[2006.12.04]
[v3.6]

Full Thrust: Systems Compendium (work in progress)

This page contains the complete listing of all systems available in FTCamp0.2, however not all the related rules will be presented here. For example, Diplomats require Passenger space - included here as a system; but the rules for Diplomats occur elsewhere.

It should be noted that some of these systems, though baring the same name, have been altered from their original form to accommodate the campaign system (sensors are an example of this).

Disclaimer

It is not the intention to violate any intellectual rights or specific copyrights, this page is intended to be a useful summary - correlating information from many different sources into one place. Should anyone require any information to be attributed or removed please email me: mintroll-fullthrust'at'2-72.co.uk.

These Systems are presented with the assumption of using the Beta Fighter Rules, as such we shall use the concepts defined within them.

0: Content

1: Weapons (top)

First a quick run through of the formalisation of Beam Dice from the Fighter Rules Section.

1.i: Concept

As per Beta Fighter Rules we formalise weapons as follows: Each weapon scores a number of hits, which then do an amount of damage. These two steps separate types of weapons.

BEAM DIE:
The term "Beam Die" (BD for short) to denote the standard way of reading FT beam dice, regardless of whether or not the die roll is related to the firing of a beam weapon or not:
Modified D6 roll of Number of Hits for screen level...
0 1 2
3 or less 0 0 0
4 1 0 0
5 1 1 1
6 2 2 1

If the game mechanic says that re-rolls are used, any unmodified roll of '6' is read off the table above AND allows a "reroll" - roll an extra die, read it off the table above and add the result to the previous score. If this reroll is ALSO a six, then roll another die, read it as above and add the result to the score. There is no limit to the number of rerolls you can make if you keep throwing sixes.

If the game mechanic states that it ignores screens, the roll is always read in the "Screen level 0" column. If it does NOT say anything about screens, any active screens or equivalent the target may have will affect the roll.

Beam Die rolls can be modified up or down by die roll modifiers (DRMs); thus it is possible to score less than 1 and more than 6. Note that the DRMs are applied to the DIE ROLL (ie. before you read the table), not to the final score! [FT2/MT already uses DRMs, namely the modifiers applied to Interceptor and Attack fighter attacks. This is a formalisation and extension of that feature.]

1.ii: Notation

[n]BD[DRM][*]
means "roll n Beam Dice and apply the DRM to each of them before reading the result in the above table". An asterisk, if present, means that natural rolls of "6" score re-rolls in addition to any result already achieved. NOTE: while this may seem complex, it is actually just the die rules already used in Full Thrust gathered into one single place and given a formal description.

Examples: "1BD-2" means "roll 1 Beam Die with a -2 DRM" (thus inflicting 1 hit on rolls of '6' only) while "6BD+1*" means "roll 6 Beam Dice and apply a +1 DRM to EACH of them; any natural rolls of '6' score re-rolls" (an attack by an intact Interceptor fighter group against other fighters, for example).

1.iii: RE-ROLLS and DIE ROLL MODIFIERS:

Example: An Attack Fighter (1BD+1*) shoots at a ship with level-1 screens. The initial roll is a beam die with a +1 DRM on the "level-1 screen" column of the beam table. Any re-rolls still get the +1 DRM, but are read on the "level-0 screen" column - ie., they are NOT reduced by the screen.

1.iv: SEPARATE "HITS" FROM "DAMAGE"

Some of the newer direct-fire weapons - eg. large K-guns, or Grasers - are able to inflict massive amounts of damage per shot. In the new fighter/missile proposal all direct-fire weapons are able to shoot at fighters (though they may have problems hitting); but if these high-damage weapons are allowed to count each damage point as a separate "hit" they become *very* effective in anti-fighter/missile roles...

Fortunately these high-damage weapons all have two-stage hit/damage resolutions: first you roll to see if you hit (or in the Graser case to see how many D6s of damage you inflict), and then you roll to see what the actual damage is. From here it is a pretty short step to call the first set of rolls the "to-hit" roll, determining the number of hits scored, and then say that "each hit inflicts X damage on a target ship"; and furthermore say that each hit can only destroy 1 fighter/missile/PB level - ie., if you're shooting at fighters or ordnance you only need to roll for the number of hits, not for the amount of damage they inflict.

In order to avoid confusing rules wording, extend this concept to normal beam batteries, SMPs etc. that only roll beam dice to determine the number of damage they inflict: they now inflict 1 pt of damage per hit, so the beam die roll determines the number of hits just as for the larger weapons. (IOW there's no *actual* change in the way these older weapon types work on the gaming table; it is only the rules wording which changes in order to be consistent with the newer weapon types.)

"Ordnance" is used to mean "any kind of missile or plasma bolt". An "ordnance marker" is one SM salvo marker OR one individual Heavy Missile OR one Plasma Bolt OR one Anti-Matter Torpedo (AMT). "Missiles" without any further specification refers to both Salvo Missiles and Heavy Missiles (Heavy Missiles are a working revision of the 2-Mass Missiles from More Thrust).

We now present all the weapons:

1.1: Standard Beam Batteries

The standard weapon of most human nations, this weapon demonstrates most of the basic concepts of FT mechanics.

Each Beam Battery is bought at a given Class with a set configuration of Arcs.

Standard Beams have Range Bands of 12mu. In the first band they roll a number of Beam Dice (BD) equal to their class, for each additional range band the number of BD decreases by one. (eg. a class 3 rolls: 3BD at 0-12mu, 2BD at 12-24mu, 1BD at 24-36mu and 0BD for 36-).

1.2: Heavy Beam Battery

These heavier beam batteries fire far fewer bursts, so have a smaller chance of hitting, and thus have a lesser effective range than standard beam batteries. However, they have much larger capacitors, so when they hit, they really hit. They are no more effective than normal beams vs screened ships, less so vs heavily screened ones, but against unscreened ships they are rather more deadly.

Usually Heavy beams are found as limited-arc "Spinal Mounts". Those mounted on UN vessels came as a nasty surprise to the KraVak during the Siege of Earth, matching the firepower of the larger K-guns.

Hitting
A Heavy Beam Battery rolls to Hit exactly as for a Standard Beam of the same class (ie. nDB* for 0-12mu, etc.).
Damage
Each Hit does 1d6-2-(screen level of target) points of damage.

1.3: Weak Arcs

Larger calibre beams or other weapons may buy additional arcs with reduced firepower for less mass.

For example, a Class 4 beam costs 8 MASS +2 per additional arc (so a 3-arc class 4 costs 12 mass/36 points). Under this rule, one could buy additional arcs that could only fire as Class 3, and cost 1 MASS. So a Forward Arc class 4 beam could fire FP and FS, but only as class 3, and require 10 MASS and cost 30 points.

Another example would be a class 3 F-arc that can fire as class 2 beams in FS and FP for a total cost of 5 MASS/15 points.

1.4: Gatling Batteries

A powerful short-range beam battery with good point-defence capabilities.

The mailing list WOTW discussion came to the consensus that this should be treated as equivalent to a Phalon Pulser that is permanently configured in Close range mode, and cannot be reconfigured. Thus its MASS is the same as a Pulser with the same number of fire arcs, while its cost is 1 point less per MASS (see Fleet Book 2 for a more detailed description of the Phalon Pulser).

Hitting
Gatling Batteries roll 6BD* with a fixed range of 0-12mu.
Damage
Each Hit does 1 point of damage.

1.5: EMP

Roll to Hit exactly as for Standard Beams, ie. nBD* in 0-12mu where n=class; less one BD for each additional Range Band. Mass and Cost the same as for Standard Beams.

Keep track of the number of hits, maximum of 3 hits against any one target. If any EMP hits are scored on a target ship, roll 1D6 for each EMP vulnerable system: rolling EQUAL TO or LESS than the number of EMP hits indicated by the attack means that the system is damaged just as if it had failed a threshold check.

EMP vulnerable systems are defined as all systems on the target ship EXCEPT:

(Which normally means that only engines, screens and fire control systems are vulnerable; but any systems added to FT hereafter are vulnerable unless they fall under any of the above general categories or are explicitly stated not to be.)

If a system is damaged, it takes effect after all weapons on the firing ship have fired.

Example of an EMP Battery in use: Reaver, an ORC Gargoyle-class light cruiser, fires its two EMP-2 batteries at an FSE Roma class battleship, at a range of 19mu. Reaver rolls two dice for a 4 and a 6; the 4 is blocked by Roma's screen, but the 6 does two hits and a reroll, and the reroll is a 5 for 1 more hit, so Reaver scores a total of 3 EMP hits. Roma rolls a 4 for her Main Drive, 1 for her FTL, 2 for her Screen Generator, and 1, 5, 4 for her fire controls; she loses her screen and one fire control. Reaver also fires her two Class 2 Beam batteries at the Roman, resulting in two dice rolled for a 2 and a 4. The 2 is a miss and the 4 is blocked by the Roma's screen. Even though the EMP batteries knocked out the Roma's Screen Generator, that damage does not take effect until ALL weapons from Reaver have been resolved, so it is still there to block this shot.

1.6: Needle Beams

Standard Needle Beams have a range of 12mu, when fired they must specify a target system (except core systems). Roll 1d6: a 1-4 misses, a 5 does 1 point of damage and a 6 does 1 point of damage as well as destroying the system (it cannot be repaired by DCPs).

Needle Beams ignore Shields and Armour.

1.7: Multi-arc Needle Beams

As for standard Needle Beam, except may add extra arcs (max 3).

1.8: Heavy Needle Beams

This is a longer-ranged, more powerful version of the standard needle beam described in Fleet Book 1.

At a range of 0-12mu a Heavy Needle Beam acts as two normal Needle beams that are targeting the same system on the same ship. If two sixes are rolled vs the Main drive (or any other two-hit system), it is totally destroyed. Two sixes vs. other systems destroy the target, cause 1 point of hull damage, and then reroll as per normal beams (skipping armour). Heavy Needle Beams can fire a single normal needle beam die at a target between 12mu and 24mu. The Heavy Needle Beam has a single arc of fire

1.9: Grasers

ClassArcsMassper extra arc
112M
133M
164M
219M+3M
3124M+6M

Grasers roll to hit as nBD* in first range band, where n=class. Each hit does 1d6 damage penetrating damage.

1.10: Pulse Torpedo Launcher

Common weapon to human nations, Roll to Hit as per the table below and apply damage as stated.

PTLs ignore Shields and Armour.

RangeHit on roll of:Damage
0-6 mu2+1d6
6-12 mu3+1d6
12-18 mu4+1d6
18-24 mu5+1d6
24-30 mu6+1d6

1.11: Classed Pulse Torpedo Launchers

To Hit rolls are exactly as for the Standard PTL, however damage is Xd6 where X=class.

1.12: Long Range Pulse Torpedo Launcher (LRPT)

Hit and Damage as for standard PTL, except

RangeHit on roll of:Damage
0-9 mu2+1d6
9-18 mu3+1d6
18-27 mu4+1d6
27-36 mu5+1d6
36-45 mu6+1d6

1.13: Short Range Pulse Torpedo Launcher

Hit and Damage (1d6) as for standard PTL except for differing range bands, comes in two variants:

RangeHit on roll of:Damage
0-4 mu2+1d6
4-8 mu3+1d6
8-12 mu4+1d6
12-16 mu5+1d6
16-20 mu6+1d6

1.14: Fusion Flare Launcher (FF)

The Fusion Flare is based on the same technology as the Fusion Torpedo, but keeps the mounting fusion reaction confined in a magnetic bottle, sacrificing aim and control for increased yield with distance. If a target is not hit, the bottle finally disintegrates after around 35mu, releasing the fusing plasma in a rapidly decaying, largely harmless burst.

The game dynamic is exactly the same as the Fusion Torpedo, except the damage increases with distance while the chance to hit decreases:

RangeHit on roll of:Damage
0-6 mu1+1BD*
6-12 mu2+2BD*
12-18 mu3+3BD*
18-24 mu4+4BD*
24-30 mu5+5BD*
30-36 mu6+6BD*

1.15: Fusion Torpedo Launcher (F-TORP)

Converse concept to the Fusion Flare

RangeHit on roll of:Damage
0-6 mu6+6BD*
6-12 mu5+5BD*
12-18 mu4+4BD*
18-24 mu3+3BD*
24-30 mu2+2BD*
30-36 mu1+1BD*

1.16: Multi-Fusion Launcher (aka NIF-Torp)

The Multi-Fusion Launcher is able to select whether to fire as either a Fusion Flare or a Fusion Torpedo. This choice must be made before the Battle. It can be altered mid battle, but the Launcher must be taken offline for 2 turns.

For Weapon stats see 1.14 and 1.15.

1.17: Meson Flechette

The Meson Flechette fires a powerful, (relatively) wide-angle beam of mesons, producing a powerful, but somewhat short-ranged weapon.

RangeDamage
0-12 mu6BD*
12-24 mu3BD*

2: Weapons (ordnance based) (top)

2.1: SubMunitions Racks (SuM)

Maximum range 18mu; at 0-6mu roll 3BD*, at 6-12mu 2BD* and at 12-18mu 1BD*. Screens do not affect damage.

All initial damage is taken from ARMOUR (if any), but REROLL damage applied directly to HULL.

2.2: Salvo Missile Racks (SMR)

The Salvo Missile System is either a set of launch tubes or external racks that fire groups of six relatively small anti-ship missiles, each group being termed a salvo. The missiles are only one-turn duration (unlike Heavy Missiles). Each SM system may fire one missile salvo each turn. There are types of missile salvo available. See the Fighter Rules for more details, but essentially the firing player announces that he is firing a missile salvo, and places a salvo counter at his intended point of aim - this may be anywhere up to a maximum range of 24"from the firing ship (or 36"for an Enhanced-Range (ER) missile salvo, but must be within the boundaries of the fire arcs through which the SM system may bear. The marker is left in place while all ships are moved; if at the END of movement there is an enemy ship within 3mu (6mu if not using vector) of the marker (in any direction) then the missiles will attack it; if there is more than one potential enemy target then the salvo will go for the CLOSER of them. Move the missile salvo marker next to target ship and apply countermeasures/defences before resolving missile hits. Note that if there is no valid target within the salvo is wasted and the counter removed from play.

When resolving SM system fire, the target player must first decide what defences he is allocating against each missile salvo; after he has announced this the attacking player rolls a D6 for each salvo marker attacking - result is the number of missiles in the salvo that are actually on target. The target player then resolves defensive fire as described in the Fighter Rules. After subtracting any missiles that are intercepted from the score that the attacker rolled, any positive number is the number of missiles that actually get through the defences AND hit the target (yes, if there are no defences at all then at least ONE missile will always get through!).

EACH missile of the salvo that reaches the target ship does 1d6 damage (no rerolls). Screen systems do NOT reduce missile damage. If the target is protected by ARMOUR, then HALF of the total damage (rounded up) done by the salvo is taken on the armour, and the remainder on the hull even if there are still armour boxes left at that point. Missiles that get through the defences ARE deadly, so try and stop them if you can!!

Salvo Missile systems come in two types: reloadable launching tubes (denoted Salvo Missile Launchers, or SML) which are fed from internal missile magazines, and externally carried one-salvo launch racks (termed Salvo Missile Racks, or SMR). If SMLs are fitted to a ship, the launcher itself takes 3 MASS while each salvo load carried in the internal magazines takes up 2 MASS for standard missiles and 3 MASS for enhanced-range types. An external SMR takes 4 MASS for the complete rack including a standard missile salvo, or 5 MASS for a rack with an ER salvo. One SML may fire one salvo per turn provided ammunition is left in the magazines; one SMR may fire its salvo load at any time, but is then empty until replenished from a base or fleet auxiliary.

Salvo Missile Racks (SMRs):

2.3: Salvo Missile Launcher (SML) and Magazines

Missile Salvoes for SMLs take up Magazine Capacity at the rate of 2 MASS per standard salvo, and 3 per enhanced-range salvo. The MASS allocated to magazine space during a ships design stage may be broken down into separate magazines at the designers discretion, but with the following important limitation: any one Launcher system may only be fed from ONE magazine, though a single magazine may feed more than one launcher. Thus if a ship has 2 SMLs and 8 MASS of magazine space, the designer may decide to fit just a single 8-space magazine feeding both launchers, or could give each launcher its own 4-space magazine instead. The disadvantage of the single magazine is that all the SM capability could be lost with one bad threshold roll (as one magazine is rolled for as a single system, regardless of its capacity or the number of salvo loads in it); on the other hand, with two smaller magazines the player does not have to option to feed missiles to either launcher - if one launcher is lost while it still has missiles in its dedicated magazine, those missiles are useless; they cannot be fired by another undamaged launcher that was not originally fed from that magazine.

Salvo Missile Launchers (SMLs) and Magazines:

Missile Type MassCostRangeNotes
Standard 2624mu
Extended Range 3936mu
Anti-Fighter 139mu (6mu [6arc])(1)

(1): The Anti.Fighter Salvo Missile, or AFHAWK is a small, fast missile salvo that is fired from the standard Salvo Missile Launcher. The light warheads have no effect against ships, but is effective against fighters, missiles and plasma bolts. An AF-salvo cannot be fired from a launcher if that launcher has already fired other missile types. Target closest enemy ordnance marker, roll 1d6 to see how many missiles are on target minus the number of intercepted.

2.4: Anti Matter Torpedos (AMT)

After the ship movement phase, the AMT moves up to 6mu (3mu in vector) from the marker towards nearest target before detonating. On detonation, all ships within 1mu of marker take 3D6 damage, within 2mu 2D6, within 3mu 1D6. Non-penetrating, ie: damage comes off armour first.

Note, the Misericorde HM also does 3d6 damage, but only to one target. Thus it's lower cost.

2.5: Heavy Missiles (HM) [Launcher and Racks]

These missiles are larger than individual Salvo Missiles, and have either longer endurance or a more powerful warhead.

These are actually an update to the missile system first described in More Thrust, and usually referred to as "MT" missiles. The revisions came about as the result of a long-running discussion on the mailing list.

MT Missiles have a primary movement range, like fighters, except that it is always 18mu for MT Missiles. MT Missiles have an endurance factor of 1 to 5, (depending on type), similar to the combat endurance factor of fighters. MT Missiles will burn 1 point of endurance making a primary move.

See the Fighter Rules for details about using Heavy Missiles.

Any MT Missiles that survive now attack their targets, inflicting damage that depends upon the missile type. Half of the damage is scored on ARMOUR (round up), while the remainder is scored on HULL (or the next armour layer in, for layered shells). After the attacks have been resolved any MT Missiles that have exhausted their endurance factors and are out of attack range of any viable targets are removed from play.

The MT Missile types are as follows:

Missile TypeEnduranceDamage Notes
Long Lance51d6
Standard32d6
Misericorde13d6
EMP1(1)
Needle3(2)
ECM3(3)

(1): EMP missiles do not cause hull damage but can temporarily disable ship systems. For each HM-EMP that attacks, roll 1d6, subtract the target's screen level, and divide by two (round down). The result is the number of EMP hits done by that missile. The maximum effect for any number of HM-EMP attacks on one target in one turn is three EMP hits. Roll for EMP effects as per the EMP beam (1.5).

(2): A Needle Missile is a highly accurate missile capable of targeting and destroying a single system on the target ship. On a successful hit, a Needle Missile attacks the specified target system as a Needle Beam (see Fleet Book 1, p. 7) D6 times. The Needle Missile has the same MASS and cost as an HM Missile.

(3): These MT missiles do no actual damage, instead, they split into three parts, two dummy warheads and one ECM warhead. The dummy warheads must remain within 2mu of the ECM warhead. The effect is to spoof the targets PDS so it wastes shots on dummy targets. In game terms, this missile is represented by 3 counters, each apparently a normal MT missile. Their true nature is only revealed after the opposing player has allocated their PDS to defend against the missiles. These are the same MASS and point cost as normal MT missiles.

MT Missile systems come in two types: externally carried one-use launch racks (termed MT Missile Racks, or MTMR), or reloadable launching tubes. There are two options for the later version, either MT Missiles have their own, specific launcher system (denoted a MT Missile Launcher, or MTML), or they can be launched from standard Salvo Missile Launchers (Fleet Book 1, p.9). The former option is probably more realistic, while the latter option allows for the use of MT Missiles with existing, SML-equipped, designs.

If MTMLs are used, the launcher itself takes 2 MASS and costs 6 points. For either of the reusable launcher options (SML with MTMs or MTML), each MT Missile carried in the internal magazine takes up 1 MASS and costs 3 points. An external MTMR takes 2 MASS for the complete rack plus missile, and costs 6 points.

Launcher Standard Lancer Miser. EMP Needle ECM

Heavy Missile Launchers (HMLs) and Magazines:

3: Weapons (Misc) (top)

3.1: Fire Control System (FCS)

1 Mass, Cost 4. Base system.

3.2: Point Defence System (PDS)

1 Mass, Cost 3. Base system.

3.3: Area Defence Fire Control System (ADFC)

2 Mass, Cost 8. Base system.

3.4: Minelayer

Though you may think this should be under the ordnance, it appears here as the main use of mines is during the Engage Orders Phase. They are pre-placed ordnance, before the battle starts, assuming your Minelayer capable craft arrives with enough time to spare. See the Battles Section for details of Minelaying.

2 Mass +1 per mine, Cost 6 +2 per mine.

3.5: Command Link

A free system that is part of every Military Grade Craft (be it standard or independent).

A craft has one (1) Command Link per 50 Mass (round up). Denote by a 'C' in a circle, new system.

Command Links take threshold checks as for normal systems, and can be repair as usual. If destroyed at the end of a Battle (see Battle Section for disabling/destroying systems) they can only be repaired by having a completely repaired hull row.

3.6: Command Relay

Command Relays are required for Officers to issue commands. The System has zero mass and is simply an upgrade to the Command Link System.

You pay 5 Ore for each Command Link you wish to upgrade. Denote by an 'R' in a circle.

3.7: Command Bridge

Command Bridges are for Flag Rank Officers, they can only be assigned to craft with a Command Bridge (though they can be carried by any craft, just not used at their Flag Rank, they can be used at the maximum non-flag rank).

The Command Bridge is an additional Core System, another Bridge, if you get a bridge hit roll a d2 to decide which bridge gets hit. The Normal Bridge has the normal effect. A hit on a Command Bridge knocks it out for d6 turns, on a roll of a 6 the bridge is destroyed killing the officer.

Mass 2, Cost 10.

The Command Bridge comes with its own Command Relay.

4: Carrying, Transport, etc. (top)

4.1: Tug Capacity

A ship may be given the capacity to Tug other ships through FTL Jumps, simply increase the mass used for the FTL drive (in addition to the 10% required for the Tug) by 10% of the Tug Capacity required.

Cost for the increased mass FTL unit is as normal, 2 x Mass.

4.2: Tender Capacity

Any ship can allocate space to carry a smaller ship inside it, with full launching and recovery.

Allocate (1.5 x tendered ship size) in Mass. Costing is 3 x Total Mass allocated.

Given the ability to Tug, Tendering is horribly inefficient in comparison. I believe the cost of Tender Capacity should be reduced to perhaps 1xMass - though that is not official or in use (pending meeting).

4.3: Fighter Bays

Fighter bays are special type of Tender Capacity, and as such follow the same mechanism. Each Fighter Flight comprises six 1 Mass fighters; thus a fighter bay is: 9 Mass, Costing 27 points.

The various types of fighters are listed under the Fighters Entry

4.4: Hull Derived Space

The following carrying systems have NO Cost, space within the ship is simply allocated to carry the corresponding type.

Once the amount of space is allocated, it is then divided into equal amounts, one for each Hull Row of the ship. The alloted space does not take threshold checks, instead one part is lost after each hull row is lost - it cannot be repaired by DCPs.

4.4.1: Cargo (H)

Carry: Ore, Biological, Consumables.

4.4.2: Passenger (P)

Carry: Personnel (PL), Diplomats.

4.4.3: Research (R)

Stored and generates Technology Points (TPs).

Generates based on 100 Capacity Blocks.

4.4.4: Troop (T)

Carry: Troops only.

Troops are used to fend of Boarding Pods and for affecting Loyalty Rating. For the former each Troop gives a dice to combat boarders, while in the latter Troops are deployed in 25 strong units.

5: Fighters, etc. (top)

See the Beta Fighter Rules for the detailed usage rules, all the below follow the same basic mechanics described there.

5.0: Summary Tables

Following tables summaries, the Fire columns detail the Hit(Damage) mechanism for each type.

Fighter Type Points(per) CEF Primary Move Secondary Move Anti-Ship Fire PD Fire Notes
Standard 18 (3)6 24mu12mu 1BD*1BD*
Heavy 30 (5)6 24mu12mu 1BD*1BD* -1 DRM to attacking fire
Fast 24 (4)6 36mu12mu 1BD*1BD*
Interceptor 18 (3)6 24mu12mu n/a1BD+1*
Attack 24 (4)6 24mu12mu 1BD+1*1BD-2*
Long-Range 24 (4)9 24mu12mu 1BD*1BD*
Torpedo 36 (6)6 24mu12mu (1)1BD-2*
Multi 42 (7)6 24mu12mu 1BD+1*1BD+1* (2)
Needle 42 (7)6 24mu12mu (3)1BD-2* +1 DRM to attacking fire
Pods 36 (6)6 24mu12mu n/an/a (4)
Stealth .. +12 (+2)- -- -- -1 DRM to attacking fire,(5)
Super Stealth .. +36 (+6)- -- -- -2 DRM to attacking fire,(5)
Drone Type Points(per) CEF Primary Move Secondary Move Anti-Ship Fire PD Fire Notes
Standard 18 (3)3 24mu12mu 1BD*1BD* +1 DRM to attacking fire
Heavy 30 (5)3 24mu12mu 1BD*1BD*
Fast 24 (4)3 36mu12mu 1BD*1BD* +1 DRM to attacking fire
Interceptor 18 (3)3 24mu12mu n/a1BD+1* +1 DRM to attacking fire
Attack 24 (4)3 24mu12mu 1BD+1*1BD-2* +1 DRM to attacking fire
Long-Range 24 (4)6 24mu12mu 1BD*1BD* +1 DRM to attacking fire
Torpedo 36 (6)3 24mu12mu (1)1BD-2* +1 DRM to attacking fire
Multi 42 (7)3 24mu12mu 1BD+1*1BD+1* +1 DRM to attacking fire,(2)
Needle 42 (7)3 24mu12mu (3)1BD-2* +2 DRM to attacking fire
Stealth .. +12 (+2)- -- -- (4)
Super Stealth .. +36 (+6)- -- -- -1 DRM to attacking fire,(4)

5.1: Fighters

Fighter Types require a Fighter Bay (Mass 9, Cost 27pt) to be launched and recovered.

5.1.1: Standard
5.1.2: Heavy
5.1.3: Fast
5.1.4: Interceptor
5.1.5: Attack
5.1.6: Long-Range
5.1.7: Torpedo
5.1.8: Multi-mode
5.1.9: Needle
5.1.10: Boarding Pods

An addition from the RPGSoc Groups: idea by Tom and concept worked out by Rich and I.

5.1.11: Stealth
5.1.12: Super Stealth

5.2: Drones

Drone Types require a Drone Bay (Mass 6, Cost 18pt) to be launched. Drones cannot be recovered (and hence not refuelled) during a battle, once launched they are one use in effect; and can only be recovered if you win the battle and the Drone Bays remain intact.

Drones are purchased just as fighters, except they have only 3 Combat Endurance Factors and they suffer a +1 DRM for all fire against them. They types are mostly as for Fighters.

5.2.1: Standard
5.2.2: Heavy
5.2.3: Fast
5.2.4: Interceptor
5.2.5: Attack
5.2.6: Long-Range
5.2.7: Torpedo
5.2.8: Multi-mode
5.2.9: Needle
5.2.10: Stealth
5.2.11: Super Stealth

6: Passive Systems (top)

Passive Systems covers all non-weapons and miscellaneous. Many of these entries are slanted towards a campaign setting, Decoys for example are discussed in the Engage Orders Section.

Passive Systems, as defined in FTCamp0.2, are any that Civilian Craft can carry implicitly (they may be fitted with active defensive systems in addition, eg. PDS).

6.0: Armour (Hull)

Not a System as such, but it needed to go somewhere. Armour is 1 Mass and Cost 2 per point

While on the topic, might as well include the other related issues. Each Design has a Base Cost = 1 x Design Mass (TMF).

Then the Hull Integrity is 10-50% of TMF in Mass and Costing 2xIntegrity.

6.1: Screens

Screens affect Beam Dice related weapons as indicated, other weapons are affected as mentioned.

Each Screen Generator is 5% of TMF (minimum 3M) Cost 3xMass. More than two generators can be added, but only two are active at one time.

6.2: Sensors

Used to gather more information, help in Locator Rolls and other useful situations.

TypeMassCost
Basic*15
Enhanced115
Superior230

(*): Basic Sensors are fitted to ALL Military Grade Ships as standard, there is no need to add them - this option is for upgrading Civilian Ships.

Read the Locator Roll Order (3.2.8) and Long Range Scans (5) paragraphs in the Fleet Orders Section.

6.3: Minesweeper

A very specific system, but very handy if needed.

Must activate the sweeper system on a given turn, may not use any FCSs while sweeping. For each mine that gets within 3mu roll 2d6.

6.4: Electronic Counter Measures (ECM)

System to counter scanners at all ranges, also interferes with your own scanners.

Area ECM affects all ships within 12mu (battles).

Read the Long Range Scans (5) paragraph in the Fleet Orders Section.

6.5: Decoys

Ships may carry decoys, useful if the battle type begins with ships as markers (see Battles Section - Hidden Setup) and in the Engage Orders Phase (see Campaign Section).

Each Decoy is a drone that is placed as a marker representing a ship in battles or launched in the Engage Orders Phase. The drones are 1 Mass EACH, they are added to the SSD as any other system, though multiple drones appear as one system like SMB Magazines. It assumed all may be launched simultaneously.

Like SMB Magazines there are varying types, all of 1 Mass, but cost depending on the Class and Thrust desired:

Decoy Cost = (Mid point of Class Bracket [Mass])/5 + (2 x Thrust)

Examples:

The Decoy Cost above is the maximum Class and Thrust that the Decoy can be configured to emit, it is not fixed at those levels.

To recover drones, if deployed in the same Orbit-Sector you must win the battle and have the storage space intact at the end of the battle; if deployed elsewhere they are lost.

6.6: Weasel System

Some ships are equipped with systems to make them appear as a different type of vessel. Affects Long, Short and Battle Scans (see Battles and Campaigns Sections).

eg. For a Frigate (FF) to emit a Light Cruiser (CL) signature would cost 30pts.

6.7: Main Drives

Base System, required for movement in battles and between System Orbits and Sectors (see Campaign Section).

6.8: FTL

Base System, required for movement on the Campaign Map. Can be enhanced with Tug Capacity.

6.9: Beacons

A special system used to aid navigation. It comes in two parts, the emitter and the generators, a single emitter is required and each generator gives a +1 bonus to Lost Rolls ending in the hex where the Beacon is (as long as it is active) - this bonus applies to enemy moves as well as your own.

A craft can be fitted with any number of emitters and generators, however the maximum bonus to Lost Rolls is only +3. This can be from a single craft or from multiple combining their active emitters.

Read the Move Order (3.1) paragraph in the Fleet Orders Section for details of use.

7: Producing Systems (top)

This entry covers campaign specific systems, these would be of no use in a one of battle.

The full rules for constructing and repairing ships, as well as the limits and constraints are included in the Resources Section and the Fleets Section respectively.

7.1: Workshop Space

Used to house internal projects (mainly mobile builders and repairers build internally), Consumables are made internally.

Decide the desired capacity, allocate (1.5 x capacity) of Mass, costing 1xTotal Mass allocated.

Note: this is one system, it takes threshold checks and if damaged its contents may be lost.

Workshop Space is costed at 1xMass used, there is no coincidence that I feel Tender Capacity should be reduced in cost, but I've not thought the implications through enough. Workshop Space is not a dummy Tender Bay - there are significant negatives while a ship is docked.

7.2: Construction System

May: Build, Rebuild, Unbuild and Make (see Resources Section).

The System is characterised by it's build rate, this can be increased and the following table illustrates the linear relationship between the Mass/Cost/Minimum Workshop Space.

Build RateMassCost Minimum Workshop Mass(Capacity) Required
55203(2)
252510015(10)
505020030(20)
757530045(30)
10010040060(40)
15015060090(60)
200200800120(80)

I hope it's obvious the minimum Workshop Space is an artificial limiter on the plausible/possible ship designs.

7.3: Repair System

May: Repair and Make (see Resources Section, repairing has side effects).

The System is characterised by it's repair rate, this can be increased and the following table illustrates the linear relationship between the Mass/Cost/Minimum Workshop Space. Repair Systems are more efficient (design wise) than Construction.

Build RateMassCost Minimum Workshop Mass(Capacity) Required
51103(2)
2555015(10)
501010030(20)
751515045(30)
1002020060(40)
1503030090(60)
20040400120(80)

8: Core Systems (top)

8.1: Core Critical Systems

The Core Systems introduced in FB1 add interest and variety, however they do occur a bit too often in threshold checks. As such we present here a modified form.

All three core systems now count as ONE system for the purposes of threshold checks. Should you fail, then roll 1d6 to select which Core System is affected:

RollSystem
1Power Core hit
2-5Command Bridge hit
6Life Support hit

Power Core

If the Power Core takes a hit, it is damaged and may "go critical" and explode, destroying the ship. It continues to supply power for the ship, but the safety systems that control it are damaged or destroyed, and each subsequent turn the player must roll a die at the start of the turn - on a 5 or 6, the core explodes. Damage Control parties may be used as normal to try and stabilise the power core - such attempts are made before the roll for explosion for that turn, and success will bring the core back under control and negate any further effects (unless the core is then damaged again on a subsequent threshold, when the process will repeat). Each turn, BEFORE rolling the die, the player may make a choice - he may abandon ship, or he may "dump" the core - this avoids the risk of explosion, but leaves the ship without power for anything but emergency life-support (from backup batteries) - the ship is intact, but unable to do anything further in this battle except continue to drift on its present vector. If the player chooses to abandon ship, the ship continues to drift while still rolling each turn to see if the core explodes - in this case, however, the needed number for an explosion drops by 1 each turn, as the core is running out of control with no-one to damp it down; thus it WILL explode eventually and the ship will be lost. A ship that dumps its core will be no further use for that battle, but may be salvaged afterwards and its power restored.

Command Bridge

If the Command Bridge takes a hit, then a further D6 roll is made immediately - if the roll is 1 to 5, then the ship is "out of control" for that number of turns, until command can be restored through backup links and secondary command systems. If the roll is a 6, then the ship is PERMANENTLY out of control for the duration of the game. While a ship is "out of control", it will continue on its present course and velocity, and may not fire weapons, launch fighters or take any other offensive action. Passive defences (screens) are still operational, though active defences (PDS etc.) are not. Once control is regained (after the number of turns indicated by the die roll), all undamaged systems come back on line. Damage Control parties may be used at any turn to try and restore control earlier, using the normal damage control rules.

Life Support

If the Life Support Systems take a hit, then a further D6 roll is made immediately - the number rolled indicates that the life support will fail after that number of turns. Damage control parties may be allocated to try and repair the LSS as for any other system. If the LSS fails before being repaired, then the crew must immediately abandon ship or be lost. A ship without LSS become a drifting hulk, though it may of course be recovered and repaired after the game if it survives.

8.2: Fundamental Design Options

Arc Orientation

In Fleet Book 1 (FB1) all ships have their fire arcs such that the midline presents fore-aft arcs. You may alter the arcs to a broadside configuration.

As an alternative to the six arcs of fire presented in Fleet Book 1 (page 4), an alternative set of six fire arcs at 30to the standard ones could be used, as shown in the diagram below. These new arcs are designated (clockwise, from the forward position) STARBOARD FORE (SF), STARBOARD (S), STARBOARD AFT (SA), PORT AFT (PA), PORT (P), and PORT FORE (PF). This reduces the aft.arc prohibition on weapons fire, and allows more realism for "long and thin" spaceship designs.

The restriction on weapons fire through the aft.arc, if it is in use, can still be applied using broadside fire arcs, where the prohibition will become the aft 30of the PORT AFT and STARBOARD AFT arcs, as shown on the diagram.

Variable Hull Rows

Not all ships have the same hull integrity, not just with regard to how much mass they put into their hull, but also how well this stands up in a fight before systems start being effected. To simulate this you can arrange hull boxes in more/fewer than the standard 4 rows.

Hull Rows Cost Takes ... threshold checks
33xMass 6+ and 5+ only
42xMass (Fleet Book standard) 6+, 5+ and 4+
51.5xMass6+, 5+, 4+ and 3+
61xMass6+, 5+, 4+, 3+ and 2+
Stealth Hulls

Stealth Hulls are very expensive, and one of the more complicated additions to FT firing. There is debate as to whether they are worth including. If any player wishes to pay the extra points they may give this a go.

The 'standard' mechanic for 'stealth' is that any ship that targets a 'stealthed' ship has the range bands of its weapons reduced, in other words, the effective range to the 'stealthed' ship is increased. The magnitude of the increase in range/reduction in range bands depends upon the level of stealth on the target. This reduction applies to all weapons, including missile 'lock-on' and fighter attack ranges, but does not apply to Placed Marker Ordnance ranges, or any area effect weapons, such as Plasma Bolts, Nova Cannon or Wave Guns.

Stealth Level Range Band Reduction Hull Signature
Factor was 12mu was 6mu
11/61051/2
22/3841/4
  • Stealth Hull costs +2 NPV per Hull or Armour box per level of Stealth. Examples: a 2 Armour, 10 Hull ship has +24 NPV for Stealth Level 1, and + 48 NPV for Stealth Level 2.
  • Stealth ships require passive fire control, limiting maximum firing range to 24 MU regardless of weapons. Example: Outgoing P-torps still have 6" range bands, though only 4 of them with to-hits of 2+ (0-6 MU) to 5+ (18-24 MU).
  • Stealth Level 1 is lost after 50% hull damage, rounded up to the nearest threshold (i.e. Threshold # 2, 2, 3, or 3 on a 3, 4, 5, or 6-row hull respectively.
  • Stealth Level 2 is reduced to Level 1 after 35 % damage (Thresh 1, 1, 2, or 2), and lost completely after 67% damage (Thresh 2, 3, 4, or 4)
  • Lost stealth abilities cannot be repaired on the time scale of the individual scenario.
  • (level 1) (level 2)

    9: Restricted Systems (top)

    Several players have made suggestions to tailor their fleets to a specific theme or flavour. To that end, these are the systems they requested to use.

    These entries are not for players other than those who have arranged to use them.

    9.1: Kinetic Guns

    One player wishes to use K-Guns instead of Standard Beams. This is a complete replacement and will follow the rules as in FB2.

    9.2: Sa'Vasku

    A biological based fleet (imagine Peter Hamilton/Vorlons). This is the most complicated suggestion as it will interfere with the entire campaign rules set. Should be interesting though.

    This page © Copyright 2006, Simon White