Full thrust rules pdf




















Phalon Conglomerate. IF - Islamic Federation. Fleet Resource Mirror Orig Beta-test site. NI - New Israeli. Fleet Resouce Mirro r Orig Beta-test fleet list. Proposed Stats Orig Beta-test site. ScanFed - Scandinavian Federation. The Ravagers - Rim Pirates. Point costs on ships to do not include the cost of fighters the ship can bring in its fighter bays. When using CPVs , most of the cost of fighter bay and the hull section it is mounted in is transferred to the fighter group itself.

Available both with and without fighter images so you can paste in your own image if you want. When you want to play a game using the ships on these pages, copy the Ship Staus Display SSD images for the ships going into battle and paste them on to a fleet sheet, print, then play. New systems and weapons have been included in some of the Beta-test fleets for testing that may show up in other fleet's designs.

Heavy Missiles - Islamic Federation. Graser - United Nations Space Command. Links to those pages with those stats are included here if you want to expand your universe. Contact the designer of the specific stats on their page if you have any questions. Altaran Fleet for Space Dreadnought from Kallistra. AmRep Fleet from Brigade Models. Indonesian Commonwealt Fleet from Brigade Models. A new section focusing on Full Thrust stats and SSDs for classic starship miniature lines from the s. The Starfleet Wars conversions will be there in a revamped format along with the Stardate line from Valiant Enterprises and then the Space Squadrons: Stellardate line from Grenadier and more to follow.

Starfleet Wars fleets - Updated version 2. Sci-Fi Crossovers. The intent was to get starship miniatures from your favorite shows and movies all on the table at one time.

Something that would cause people to do a double-take as they walk by and then maybe ask a question or take a picture. Landing and rearming each take another turn. Although additional fighters may be stored on a planet they can not be readied in time to replace lost fighters. A Starport or Spaceport is required to provide fire control for these missiles. Climbing out of the gravity well costs the missiles one turn of endurance. Ships may only be constructed at shipyards or starports.

Shipyards may construct any ship or orbital facility while starports may only construct streamlined ships and shipyards. I would be happier with only shipyards allowed to construct ships. With a starport being necessary to construct a shipyard. I have tried to limit the number of facilities capable of constructing ships.

This makes shipyards more valuable and a much more tempting target. The various components of a ship are completed in the following order: hull, manoeuvre drive, FTL drive, weapons, screens, electronics, point defences, small craft and missile loading, fuelling. Within each group the largest systems are fitted first. A ship can be moved at any time after completion of the hull, and can move itself after completion of its drives.

This will interfere with construction, any movement of the ship adds a minimum of two days to construction time plus any time spent away from a shipyard. Short journeys to test newly fitted drives and systems are a normal part of the construction process but they are subsumed into the construction time. Damaged starships may be repaired at any Space Station or shipyard. Repairs do not interfere with construction work. Exception: points allocated to ship construction may be diverted to make repairs upon other ships, delaying production but expediting repair.

Destroyed systems may be replaced by any facility capable of doing so. If the facility is capable only of repairs then it may not replace such systems. If weapon systems are to be transported then assume that they occupy half of their normal mass or 25 CS per mass.

Systems transported as cargo may not be used for any purpose until installed by a correctly equipped facility. Ships may be fitted with a Repair Facility. This costs 50 points and has a MASS of This may be fitted in any ship large enough to carry it. In a merchant hull it may be carried in hold space, reducing the space available accordingly. This is a permanent fitting. It is possible but expensive to upgrade old ships.

Existing systems may be removed and replaced but this can only be performed at a facility capable of building the ship. Refitting a ship is more expensive than building it. Existing systems must be removed to allow space for the additions.

The cost of each new system is doubled to reflect the additional work required in fitting it. A warship may not be refitted to use a Nova-cannon. This is a spinal mount and requires the ship to be built around it. A ships hull may not be altered in size or streamlining. Drive systems may also be upgraded for twice the cost. No refund is available for the removed systems. The time taken to refit a ship is equal to the mass of the systems added or removed whichever is greater. Refits require a dockyard capacity sufficient to hold the ship.

So an escort requires one yard, a cruiser two and a capital ship four. This does displace new constructions. Fighter squadrons may be upgraded, the old fighters removed and stored, used for planetary defence or used as replacements on other ships. The costs of new fighter squadrons are listed below.

These costs are used only for new squadrons for existing carriers. New built carriers must pay a higher cost listed in the design tables which includes the facilities built into the ship. The refit takes one week and can only be accomplished at a facility capable of building that ship though it will not interfere with construction. You may not make use of any systems you do not understand but captured systems will give a bonus to your own research in that area.

See Research and Development for details. Exception: No such refits are required for merchant ships, they may be put to use immediately. Ships or orbital facilities may be scrapped at Starports or Shipyards depending on streamlining restraints. Scrapping a ship takes 5 days per size class; for example 5 days for an escort or 15 days for a capital ship. Orbital facilities are constructed using the cost modifiers and limitations of ships.

One shipyard may build any facility. Surface facilities require only Production Points and one week to build. Only one port may be constructed per planet. Any orbital facility may be moved between systems by a tug of mass at least equal to that of the facility. A facility is inactive while being moved but may function before and after movement.

Production where appropriate is reduced accordingly. Any facility or ship may be destroyed by its owner by the use of demolition charges as long as there is a means of evacuating its crew. Facilities in orbit around an inhabited planet are assumed to be served by interface craft that can evacuate the crew but at other locations friendly ships must be in contact with the facility for at least one turn to embark evacuees. If this is not possible roll 1D6.

Only on a six will the unit self-destruct, add 1 to the roll if a crack ship. Orbital facilities are attacked as if they were ships. Surface facilities are attacked by orbital bombardment.

Weapons and other systems may be transported. See the section on Resupply and Reloads for the details on transporting ammunition.

Ordnance, including Mines and missiles, and replacement fighters may be transported as cargo in ships other than warships or carriers. The space required is half that normally required. Preparing a fighter for use requires a full day. Reloading mines and missiles requires one hour one Tactical Turn. Reloading is very rarely performed in combat because of the dangers of the ordnance exploding.

To reload a ship or facility must not: Manoeuvre. The reloading ship must be stationary. Have any active screens. Have any electronic systems active ECM, scanners Any system active has a cumulative 1 in 6 chance of detonating the ordnance.

Launch fighters or small craft. Each launch has a 1 in 6 chance of detonating the ordnance. Each fighter squadron counts only once. Note that all of the explosion modifiers listed above are cumulative. Any hits to the ship or facility, even if they would not normally cause damage results in the immediate detonation of the ordnance causing the maximum possible damage to the ship or facility.

Expended munitions are replaced at the following costs. They may only be reloaded at space stations or by merchant ships designated as being part of the fleet train. Theoretical research costs Production Points and allows a roll to be made on the Research Table to determine whether a discovery has been made.

Only if a discovery is made or a secret gained by Industrial Espionage or trade can development proceed. If you do not choose to pursue that course of research it may be followed later with no penalty. It is possible to purse a particular course of research.

You must publicly specify the object of your research before rolling. If your roll is within one of the number required you succeed, if not you fail and nothing is gained. For example if you want item 15 then a roll of 14, 15 or 16 brings success and any other roll results in failure. EMP Missile. Needle Missile. Rail Guns. Nova Cannon. Pulse Beam Batteries. Wave Guns. Reflex Fields 1 9. Cloaking Field 1 Area Effect ECM 1 Long Range Fighters 1 Fast Fighters 1 Heavy Fighters 1 Interceptors 1 Attack Fighters.

Torpedo Fighters. Improved FTL drive. Boarding Pods. No Result! The research team spent the grant on drink and loose women. The amount spent is modified by the cost, some projects are more difficult than others and this is reflected in the cost which is used to find the actual chance of success. Capturing an example of exotic technology gives a that theoretical research for free and halves the development cost. Capturing a home planet from a rival Commander allows you to research any of the technologies of his that you lack for half cost.

These improve a ship's ability to attempt to board another ship. If the target ship is stationary ignore bearing. This provides sufficient boarding capacity for the ships normal number of boarding parties. Throughout the known universe there are the remains of a lost civilisation that vanished thousands of years ago. Most of the remains are of little value except as tourist sites but a few hold fragments of lost technologies and maybe even more.

The site has been looted long ago. Your ship is destroyed. Any ship may carry it. Roll on the Discovery Table to determine its nature. Nothing of interest is discovered. You have discovered something that boosts your research. Immediately make a free roll on the Discovery Table to determine the nature of the find. This technology may then be developed normally. Immediately make a free roll on the Research Table to determine the nature of the find.

These technologies may then be developed at half of the normal cost. It is incapable of moving itself but it may be moved by tugs. Space Station This large orbital facility facilitates trade, it can rapidly unload any ship and its myriad shuttles can transport the cargo down to the planet. It is also capable of refuelling or repairing starships though not of constructing them. The original space stations left by the retreating Empire have been stripped.

To restore them to use requires Production Points. After this additional systems may be installed. The centre section must be the first one to be restored.

Each section requires 10 days to make active, assuming that parts are available. The owning Commander may select which. Shipyard This is a modular orbital facility for the construction or repair of starships. Several may be joined together to allow larger ships to be constructed. Starport This is a ground based facility. It permits streamlined ships as well as fighters and interface craft to land and be serviced, loaded or fuelled.



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