Full Thrust

Full Thrust Lite rulebook updated

I got an e-mail from Chris over the weekend. It lead to the newly formatted rule book for Full Thrust Lite. I have to say, it's pretty swish. The rules appear to be the same but the examples in the book are now much clearer.

I'm going to see if I can find an economical way to print this off in full colour. If anyone has access to a colour laser printer could you let me know?

I'll also see about getting some of the fleet sheets printed and laminated.

I've attached the files here but if you want to grab them from GZG you can from this link; http://tinyurl.com/c4mcwz

Full Thrust campaign test run

Progress is happening slowly on this. I've found myself swamped at work, but given my current situation I'm not minding that. It does mean I may be absent from the Club for a few weeks. Looking at billable hours extending into the evenings. I won't be there tonight either but that's due to a stag night for a friend getting hitched this weekend.

Regroup

If you can answer Yes to all of the following then you can Regroup;

  • Are you the current owner of the System or is the system independent?
  • Did the fleets you're regrouping avoid combat this round?

Regrouping allows you to take the ships in one or more fleets and redistribute them into fleets of your choice. This allows for things like regrouping damaged ships to send them back to a controlled repair base or grouping several smaller fleets into one larger group for ease of movement and attack.

Repair

Repairs may be performed on any Fleet that is currently in a Friendly System with a Naval Base or Independent Space Dock and providing that Fleet did not participate in a Combat Phase.

Any fleet in a system that is not contested may make use of the Repair Points that are available from a repair facility. A contested system is any system that sees combat.

  • Civilian Facilities provide 1 repair point per level
  • Naval Facilities provide 2 repair points per level

Each repair point may be spent as follows;

  • Repair a system

Combat

Combat happens on the table.

This can either be at the club or at a location of your choice. The Victor holds the system.

If a battle does not happen for any reason then there is no consequence. After all...

"Space is big. Really big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - The Hitchhiker's Guide to the Galaxy by Douglas Adams

Running Repairs

During the week players may post Battle Reports.

Posting a battle report earns the fleet involved 2 running repair points. The Battle Reports have a 5-star vote facility. During the week players may vote on any battle reports that are current. Players are expected to vote honestly on the quality of the report and not the outcome of what is being reported.

Prior to Club Night each fleet will have a total number of Running Repair points issued totaling 2 plus the current vote value rounded up. The 5-star system averages all votes. This averaged number is what is used.

Movement

Currently movement orders will be processed by hand by a single player. It is up to players to get the orders into this player by midday Tuesday so they can be processed for club night on Thursday.

Orders shall be in the form of "Fleet ID:Destination". Movement that goes beyond the maximum move (c.f. Campaign Map) will take longer than one campaign turn to complete. While in transit no orders can be issued to the fleet.

The Anatomy of a Strategic Turn

The Strategic Turn is broken down into 5 phases;

  1. Movement
  2. Running Repairs
  3. Combat
  4. Repair
  5. Regroup

A Strategic Turn is processed each week or as agreed.

Repair Points, Running Repairs and Plot Points

Repair Points

Naval bases and neutral repair docks have the facility to repair starships. The amount of repair points each has is yet to be determined. This will likely take the form of a tech level or capacity level.

Running Repairs

Points for Running Repairs can be earnt by players that post Battle Reports to the Cavaliers website. These are repairs that are performed on ship from supplies scrounged from other locations of the ship or fleet.

Repairs, Replenishment and Reinforcements

Several locations will have facilities that allow for the repair of starship systems. Some of these will be neutral, others will be owned by individual players.

During the repair phase a fleet in a system with a repair facility shall be given a number of repair points. These can be spent to restore damaged systems, replenish expendables and repair hull integrity.

Most systems are single point systems while others may require more than one point to be spent on them. Expendables and hull integrity is repaired by 1d6+1 points per repair point spent.

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