Cyprian
Rift
Obsidian
Confederate Fleet Miniatures
Dark Nebula Games is a relatively new company that produces a small
line of miniatures for their Cyprian Rift rules. You
can find their web site over here: Dark
Nebula Games
Like most starship minis, they can be readily adapted to use in Full
Thrust, and they also lend themselves to use on hex grids for
games like Starmada since they're not overly huge.
Some suggested stats for them as a Full Thrust fleet are
below, conceptually plugged into the universe as the Cyprian Rift
Exploitation Corporation, a UNSC-backed autonomous corporation founded in
the post-Xeno War period to explore a stellar rift on the frontiers of
human space. These are built using grasers and advanced hulls from
the UNSC playtest article, which can be found here: UNSC
Playtest Rules
The Cyprian fleet as a whole is designed as a high-thrust,
short-ranged attack force, supplementing their nasty graser fire with
significant fighter support. For those who don't use carriers,
I've included alternate stats for the minis as longer-ranged
"artillery" ships built around larger fixed-mount grasers.
Note: If "xqq"
looks like "xqq" to you, then your browser, like Firefox, does
not support Wingings font being displayed. Browsers that do support
Wingings like IE show these characters as boxes that can be used to check
off damage like on an SSD. |
Cutter-class Attack Ship
TMF 24
NPV 87 / CPV 69
Thrust 6 q
3 q
FTL q
1 Fire Control q
1 PDS q
1 Class-1 Graser (F/FS/FP) q
Armor 2
Advanced Hull 8 (3/3/2) - 2 crew units, one every 4th box
mm
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xqq
qx
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Roughly the same mass as a large frigate, the
Cutter-class attack ship sports a single broad-arc graser for offense,
coupled with an advanced hull structure and solid armor to keep all
systems online even after relatively heavy damage. They are a common
sight in most battlegroups, providing inexpensive but effective firepower
in support of larger ships. |

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Slasher-class Heavy Attack Ship
TMF 28
NPV 105 / CPV 85
Thrust 6 q 3 q
FTL q
1 Fire Control q
1 PDS q
2 Class-1 Grasers (F/FS/FP) q (F) q
Armor 2
Advanced Hull 8 (3/3/2) - 2 crew units, one every 4th box
mm
qqq
xqq
qx |
Larger of the two common attack ships, the
Slasher has twice the potential firepower of the Cutter
class due to the addition of a second, narrow-arc graser array.
Exploiting this extra firepower requires expert (and sometimes
risky) maneuvering. |
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Render-class Escort Ship
TMF 33
NPV 125 / CPV 103
Thrust 6 q 3 q
FTL q
2 Fire Controls qq
1 PDS q
2 Class-1 Grasers (F/FS/AS) q (F/FP/AP) q
Armor 2
Advanced Hull 9 (3/3/3) - 2 crew units, one every 5th box
mm
qqq
qxq
qqx |
The smaller of the two
common escort ship designs, the Render mounts dual graser
arrays and multiple fire control systems that allow her to
engage targets in multiple arcs with ease. They are often used
in mixed groups with the smaller attack ships, providing flank protection
to their more limited smaller cousins. |
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Ripper-class Escort Ship
TMF 41
NPV 156 / CPV 132
Thrust 6 q 3 q
FTL q
2 Fire Controls qq
2 PDS qq
3 Class-1 Grasers (F/FS/AS) q (F/FP/AP) q
(F) q
Armor 2
Advanced Hull 11 (4/4/3) - 3 crew units, one every 4th box
mm
qqqx
qqqx
qqx |
A larger and better defended
variant of the Render-class escort, the Ripper mounts extra point defense
systems and a third, narrow-arc graser that increases its potential
firepower by 50% over its smaller kindred. A target caught in the
prow "killing zone" of a Ripper rarely survives. |
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Warrior-class Destroyer
TMF 54
NPV 207 / CPV 182
Thrust 6 q 3 q
FTL q
2 Fire Controls qq
2 PDS qq
4 Class-1 Grasers (2 x F/FS/AS) qq (2 x
F/FP/AP) qq
Armor 2
Advanced Hull 15 (5/5/5) - 3 crew units, one every 5th box
mm
qqqqx
qqqqx
qqqqx
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Warrior-class hulls are generally
used as squadron leaders for attack ship squadrons, although they can also
be found shepherding carriers on occasion. Their weapons feature
broad arcs of fire, making them excellent at protecting a formation's
flanks. |
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Conqueror-class Cruiser
TMF 78
NPV 297 / CPV 280
Thrust 6 q 3 q
FTL q
3 Fire Controls qqq
3 PDS qqq
5 Class-1 Grasers (F/FS/FP) q (2 x F/FS/AS) qq
(2 x F/FP/AP) qq
Armor 2
Advanced Hull 24 (8/8/8) - 4 crew units, one every 6th box
mm
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qqqxqqqq
qxqqqqqx |
Largest of the gunship classes,
the Conqueror is a tough, well-armed ship built to close swiftly with
an enemy and tear them to pieces with multiple short-ranged graser
strikes. Like most Cyprian designs, she does lack long-ranged
offensive capability, though. |
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Triumph-class Fast Carrier
TMF 68
NPV 248 + fighters / CPV 169 + fighters
Thrust 6 q 3 q
FTL q
1 Fire Control q
2 PDS qq
1 Class-1 Graser (All Arc) q
2 Fighter Hangers qq
Armor 2
Advanced Hull 14 (5/5/4) - 4 crew units, one every 4th box
mm
qqqxq
qqxqq
qxqx
Alternate "Artillery Ship" Variant
TMF 67
NPV 270 / CPV 248
Thrust 4 q 2 q
FTL q
2 Fire Controls qq
2 PDS qq
2 Class-2 Grasers (2 x F) qq
1 Class-1 Graser (All Arc) q
Armor 2
Advanced Hull 19 (7/6/6) - 4 crew units, one every 5th box
mm
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qqxqqq
qxqqqx
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A small cruiser-sized carrier
hull, Triumph-class ships are commonly found in Cyprian
battlegroups, providing fighter support for the gunship hulls. The
low cost of the design allows them to be fielded in large numbers,
offsetting the limited hanger space on board these small but speedy
carriers.

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Victory-class Attack Carrier
TMF 87
NPV 325 + fighters / CPV 192 + fighters
Thrust 4 q 2 q
FTL q
1 Fire Control q
2 PDS qq
1 Class-1 Graser (All Arc) q
4 Fighter Hangers qqqq
Armor 2
Advanced Hull 16 (6/6/6) - 5 crew units, one every 4th box
mm
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qxqqqx
qqqxqx
Alternate "Artillery Ship" Variant
TMF 87
NPV 379 / CPV 368
Thrust 2 q 1 q
FTL q
2 Fire Controls qq
3 PDS qqq
1 Class-3 Graser (F) q
1 Class-2 Graser (F) q
1 Class-1 Graser (All Arc) q
Armor 2
Advanced Hull 29 (10/10/9) - 5 crew units, one every 6th box
mm
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qxqqqqqxqq
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The Victory packs twice as many fighters into
an economical hull only 30% larger than the Triumph-class carrier, but it
accomplishes this only by significantly downrating its effective drive
capability. Its sluggish performance makes it less popular than the
Triumph in small actions, but the added fighter power is very welcome in
larger battles.

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ORCDeF
Fleet
Outer Rim Coalition Defense Force
Miniatures from Studio
Bergstrom
Took a few minutes to throw together some quick Full Thrust
stats for the four smaller ORCDeF ships. Smaller is a relative term,
of course - since they're quite chunky, I've rated their mass based
on a size/volume comparison with my ESU ships, which bumps up
the ship class by one or more grades from their original
class. These ratings are just a suggestion, and people should keep
in mind that Full Thrust is all about designing your own ships to suit
your play style, not fanatically adhering to canon or fanon (to use a
loathsome neologism). In other words, if these stats don't suit your
needs, feel free to ignore them.
All the ships use grasers, whose playtest rules can be found here: http://star-ranger.com/UNSCpreview.htm
I've also included point costs under both the NPV system from the
published Fleet Books and the CPV system that can be found here: http://fullthrust.star-ranger.com/CPV.htm
In all honesty, once I played with the CPV rules, I abandoned
NPV entirely. It does a wonderful job of balancing large ships
versus small ones without unduly complicating the math required.
Heartily recommend you try it yourselves.
Other than that, all ships are built to Fleet Book standards (sorry, no
"alphabet" batteries for old school players) and are intended to
be playable in both cinematic and vector movement games. The basic
design theory is to combine modest thrust with high structural integrity
and solid point defenses for defense, while using massed beam batteries
and grasers to grind away at medium-short range. The grasers are
very narrow arc but they pose a real threat to enemies trying to overrun
and get out of the optimal front arc. An ORCDeF fleet will probably
win or lose based on how well they manage the range during the closing
stages of the first battle pass of the game - if they can get two volleys
of graser fire they should mangle anyone, if they get one they should
roughly break even, and if the enemy manages a sprint from range
19"+ to within 12" and out of arc you're probably doomed.
Their individual ships are all built to exploit these tactics, with some
variations based on class. |
ORCDeF PT Boat
A light cruiser in FT
TMF 52
NPV 179 / CPV 153
Average Hull 17 (5/4/4/4) - 3 crew units, one every 6th box
Armor 3
Thrust 4
FTL
2 Fire Controls
3 PDS
4 Class 2 Beam Batteries (2x F/FP/AP, 2x F/FS/AS)
2 Class 1 Grasers (F)

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ORCDeF Frigate
Relatively fragile but heavily gunned rated as a medium cruiser.
TMF 67
NPV 232 / CPV 210
Hull 18 (5/5/4/4) - 4 crew units, one every 5th box
Armor 4
Thrust 4
FTL
2 Fire Controls
3 PDS
8 Class 2 Beam Batteries (4x F/FP/AP, 4x F/FS/AS)
2 Class 1 Grasers (F)

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ORCDeF Destroyer
Big enough to be a heavy cruiser hull, although in this fleet
it acts as more of a heavy area defense ship to counter missile and
fighter strikes
TMF 87
NPV 298 / CPV 287
Hull 30 (8/8/7/7) - 5 crew units, one every 6th box
Armor 5
Thrust 4
FTL
3 Fire Controls
1 ADFC
7 PDS
4 Class 2 Beam Batteries (4x F/FP/AP, 4x F/FS/AS)
3 Class 1 Grasers (F)

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ORCDeF Cruiser
Rated as a good-sized battlecruiser
TMF 104
NPV 358 / CPV 362
Hull 34 (9/9/8/8) - 6 crew units, one every 6th box
Armour 6
Thrust 4
FTL
3 Fire Controls
4 PDS
8 Class 2 Beam Batteries (4x F/FP/AP, 4x F/FS/AS)
5 Class 1 Grasers (F)

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ORCDeF Battleship
Oddly enough is a battleship in my Full Thrust lexicon as
well. Pretty much a bigger, tougher version of the earlier
battlecruiser design, no surprises there. As you can see from the
second image, she's a big ship, but not quite as huge as the ESU brute,
which is one of the largest battleships GZG makes.
TMF 132
NPV 451 / CPV 493
Hull 44 (11/11/11/11) - 7 crew units, one every 7th box
Armour 7
Thrust 4
FTL
3 Fire Controls
5 PDS
12 Class 2 Beam Batteries (6x F/FP/AP, 6x F/FS/AS)
5 Class 1 Grasers (F)

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ORCDEF flagship
This is sold as a heavy carrier and could certainly be used as such, but
I've statted it up as a superdreadnought since it fits my needs a bit
better. Full Thrust dreadnoughts traditionally carry a small fighter
contingent anyway, so the prow launch deck is right at home. While
not the largest superdreadnought in the universe, the design is apparently
pushing the limits of ORCDeF engine technology as she's dropped to a
sluggish Thrust 2 rating. Her fighters, area defense fire control,
and large point defense array should offset the low maneuverability to a
degree, and she sports an awful lot of guns with decent firing arcs.
She's also relatively inexpensive, especially under the CPV system
- barely 2/3rds the cost of the hulking ESU superdreadnought in the
second image.
TMF 184
NPV 644+fighter costs / CPV 763+fighter costs
Hull 66 (17/17/16/16) - 10 crew units, one every 7th box
Armour 8
Thrust 2
FTL
4 Fire Controls
ADFC
6 PDS
16 Class 2 Beam Batteries (8x F/FP/AP, 8x F/FS/AS)
6 Class 1 Grasers (F)
2 Fighter Hangers

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