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Full Thrust Quick Reference Sheet

A one page sheet designed to keep all the details about the various weapons in the Full Thrust Fleet Book 2, contained on a single reference sheet.

Uploaded by

Richard Forrest
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© © All Rights Reserved
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0% found this document useful (0 votes)
924 views1 page

Full Thrust Quick Reference Sheet

A one page sheet designed to keep all the details about the various weapons in the Full Thrust Fleet Book 2, contained on a single reference sheet.

Uploaded by

Richard Forrest
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Full Thrust

v 2.5

Reference Sheet

TURN SEQUENCE
1.

WRITE ORDERS FOR ALL SHIPS


SV: Power allocations, PH: Vaporshrouds. Note FTL power
ups and Figher launching. (Shorthand on orders sheet.)
2. ROLL FOR INITIATIVE
Highest roll on a d6 per player wins init.
3. MOVE FIGHTER GROUPS
Players alternate moving group, low init 1st. Fighters
launched this turn move first. Grps screening ships are not
moved yet.
4. LAUNCH ORDNANCE (SML, PB etc.)
Alternate announcing and placing ordnance BY SHIP, low init
player 1st.
5. MOVE SHIPS
Execute orders strictly as written. Screening fighters stay
with ship they're screening.
6. ALLOCATE ORDNANCE AND FIGHTER ATTACKS
Turn fighter/ordnance markers to face their targets. Do not
move out of consideration for limited arc PDS systems.
7. POINT DEFENSE FIRE
Fighter v. Fighter combat 1st. Eligible PDS systems are
allocated against fighters and resolved. If morale rules are in
play, checks are made AFTER all PDS fire is resolved.
8. MISSILE, PLASMA BOLT AND FIGHTER ATTACKS
Missile salvoes, Plasma Bolts and attacking Fighters that
survived phase 7 resolve attacks. Order of resolution: PB,
SM, Fighters.
9. SHIPS FIRE
Starting with highest init player, alternate firing any/all
weapons systems from ONE ship. Dmg caused immediately.
Threshold checks are made once the ship has finished firing.
10. TURN END
Players agree turn is over. Pick up Missile and Plasma Bolt
Markers. Do damage control rolls. Proceed to next turn.

CORE SYSTEMS [FB1p5]

COMMAND BRIDGE - Roll 1d6; the ship is out of control for 1-5 turns.
On a 6, the bridge is out permanently. Out of control means that no
oders can be executed and weapons cannot be fired (including PDS).
Shields still operate.
POWER CORE - On turn after the core is damaged, on 5 or 6 the core
is destroyed. Each turn after, roll again but add +1 to the roll for EACH
turn. Before rolling for DCPs player must decide to repair, abandon ship
or dump the core. Ship functions as normal until repair, core dump of
explosion.
LIFE SUPPORT - Roll 1d6 to determine how many turns until the ship
must be abandoned. If repaired before that time, no further effect. The
ship functions normally even while life support is down.

DAMAGE CONTROL PARTIES (DCP) [FB1p7-8]

Assigned to repair systems damaged through threshold checks. System is


repaired on a roll of 6. Each DCP assigned to a system beyond the first adds +1
to the roll. Max of 3 DCP may be assigned per system.

FIGHTER TYPES [FB1p6,FB2p4]

(Special fighter types list only DIFFERENCES from Std. Fighters.)


STANDARD FIGHTERS [Ftp16-17,FB1p6]
Movement of 24 mu / turn. May burn 1 CEF to move extra 12 mu in
phase 6. Attack range 6 mu. Roll 1d6 per fighter in group, dmg as per
Class 1 beam battery.
FAST FIGHTERS [FB2p4]
Movement of 36 mu /turn instead of 24 mu.
HEAVY FIGHTERS [FB2p4]
When attacked by beam PDS, negate rolls of 4. Versus K'V
scatterguns, halve the number of kills scored.
INTERCEPTORS [FB2p4]
Cannot attack ships, but add +1 to rolls vs. fighters & missiles.
ATTACK FIGHTERS [FB2p4]
Vs. ships roll 1d6/fighter: 3-4 = 1 DP, 5-6= 2 DP. Vs. Fighters roll : 6 =
1 killed fighter. Lvl 1 screens negate 3, lvl 2 negates 3, 5-6 do only 1
DP.
LONG-RANGE FIGHTERS [FB2p4]
Groups have 9 CEF instead of just 6.
TORPEDO FIGHTERS [FB2p4] Each fighter carries a one-shot torpedo.
Roll 1d6 for each fighter, 1-3=miss, 4=4 DP, 5=5DP, 6=6DP. DP are
applied half to ARMOR, half to HULL. After attacking they must reload
by being recovered. Vs. fighters they attack as Attack Fighters.

MINES [FB1p18-19]
MINES Mines fire on any enemy vessel that passes w/in 3 mu at any
point during move. Roll 2d6, tally dmg as per beam batteries. The mine
is destroyed when it fires.
MINELAYING Must be written in orders, move minelaying ships 1st.
Ship may drop 1 mine per minelayer at any point along it's movement
path. Mines are 'active' in the next turn after it's deployed.
MINESWEEPING Note active minesweeper system in orders. Must
pass w/in 3 mu of mine. Roll 1d6; 1 = Mine attacks minesweeper, 2 = no
effect, 3-6 = Mine disabled. Ships cannot use offensive weapons while
minesweeping.

HUMAN WEAPONS SUMMARY

BEAM WEAPONS [FB1p12] Roll D6 times wpn class MINUS 1d6 per 12 of range to
target: Rolls of 1-3=no effect, 4-5=one DP to ARMOR or HULL, 6=two DP to ARMOR
of HULL and re-rolls. Lvl 1 shields negate rolls of 4. Lvl 2 shields negate 4s and 6s
only do 1 DP. Class 1 Beams may fire Vs. ordnance
in PD mode in phase 7: 1-5=no effect, 6=1 fighter/missile destroyed.
PULSE TORPEDOES [FB1p12] Max. Rng.30; at 0-6mu hit on 2+, >6-12mu on 3+,
>12-18mu on 4+, >18-24mu on 5+, >24-30mu on 6+
Dmg is 1d6, NO reroll. Half to ARMOR, half to HULL.
NEEDLE BEAMS [FB1p12] Max rng 12mu; firer nominates target SYSTEM and rolls
1 die. On 6 target SYSTEM is knocked out and 1 DP to HULL. On 5 target SYSTEM is
unaffected and 1 DP to HULL. Screens have no effect.
SALVO MISSILES [FB1p9,12] Std max rng 24mu. ER rng is 36mu. Salvo will
attack nearest NME ship w/in 3mu (Vector rules.) 1d6 missiles will be on target,
minus kills from PDS fire. Each missile that hits does 1d6 dmg, half to ARMOR, half
to HULL.
SUBMUNITION PACKS [FB1p12] Max rng 18mu; at 0-6mu roll 3d6, at 6-12mu
2d6 and at 12-18mu roll 1d6. Dmg as per beam dice. Screens no effect. All dmg to
ARMOR (if any) but REROLL dmg goes to HULL.

PDS (POINT DEFENSE SYSTEM) [FB1p12] Against Fighters or Salvos, 1 d6/PDS;


1-3 = no effect, 4-5 kills 1 fighter or missle, 6 kills 2 and allows a REROLL. Limited
antiship capability; 6mu range, rolls 1-5 = nada, rolls of 6 = 1 DP to ARMOR or HULL.
Shields no effect. No Firecon needed.
ADFC (AREA-DEFENSE FIRECONTROL) [FB1p12] One ADFC allows any number of
PDS to engage any combo of threats attack any SINGLE friendly ship within 6mu of
the ADFC-carrying ship.

KRA'VAK WEAPONS AND DEFENSES SUMMARY

KINETIC GUNS (K-GUNS) [FB2p9,11] Rng 0-6 mu: 2+ to hit, >6-12 mu: 3+ to
hit, >12-18 mu: 4+ to hit, >18-24 mu: 5+ to hit, >24-30 mu 6+ to hit. If hit
scored, roll again; GREATER than class: DP = to class, roll LESS THAN OR EQUAL to
class: DP = class x 2. Natural roll of 6 is always DP = class x1, even for K6+ class.
First DP on ARMOR, rest to HULL. K1 guns may fire as PD in phase 7: 1-4=MISS, 56=1 Fighter/Missile Destroyed.
MULTIPLE KINETIC PENETRATOR (MKP) PACKS [FB2p9,11] Once shot, rng 12
MU. Roll 1d6: 1-3 = no hits, 4 or 5 = 1 hit, 6 = 2 hits (no rerolls). Each hit does 4
DP, one to ARMOR rest to HULL.
SCATTERGUNS [FB2,p10,11] One shot, all-arc fire. Rng is 6 mu.
Point Defense Mode: Kills 1d6 from one salvo or group. Half the kills on hvy
fighters. Against plasma bolts, 4 or 5 reduces strength by 1, 6 reduces strength by
2. In area defense role, rolls of 1 do 1 DP to friendly ship
Antiship Mode: 4 or 5 = 1 DP, 6= 2 DP, all to ARMOR if any. No rerolls.

SA'VASKU WEAPONS AND DEFENSES SUMMARY

STINGER NODES [FB2p22,25] Fires 1x/turn, beam die per shot. Range depends
on power put through node. 0-12 mu: 1 PP, 12-24 mu: 2 PP, 24-36 mu: 4 PP, 3648 mu: 8 PP, 48-60 mu: 16 PP, 60-72 mu: 32 PP.
POD LAUNCHER NODES [FB2p22,25]
Single arc, one shot per turn per node. Each shot consumes 1 biomass and takes 3
PP from A pool.
Lance Pods [FB2p23] Roll 1d6: 0-6 mu 3+, 6-12 mu 4+, 12-18 mu 5+, 18-24 mu
6+. Hits do 1d6 DP, one to ARMOR, rest to HULL.
Leech Pods [FB2p23] To-hit same as Lance Pods. On hit, does 2 DP, stays on
target, does 2 DP/turn until removed by Damage Control Parties.
Interceptor Pods [FB2p23] Any fighter grp, missile salvo or plasma bolt w/in 12 mu
of firing ship may be targeted in ANY arc. Kills 1d6 members of group/salvo.
Against plasma bolts; 4-5 = -1 to STR, 6 = -2 to STR. No rerolls.
SCREEN NODE [FB2p23,25] Requires PP equal to class from D pool. Effect is as
human shields per node operating.
SPICULES [FB2p23,25] Point-defense system. Requires 1 PP from A pool for 1
shot. Acts exactly like human PDS.
CORTEX NODES [FB2p24,25] Act as firecon. No power points needed.

PHALON WEAPONS AND DEFENSES SUMMARY


PULSER BATTERIES [FB2p35] Must be configured to L, M, or C mode before
game.L: rng 0-36 mu 1d6 per shot. M: rng 0-24 2d6 per shot. C: range 0-12 mu
6d6 per shot. Dmg as per beam dice. Screens and vapour shrouds effect as beam
weapons.
PLASMA BOLT LAUNCHERS [FB2p35] Fire every other turn during ordnance
phase. Strength equal to class; range is 30 mu. Burst radius is 6 mu. Each ship in
radius takes 1d6 DP/bolt strength.
VAPOR SHROUDS [FB2p35] Use must be noted in orders for that turn; blocks all
outgoing fire. Acts as lvl 2 shields for incoming fire that's normally affected by
shields.

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