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
TÉ
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.
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:
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
DE
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GN C
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RE
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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.
2
2
N
N
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E
W WE
W WE
A
A
PON
PON
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S
A
A
N
N
D S
D S
YST
YST
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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.)