 555555555

5 or

or 666666666.

6.

5-6

5-6

5-6

5-6

5-6

5-6

5-6

5-6

5-6 = Roll as for Threshold Roll, but systems knocked-out on scores

5-6 = Roll as for Threshold Roll, but systems knocked-out on scores

of

of 444444444,

4, 555555555

5 or

or 666666666.

6.

NEEDLE MISSILES:

NEEDLE MISSILES:

NEEDLE MISSILES:

NEEDLE MISSILES:

NEEDLE MISSILES:

NEEDLE MISSILES:

NEEDLE MISSILES:

NEEDLE MISSILES:

NEEDLE MISSILES: Like the Needle Beam, this type of missile can

NEEDLE MISSILES: Like the Needle Beam, this type of missile can

seek and destroy one specific system on the target ship (eg: Fire

seek and destroy one specific system on the target ship (eg: Fire

Control, Drives etc.); on attacking, the missile’s owner picks its

Control, Drives etc.); on attacking, the missile’s owner picks its

target system and rolls a die: on a score of

target system and rolls a die: on a score of 1-3

1-3

1-3

1-3

1-3

1-3

1-3

1-3

1-3 the missile misses its

1-3 the missile misses its

intended target system, but does

intended target system, but does ONE

ONE

ONE

ONE

ONE

ONE

ONE

ONE

ONE die-score worth of normal

ONE die-score worth of normal

damage (ie: 1-6 points); on

damage (ie: 1-6 points); on 4-6

4-6

4-6

4-6

4-6

4-6

4-6

4-6

4-6, the missile finds its target and

4-6, the missile finds its target and

knocks-out that specific system IN ADDITION to doing 1 die of

knocks-out that specific system IN ADDITION to doing 1 die of

normal damage.

normal damage.

A task

A task force of force of Neu SNeu Swwabian League sabian League ships: the Ships: the Superduperdreadnoureadnoughghtt “Von Tegetthoff” with escorting units. (Models from CMD.) “Von Tegetthoff” with escorting units. (Models from CMD.)

MI

MI

S

S

S

S

I

I

LE

LE

S

S

:

:

Unlike the Pulse Torpedoes given in FULL THRUST (which are

Unlike the Pulse Torpedoes given in FULL THRUST (which are

assumed to be high-power plasma bursts rather than actual

assumed to be high-power plasma bursts rather than actual

“projectiles”), MISSILES are small, unmanned craft in their own

“projectiles”), MISSILES are small, unmanned craft in their own

right. A typical space combat missile is, in effect, a small ship,

right. A typical space combat missile is, in effect, a small ship,

guided by an onboard AI (Artificial Intelligence). Missiles are

guided by an onboard AI (Artificial Intelligence). Missiles are

one-shot weapons, which are crossed off the ship diagram when fired.

shot weapons, which are crossed off the ship diagram when fired.

MISSILE FIRE:

MISSILE FIRE:

MISSILE FIRE:

MISSILE FIRE:

MISSILE FIRE:

MISSILE FIRE:

MISSILE FIRE:

MISSILE FIRE:

MISSILE FIRE:

MISSILE FIRE:

Missiles are launched in a special MISSILE PHASE which takes place

Missiles are launched in a special MISSILE PHASE which takes place

AFTER both players have written their orders for the turn, but

AFTER both players have written their orders for the turn, but

BEFORE any ships are moved in accordance with those orders.

BEFORE any ships are moved in accordance with those orders.

Missiles must be launched directly forward, ie: along the current

Missiles must be launched directly forward, ie: along the current

course of the firing ship, but may manoeuvre (as below) in the

course of the firing ship, but may manoeuvre (as below) in the

firing turn. Missiles can move anything up to 18" per turn, and

firing turn. Missiles can move anything up to 18" per turn, and

have an “life” of 3 turns in which to attack a target (after this they

have an “life” of 3 turns in which to attack a target (after this they

run out of power and become inert, being removed from the

run out of power and become inert, being removed from the

table). All missiles are moved ONLY during the Missile Phase of

table). All missiles are moved ONLY during the Missile Phase of

each turn, and each missile must be indicated by a small counter

each turn, and each missile must be indicated by a small counter

(or model) with some means of showing its direction of flight.

(or model) with some means of showing its direction of flight.

Each turn, a missile may move up to its maximum 18" and may

Each turn, a missile may move up to its maximum 18" and may

make up to a 2 POINT (60 degree) course change in any direction

make up to a 2 POINT (60 degree) course change in any direction

AT THE MID POINT OF ITS MOVEMENT. If both players have

AT THE MID POINT OF ITS MOVEMENT. If both players have

missiles in flight at the same time, it is suggested that they

missiles in flight at the same time, it is suggested that they

alternate movement of them until all missiles have moved.

alternate movement of them until all missiles have moved.

After all missile movement is completed, play proceeds as normal

After all missile movement is completed, play proceeds as normal

with all ships moving in accordance with their orders; any ships

with all ships moving in accordance with their orders; any ships

that FINISH their movement within 6" of an active missile (and

that FINISH their movement within 6" of an active missile (and

NOT in the missile’s REAR arc) may be attacked by that missile

NOT in the missile’s REAR arc) may be attacked by that missile

during the firing phase of the turn.

during the firing phase of the turn.

One ship may launch any number of missiles in one turn, subject

One ship may launch any number of missiles in one turn, subject

only to the number it is carrying; each missile may have a different

only to the number it is carrying; each missile may have a different

target, as they are guided by their onboard AIs and their own Fire

target, as they are guided by their onboard AIs and their own Fire

Controls.

Controls.

Using the sequence above gives players the freedom to move

Using the sequence above gives players the freedom to move

missiles without tedious order writing for them, but also means

missiles without tedious order writing for them, but also means

that they must try an anticipate their opponent’s orders to place

that they must try an anticipate their opponent’s orders to place

the missile in the optimum position for attack after all ships have

the missile in the optimum position for attack after all ships have

been moved.

been moved.

MISSILE ATTACKS:

MISSILE ATTACKS:

MISSILE ATTACKS:

MISSILE ATTACKS:

MISSILE ATTACKS:

MISSILE ATTACKS:

MISSILE ATTACKS:

MISSILE ATTACKS:

MISSILE ATTACKS:

MISSILE ATTACKS:

When a ship ENDS its plotted movement within 6" of an active

When a ship ENDS its plotted movement within 6" of an active

enemy missile, the missile may attack the ship. This is carried out

enemy missile, the missile may attack the ship. This is carried out

at the same point in the turn as Fighter group attacks, ie: when

at the same point in the turn as Fighter group attacks, ie: when

the ship itself fires, or if it does not then after all other firing is

the ship itself fires, or if it does not then after all other firing is

completed. Before the missile attacks, the ship has a chance to try

completed. Before the missile attacks, the ship has a chance to try

and intercept it using any PDAF systems it has, in a similar way to

and intercept it using any PDAF systems it has, in a similar way to

firing on fighter groups; as missiles are smaller and more agile

firing on fighter groups; as missiles are smaller and more agile

than fighters, however, it needs a roll of 6 by the PDAF to kill the

than fighters, however, it needs a roll of 6 by the PDAF to kill the

SYSTEM:

SYSTEM: MISSILE

MISSILE

MISSILE

MISSILE

MISSILE

MISSILE

MISSILE

MISSILE

MISSILE

MISSILE

MASS:

MASS: 2 (PER MISSILE)

2 (PER MISSILE)

2 (PER MISSILE)

2 (PER MISSILE)

2 (PER MISSILE)

2 (PER MISSILE)

2 (PER MISSILE)

2 (PER MISSILE)

2 (

2 (P

PE

ER

R MI

MIS

SS

SIILLE

E))

P

PO

OIINT

NTS

S C

CO

OS

ST

T:: 6666666666

SYMBOL:

SYMBOL:

EMP TYPE

EMP TYPE

NORMAL TYPE

NORMAL TYPE

NEEDLE TYPE

NEEDLE TYPE

AA”

AA”

M

M

E

E

G

G

ABAT

ABAT

T

T

E

E

R

R

I

I

E

E

S

S

:

:

The MegaBattery is an experimental super-powered Beam system

The MegaBattery is an experimental super-powered Beam system

with extended range and damage potential. At a range of

with extended range and damage potential. At a range of 0-18"

0-18"

0-18"

0-18"

0-18"

0-18"

0-18"

0-18"

0-18"

0-18"

the “AA” Battery rolls

the “AA” Battery rolls FOUR

FOUR

FOUR

FOUR dice, at

FOUR

FOUR dice, at 18-36" THREE

FOUR

FOUR

FOUR

FOUR

18-36" THREE

18-36" THREE

18-36" THREE

18-36" THREE

18-36" THREE

18-36" THREE

18-36" THREE

18-36" THREE dice and at

18-36" THREE dice and at

36-54" TWO

36-54" TWO

36-54" TWO

36-54" TWO

36-54" TWO

36-54" TWO

36-54" TWO

36-54" TWO

36-54" TWO dice; all hits are scored as normal, with usual

36-54" TWO dice; all hits are scored as normal, with usual

deductions for Screens etc.

deductions for Screens etc.

There is a disadvantage to the AA Battery, before you all rush out

There is a disadvantage to the AA Battery, before you all rush out

to stick them on your Dreadnoughts: on any single shot with the

to stick them on your Dreadnoughts: on any single shot with the

one battery, if you roll TWO (or more) ONES the Battery overloads

one battery, if you roll TWO (or more) ONES the Battery overloads

and burns out – this causes no damage to the carrying ship, but

and burns out – this causes no damage to the carrying ship, but

the weapon is out of action for the rest of the game. [OK, so all

the weapon is out of action for the rest of the game. [OK, so all

you mathematicians out there have just worked out that there is

you mathematicians out there have just worked out that there is

more chance of a burnout with short range shots than long range.

more chance of a burnout with short range shots than long range.

Correct. Tough!]

Correct. Tough!]

AA Batteries can only be fitted to CAPITAL classes (and of course,

AA Batteries can only be fitted to CAPITAL classes (and of course,

Superships and stationary installations); additionally they may only

Superships and stationary installations); additionally they may only

be fitted to bear through a SINGLE fire arc.

be fitted to bear through a SINGLE fire arc.

SYSTEM: AA MEGABATTERY

SYSTEM: AA MEGABATTERY

AA MEGABATTERY

AA MEGABATTERY

AA MEGABATTERY

AA MEGABATTERY

AA MEGABATTERY

AA MEGABATTERY

AA MEGABATTERY

AA MEGABATTERY

MASS:

MASS: 5555555555

P

PO

OIIN

NT

TS

S

C

CO

OS

ST

T:: 15

15

15

15

15

15

15

15

15

15

SYMBOL:

SYMBOL:

 ✷

 ✷

WAVE GUN:

WAVE GUN:

The Wave Gun is a smaller and slightly less over-the-top variant on

The Wave Gun is a smaller and slightly less over-the-top variant on

the Nova Cannon given in the Full Thrust rulebook. The system

the Nova Cannon given in the Full Thrust rulebook. The system

fires a Plasma charge that expands as it travels along its line of

fires a Plasma charge that expands as it travels along its line of

flight, causing damage to any vessels in its path.

flight, causing damage to any vessels in its path.

As with the Nova Cannon, the Wave Gun may fire only along the

As with the Nova Cannon, the Wave Gun may fire only along the

main axis of the carrying ship, ie: in a straight line bearing directly

main axis of the carrying ship, ie: in a straight line bearing directly

References

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