I: News
Work on typing up FTCamp0.2 continues, despite it taking far longer than I originally imagined. Comments are welcome - but please note I've not finished yet.
Each page on this site has a version number and date, obviously it can be a bit confusing keeping track of what version each page is at - thus I have setup a Changes Log.
0: Content
- 1: Welcome to Mintroll's FT Page
- 2: What is Full Thrust
- 3: FTCamp - Campaign Rules for Full Thrust
- 4: Full Thrust at RPGSoc (University of Nottingham, UK)
- 5: Addons and Rule Variants
- 6: Battle Reports and Photos
- 7: Links
1: Welcome to Mintroll's FT Page (top)
This section of my website is devoted to my current favourite tabletop space game, Full Thrust. I won't bore you with the who and the how, just that fellow club members and I have begun a campaign using FT as it's basis and I thought I'd document it for the world to see.
Obviously this site is still a bit in flux, it'll be added to on and off and most likely re-structured at some point in the near future. For now this page is a brief summary of everything.
If anyone wants to ask any questions, they can contact me using: mintroll-fullthrust'at'2-72.co.uk (too much spam to state the proper address, but I'm sure you can work out what to do).
2: What is Full Thrust (top)
A space combat system developed by Ground Zero Games, which includes a general ship construction system. After reading the (free) downloadable rules I loved the game - especially the vector movement rules.
The rules for the 2nd Edition are available for free from the GZG website, as well as a substantial line of miniatures for various fleets and races.
The basic rule books outline a generic system that is highly adaptable, this made it very interesting to me as a gamer.
Rules Overview
Each player (as many as desired can play, though more that six would probably get very crowded) control individual ships. There are no rules for squadrons in the basic set, this is reflected in the points cost of each ship.
Each turn is broken down into a set of phases, the players roll for initiative for each turn. Each ship is dealt with individually - this can lead to a lot of book work if you are not adequately prepared.
Optional Expansions
Given the generic nature of the rules, there are many other websites detailing expansions and amendments.
The Beta Fighter Rules are a vast improvement of those in the original rule books, they help to balance fighters within the game - a part that was particularly unbalanced in points costs.
There are many new weapons and systems that have been added to the ships. Too many to keep a complete listings (though I'm trying: Systems Compendium), but some very interesting ideas are out there.
3: FTCamp - Campaign Rules for Full Thrust (top)
FTCamp0.1 has officially ended as of 22/10/2006, we've now begun again using a revised set of rules FTCamp0.2.
There are already a few Campaign Systems for Full Thrust on the internet, some dealing with 1st Ed. only, others adapting a mix of 2nd Ed. and optional extras.
FTCamp (as I call our system) is a map based resource orientated campaign. We don't include any technology tree - or allow new devices. The system is still in it's infancy and is a definite work in progress.
FTCamp0.2 Rules
The rules are currently being written and discussed, as and when they are settled upon, they will available on this website.
WikiGaming will be used to keep track of Campaign Logs only, as in SSDs, who owns what planets and UN Meeting Minutes. All the FTCamp Rules will be on this website this time.
FTCamp0.2 Log section in WikiGaming. (Currently Empty).
FTCamp0.2 is currently being written up. Website versions of these sections are currently available:
FTCamp0.1 Rules (abridged)
I can safely say everyone should steer clear of this edition of our campaign, too many things that were broken, boring and didn't quite work.
FTCamp0.1 as laid out in WikiGaming.
4: Full Thrust at RPGSoc (University of Nottingham, UK) (top)
We are more interested in a campaign type game than one offs, and have as such developed a large framework in which Full Thrust sits. There is always a competition for time when gaming - never enough time.
There is a group of eight of us who are currently playing a campaign of our own design (FTCamp). See WikiGaming for all the information about each player and their power(race).
Sailington Navy
It's my website, so I thought I'd drop a few words in for my brave men. The Sailington Navy has a (growing) back story on the wiki - as well as a full line of combat ship designs.
5: Addons and Rule Variants (top)
These are the rules that we (RPGSoc) use as additions and alterations to the published FT 2nd Ed., these include our own as well as other peoples (credited where possible).
Most of our addons are campaign based.
Beta Fighter Rules
The most fundamental alteration outside of our campaign rules, this complete re-write of the way fighters work in the game is a drastic change. However, we at RPGSoc thoroughly recommend you give them a go.
We thank Noam Izenberg for these, Fighter Revisions.
Beta Fleets (inc. weapon systems)
The UNSC, Japanese and OCR fleets including the new systems: AMTs, Grasers, EMP, variable strength hull and HDC have all be added in as amendments.
There are comments that the AMTs are too powerful, though the new Fighter Rules help balance that out. Grasers are a very powerful weapon, but we feel balanced given our experience (though we have yet to try and 'break' them).
RPGSoc Additions
For our campaign we have added in a few additions of our own, though mostly only relevant to a campaign setting - some of the additions are interesting on their own. See FTCamp0.2 for more details.
Currently in the pipe line I am developing the idea of combined firing (in effect adding squadrons to FT - something it lacks). Though with a bit more complexity and fluidity, with a slight slant to being in our campaign setting.
6: Battle Reports and Photos (top)
Battles
FTCamp0.1 had one very large battle and a few little ones, but no one thought to document it. All I can say is damn.
As of today (23/11/2006) we're just getting into FTCamp0.2, completed Round 6 yesterday. I will endeavour to record any battles that happen this time.
Photos
Since the rules are generic, each players fleet is completely different (sometimes even to a different scale). Some of us are using the GZG models, other use Games Workshops BFG ships. I personally have scratch built my fleet out of wood (yes, wood). I'll eventually post pictures of peoples fleets and paint schemes.
7: Links (top)
There is a vast amount of material available online, here is a selection that I find useful (have taken ideas from):
Websites, mailinglists, etc.
- http://nift.firedrake.org/Weap-Def_Archive.htm - Archive of Weapons, Systems, etc. discussed on GZG-L mailinglist.
- http://www.star-ranger.com/FullThrust.htm - news about our favourite game.
- http://firedrake.org/roger/ft/campaign.html - another campaign system (useful as a basis for FTCamp).
- http://lists.firedrake.org/gzg/200403/msg00286.html - Beta-Fighter Rules (very good, definitely recommend you try them).
- http://www.paulradford.mistral.co.uk/ft/camrules.html - another campaign system (many thanks to Paul for his site, used it a lot).
Google Common Search Engine for Full Thrust
Tim Jones has volunteered some of his time to setup and run a Google CSE for Full Thrust - searching a set of submitted FT pages.
Webrings
This page is a member of the "The Full Thrust Network" and "GZG WebRing" webrings.