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Full Thrust (1992)
Ground Zero Games
Date Reviewed: 1-10-03 Revised
10-15-11
Critical Kobold Rating:
(5 out of 5 Dice)
I Dinna Think Me Wee Bairns Cin Take It, Cap'n!
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Star Date: Sept, 2011. This
review was originally written in 2003 based on the material in the
original two Second Edition rule books for this game, entitled
Full Thrust and More Thrust. Soon after writing that
review, this kobold got his gnarled claws on the pair of
supplemental Fleet Books: Volume One and Volume Two,
which were published a few years after the More Thrust book.
The Fleet Book: Volume One sourcebook updated, streamlined
and expanded the 2nd Ed. core rules while offering
several new goodies; it is, in essence, actually a third edition of
Full Thrust. However, the Fleet Book refers to
material published in More Thrust without reprinting it, so
it’s helpful to have More Thrust on hand to make full use of
the Fleet Book. (Fleet Book Vol. 2 is mostly a
compendium of alien races and their specific technology and fleets,
and is not in any way required for play.)
While I have the printed softcover books, which are hard to come by
these days, Ground Zero Games has made the entire Full Thrust
rulebooks line available as free PDF downloads on
their website!
Go there now and get them! Do it!
My thanks for some very helpful input from Mr. Oerjan Ohlson, one of
the play-testers for the Full Thrust Fleet Books, who
was polite enough to contact this kobold and offer his insight on
the game after reading the original review. (I'm not sure how he
made it past the undead rats, but his efforts are appreciated.) |
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Overview
This is a
game of “fleet actions in deep space”, as the cover says. I
say…This game ROCKS!
For quite
some time, I have been looking for a set of spaceship rules to
incorporate into my sci-fi role-playing. I wanted rules that were
useful and complete, yet flexible and simple. The combination
is hard to find, my friends. As I read the rulebook to Full
Thrust, I smiled, I laughed, I wept. This is what I’d been
searching for!
It’s important
that readers understand that this is not a role-playing game. It’s
designed for “tabletop miniatures war gaming”, where metal
miniatures or other tokens representing starships are moved across
game board hex sheets, or across a large table or floor area using
rulers.
To sum up
the game succinctly, players control starships in rapid-fire deep
space combat. The spaceships may be anything from one-man fighters
to super dreadnoughts (think “Star Destroyers”). Any number of craft
may be involved in the battle, and it’s possible to represent
slightly different levels of technology in the spacecraft as well,
perhaps to represent advanced alien races.
Mechanics
Ships are
rated by Mass. A small fighter or personal craft might have a
mass rating of two or three, while gargantuan passenger liners or
battle cruisers may have masses of 80 or 100. Behemoth interstellar
bulk freighters and super dreadnaughts could have a mass of 200 or
more. Theoretically, there is no maximum mass, as long as you have
enough engine power to move the thing. Anything over 100 Mass is
referred to as a 'superstructure' starship. Space stations are
created using the same rules, and often have several hundred Mass
points. The mass dictates the Damage Points a ship may
sustain in combat, and the available space for weapons and defenses
or other systems.
The mass
also dictates how much thrust a ship has. Thrust is the
rating a ship uses for speed and maneuverability. A small, light
ship may have 8 thrust (the maximum), while huge lumbering ships
might have only 2 or 3 thrust points. Thrust is used to accelerate
or decelerate each game turn, and up to half a ship’s thrust may be
used to change its course each turn.
The simple
space craft movement mechanic in the original rules represents what
the authors call cinematic movement. This is the type of
space flight seen in space opera movies, and has little to do with
actual physics. Basically, your ship flies in whatever direction
it's facing at the moment, rather like an airplane. An optional,
more realistic vector movement system is introduced in
Fleet Book Volume One, for those who would like more scientific
movement in your space combat. Vectoring allows you to move in one
direction while spinning on your ship’s axis to face another. This
would allow you to zip past your opponent going sideways, thus
allowing you to use your forward-mounted heavy cannons, which would
be unavailable to someone using cinematic movement. You should
choose which movement system you’ll use in your games, and stick
with it once you’ve chosen.
Most ships
are also capable of FTL travel (Faster Than Light). This may seem to
have little bearing on a tabletop game (unless you’re going to run
like a scared little goblinbaby when the enemy battleship gets the
drop on your two-man courier) except for one important strategic
consideration: weapons cannot fire out of the rear arc of the
starship due to the energy waves given off by the ship’s FTL drives.
(The drive waves screw with fire control targeting systems or
something gnarly like that.) That means that even the most
poorly-armored spaceship can stay out of the way of an enemy
frigate’s weapons batteries if it’s maneuverable enough to stay
behind the opponent. (Ships without FTL drives are stuck in one star
system, but they can also fire through their rear arc.)
Once you
pick your ship size based on its Mass Factor, you load ‘er up with
weapons, naturally. The game uses a generic “beam weapon”
classification for guns. These can be any classification you’d like
them to be, so you can call them lasers, or phasers, or plasma guns,
or microwave projectors, or ion cannons, or HiVoHoFuSpus
(High-Velocity Hot Fudge Spurters), or whatever you’d like!
Beam guns come in
various sizes, plus a “needle beam” variety for sniping at specific
parts of a ship. Obviously, larger mass ships can carry bigger, more
bad-ass guns, but they also have the option of piling on loads and
loads of smaller guns instead. You can therefore decide if you want
fewer chances to hit with some serious punch, or lots more chances
to pepper your target, but for lesser damage with each hit.
There’re also mines, a few missile types, planetary bombardment
ordnance, and my personal favorite, the pulse torpedoes!
Cryptic
reference: “Phooootooonnnn toorrpeeedoooo aaaWAAAAAAY…"
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Your ship uses Fire Control units
to lock onto enemies. Each fire-con allows you to target a single
enemy craft, but you can focus all your weapons on them, if you
want. More fire-cons allow you to track and fire upon more opponents
each turn. Lose these systems due to damage, however, and you can’t
find your targets in all that deep space...
When a juicy target gets in your crosshairs (within range of your
weapons), combat is resolved using six-siders. Different weapons
have different numbers of d6s to dole out damage with; just roll
however many d6’s your weapon entitles you to, and any roll high
enough to hit will score damage against your opponent (higher rolls
do more damage)
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Your craft
is protected with armor, or if you’re big enough, with energy
screens. (“Shields up!”) Screens can reduce damage suffered by
attacks, but once your defenses go down, you’re in trouble. Weapons
do various amounts of damage against your hull, and once your ship
loses enough Damage Points, you start rolling for systems failures.
With a poor set of rolls, your ship could possibly lose every
freakin’ active system on the ship! Yeah, that’s weapons, defenses,
engines, life support, crew, etc.
So how do
you repair your leaky plasma containment system and depowered
scanner arrays in the midst of combat? Damage Control rules! Larger
ships usually have Damage Control staff, but these crews count as
systems, and therefore can be lost (killed) just like any other
system if you get damaged badly enough. Some systems are more
critical than others in combat, such as fire-cons and scanners, so
you’ll want to patch them up quick-like. ("Lt. Borf, is that a
weather satellite, or an enemy super- heavy- killer- battle-
dreadnaught? This could be important...")
There are
also rules included for boarding actions, squadron operations, and
terrain effects. (OK, in space, "terrain" includes dust clouds,
nebulae, gravity wells, black holes, etc.) This can make just flying
around the battlefield dangerous work.
While most
Full Thrust battles are slugged out between larger capitol
ships, simply because they can dish out and take the damage, smaller
fighter craft can play a role. Fighters have scary-few Damage
Points, and so destroying them is often like swatting gnats for the
larger capitol ships, generally. Fighters are too fast to hit with
missiles, but they are very susceptible to Area Defense Systems,
which spew flak in a deadly cross-fire cloud around big ships when
fighters try to close. If your pilots stay in close combat with
larger ships, they'll have a shorter career than a Tribble at a
Klingon BBQ.
On the plus
side, fighters are fast as hell due to their low mass, and when
launched in a standard squad of six, they can get close to larger
ships and do damage en masse and try to get away again before
taking return fire. Putting some fighter squads in your game will
allow you to work with hit and run tactics unavailable to the larger
ships, but be prepared to lose a sizeable chunk of your pilots in
any extended confrontation. |
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Example ships are supplied in
abundance, so all your freighter, frigate, or fighter needs are
provided for, allowing you to get right to the task of blowin’ the
everlovin’ crap out of your opponent. But one of the things I love
the mostest about Full Thrust is the ship design system.
Oooooh, it’s niiiice. Just in case you want to create your own
vehicle of destruction, there is a wonderfully simple chapter that
walks you through statting out your own spaceships from start to
finish. You choose Mass, defenses, armaments, systems, and
everything else about the boat, then turn ‘er loose in a matter of
ten minutes. For people like me who just enjoy tinkering, it’s hours
of fun.
(Left)
This is a standard ship status display diagram for Thrust,
showing all your ship info at a glance. The symbols represent
systems like weapons, drives, sensors and armor, and the rows of
squares track the damage points the ship can take before
becoming space scrap. |
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The GOOD
So, this is
a fast-paced, simple, well-designed game! While many games make the
claim that you can start playing them 15 minutes after you open
them, Full Thrust is seriously that easy. You could be
throwing fleets of 20 ships against each other within 15 minutes of
reading the basic rules, thanks to the photocopyable ship rosters in
the book.
The two
Fleet Books provide major awesomeness by statting out entire
fleets of warships of every size and purpose for you to use, and
providing a ready-made campaign background outline. Not too much
detail, just enough to give you a viable setting in which to throw
your armadas against each other. They introduce some alien opponents
as well, along with optional variant game mechanics to imitate the
alien tech that comprises their ships.
GZG has
produced some nice minis to complement the game (and any game
involving miniatures has this kobold’s attention, baby!), but you
could take any of your favorite starship minis from other game lines
and adapt them to Thrust.
The
NEUTRAL
I’ll use
this space to discuss incorporating FT into an rpg.
While the
game is a tabletop design, I think it could easily be used
narratively in an rpg, without needing to break out the rulers and
miniatures. I haven’t tried it yet, but I’d like the opportunity.
When I found Full Thrust, I had really been looking for a
simple system of starship rules to use in conjunction with a role
playing game.
While any
space rpg worth its dice will already have rules for ship-to-ship
engagements, those rules are often terribly clunky when dealing
with, say, a dozen ships, or certainly trying to handle massive war
fleets. With some very simple tinkering, your sci-fi rpg of choice
can use these rules for some quick but exciting resolutions to their
fleet combat. (In fact, one of the Babylon 5 role playing
games produced by another company used a modified version of GZG’s
Full Thrust for their space combat mechanics in the Earth
Force Sourcebook.)
The EVIL
Oct '11 Update: I had at first said
in both the original 2003 review and the recent 2011 version of this
review that there was not a single thing I didn't like about this
game. However, then I remembered that the one thing that struck me
as silly is something I've just always completely ignored for the
last decade, so I'd forgotten all about it.
The way the
rules are written, before every turn, players are supposed to
write down their movement orders for every ship they control.
There are abbreviations and notations in shorthand to make this go
as quickly and simply as possible, but you still have to note how
every single one of your craft are planning to turn, where they're
moving to, if they're changing their speed, raising or lowering
shields, rotating on their vector axis, etc. So every move your
armada makes for the next turn is plotted out and unalterable before
you know what your opponents are doing.
The problem
with this is that while I suppose it represents the 'realistic'
situation of not knowing what your wily space adversary is going to
do in battle, it just seems like it would make it a pain in the ass
to engage your foes if you have to chase them all over the board and
just hope you eventually luck out and plot a course that takes you
close enough to launch some torpedoes at them. It also seems like a
crapload of wasted time to be writing a bunch of shit down before
every turn of the game when you could instead be merrily delivering
a type III laser battery broadside against your opponent's frigate.
Which seems more fun to you?
So bear in
mind that my estimation of the Full Thrust rules is
predicated on the fact that I ignore a core element to the tabletop
wargame rules as written in favor of expediency. (We humanoid game
reviewers aren't too big on taking notes when we could get right to
the ass-kicking. I'm a kobold, dammit! )
Now, ensign, engage the cloaking device! We're gonna sneak up on the
McDonald's drive-thru...
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