A clearing house of designs and SSDs for new Full Thrust miniatures from Ground Zero Games

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These designs are 'Authorized by GZG for use until Official stats are published' and any stats that are published may be different from what is presented here.   Players are encouraged to give feedback on these designs to stats@star-ranger.com.

SV - Sa'Vasku

Sa'Vasku Space Combat Constructs

(From the GZG 2004 paper catalog)

The Sa'Vasku have been around for a long time, and have seen many younger starfaring civilizations rise, falter and die over the millennia. The Sa'Vasku themselves are huge, almost immobile creatures that live a semi-aquatic existence surrounded and tended by their myriad biotech constructs: they are not immortal, but are incredibly long-lived by human standards, with Iifespans into thousands of years. There are only a small number of actual Sa'Vasku on each of the worlds that form their domain, and they seldom leave those worlds, carrying out almost all contact between their own worlds and with other races by proxy through their constructs. The almost simultaneous (in galactic terms) rise of three aggressive and expansionist young races - Humanity, the Phalons and the Kra'Vak - within the same smallish volume of space has been unprecedented in recent history (that is, in the last few hundred millennial), and the Sa'Va5kU find this highly disturbing - some of them believe it to be the result of genetic manipulation by races even older than themselves, known simply as the Old Ones, for reasons that even the Sa'Vasku do not understand. Above all, the Sa'Vasku wish to maintain a balance -they are quite happy for things to carry on as they have for many tens of thousands of years, and they fear change and instability. They have realized that a total victory by any one of the younger races over the others would leave the Sa'Vasku themselves at a disadvantage and open to attack. While they generally dislike open interference in the affairs of other races (and consider the younger races somewhat beneath their attention), in this case they have found themselves getting involved - in effect, they wish to ensure that no-one actually wins the war, and ideally they would like to see all the protagonists wear themselves down through attrition until none of them are a further threat to the stability of the area. The Sa'Vasku will thus involve themselves (via their constructs) on any and all sides at different times, especially if one race appears to be gaining the upper hand on a strategic level, which makes their agenda less than comprehensible to the other races - if a Sa'Vasku force is encountered it is impossible to know whether it will act as friend or foe until it makes its intentions known (often by opening fire...) and reasoned communication is impossible unless the Sa'Vasku themselves initiate it.

 

Sa'Vasku Space Combat Constructs:
Sa'Vasku starships are known as Sra'Kith'Aa (Far-Reacher War Entities), a term which has been used by their contact constructs during their limited communication with representatives of humanity. Throughout the period of the Xeno Wan Humanity knows effectively homing about the Sa'Vasku, or their motivations, beyond that little which the aliens themselves have deigned to (ell them. Each Sa'Vasku "ship" is a single large bioconstruct, an artificial living entity in its own right. Where separate "crew‘ have been encountered from Sa'Vasku vessels, these have themselves been constructs engineered for specific functions, such as the terrifying biotech warriors used as boarding parties and ground assault forces. A Sa'Vasku ship-entity will carry many smaller constructs of almost limitless variety, each specialized for a particular task, and these constructs are generally divided into two types - Volitionals, which have their own individual intelligence and limited free Will, and Non-Volitionals which are mindless, bio- robotic worker constructs. The bulk of the main hull structure of a Sa'Vasku ship is composed of living matter termed “biomass‘, which serves both as structural integrity and to provide raw material for the construction (or growth) of their fighter-equivalent Drones and for other forms of expendable ordnance: raw biomass may also be used in attempts to repair and replace damaged systems lost in combat. Most Sa'Vasku ships other than the very smallest ones also carry an “armour” layer, termed a carapace, which is composed of dead biomass that may not be converted for other purposes. The mobility, offensive and defensive capabilities of Sa'Vasku ships are uniquely flexible - they can reconfigure themselves at will to direct their available power to drives, screens, weapons etc. in any proportion, which makes them very unpredictable to fight against - a ship that exhibits phenomenal thrust levels at one moment may suddenly divert all power to its weapon nodes and unleash a hugely powerful energy blast at potentially enormous ranges. The Sa'Vasku are not invincible, however, and a ship that is using most of its power for thrust or weapons fire is in turn very vulnerable to attack, as it will not have enough power left over to put up its defenses or to repair damage it sustains.

 

"Swat" Elder Attack Ship

Destroyer

FT-725

Mass 32

NPV 103 / CPV 81

Biomass 10 (3/3/2/2)

Carapace 2

Power Generators  8 (2/2/2/2)

FTL

1 Cortex Node

1 Spicule

2 Stinger Nodes (F/FP/AP, F/FS/AS)

 

"Sneaker" Younger Strike Ship

Light Cruiser

FT-726

Mass 58

NPV 185 / CPV 161

Biomass 22* (6/6/5/5)

Carapace 3

Power Generators  12 (3/3/3/3)

FTL

2 Cortex Nodes

2 Spicules

1 Stinger Nodes (FP/F/FS)

1 Pod Launcher Node

*Biomass % higher than normal for extra Pod launcher shots

 

"Sword" Strike Ship

Attack Cruiser

FT-727

Mass 78

NPV 251 / CPV 234

Biomass 24 (6/6/6/6)

Carapace 4

Power Generators 19 (4/5/5/5)

FTL

2 Cortex Nodes

3 Spicules

2 Stinger Nodes (F/FP/AP, F/FS/AS)

2 Pod Launcher Nodes

 

"Shade" Elder Leader Ship

Superdreadnought

FT-732

Mass 200

NPV 657 / CPV 857

Biomass 56 (14/14/14/14)

Carapace 15

Power Generators 36 (9/9/9/9)

FTL

4 Cortex Nodes

2 Screen Nodes

6 Spicules

7 Stinger Nodes (2xFP/F/FS, 2xF/FP/AP, 2xF/FS/AS, AP/A/AS)

2 Pod Launcher Nodes (F)

1 Drone Womb

 

 

 

Phalons

Phalon Conglomerate Grand Fleet
Phey-aaksha-tath‘a (The Grand Fleet of The Peoples)

(From the GZG 2004 paper catalog)
The Phalon Conglomerate is a loose, highly balkanized federation of individual worlds. including the Homeworld (Cho-llon) and many colonial settlements. The various worlds of the Conglomerate are populated by many differing racial and tribal groupings of Phalons, exhibiting a cultural diversity almost as wide as that of humanity. Normal interrelations in Phalon society are complex and competitive, but when threatened by outside forces (such as the Human/Kra'Vak conflict) they will become remarkably co-operative with each other, as they all see the mutual benefit in it. The Phalons have been spacefaring for a while longer than Humanity or the Kra'Vak, but they are still one of the “younger” races in comparison with the Sa'Vasku. The Conglomerate has been aware of the Humans and the Kra'Vak for a considerable time, and has watched them fiercely expand their territories until the two met. The sudden escalation of Human/Kra'Vak hostilities to all-out war has inevitably dragged the Conglomerate into the fighting, though they resolutely refuse to commit themselves to one side or the other - as always with the Phalons, the only side they are on is their own.

Phalon Warships: 
Phalon ships are snail-like constructions from organic materials: unlike the Sa'Vasku, whose ships are actual living creatures, the Phalons use advanced biotechnology in a similar way to that in which humans use metal and plastics based materials technology - Phalon ships are constructed with components manufactured from biotech materials, but are not living entities in their own right, any more than a human ship which is built of alloys and polymers. A Phalon hull is constructed with a relatively weak inner hull structure protected by a hardened outer “shell” which is composed of organic and crystalline materials and forms a very effective protection against even armour-penetrating weapons like the Kra'Vak kinetic guns. The most common Phalon antiship weapon is an energy projector known as a "pulser”, which is in many ways similar to the standard human beam weapons. Unlike human beams. however, the pulser is an adjustable weapon that may be "tuned" to give a very long-ranged but low power beam, a short-ranged but extremely lethal output or a mid-range setting that is a compromise between the two. The Phalons' other primary offensive system is an area-effect weapon called a Plasma Bolt Launcher, normally mounted in the "head" of the Phalon ship's long forward structure (though some of the very large classes carry additional launchers in dorsal-mounted pods).

 

Silith class Fast Destroyer

FT-825 

Mass 28
NPV 104 / CPV 84
Weak Hull 6 (2/2/1/1) 
Shell Strength 1
Main Drive 8
FTL
1 Fire Control
2 x 3-Arc Pulsers (2xF/FS/FP)

One of the fastest Protector designs in the Phalon fleet, the Sliith mounts tremendously powerful drives coupled with multiple wide-angle pulsers, giving it a potent offensive punch for its size.  Its defenses are quite light, however, and its lack of rear-arc point defenses makes it difficult to employ against weapon systems like plasma bolts and fighters.  Most small Phalon ships employ vapor shrouds as a backup defense, but the Sliith relies on high-speed evasive maneuvers instead.

 

Greeth class Heavy Destroyer

FT-835 

Mass 33
NPV 128 / CPV 106
Weak Hull 7 (2/2/2/1) 
Shell Strength 3
Main Drive 6
FTL
1 Fire Control
3 x 3-Arc Pulsers (F/FS/FP) (F/FS/AS) (F/FP/AP)

Designated a "heavy destroyer" by UNSC Naval Intelligence, the Greeth is actually significantly smaller than the more common Dinth-class hull, filling the gap between the Dinth and the smaller Phuun class.  Overall performance is similar to most modern human fleet destroyers.  The design is noteworthy for carrying neither a plasma bolt launcher nor a vapor shroud.  Instead, it relies entirely on its large pulser array for defense against plasma bolts and fighters, which makes it a more effective ship when used against human salvo missile technology.

Gruuss class Attack Cruiser

FT-815

Mass 90

NPV 342 / CPV 333

Weak Hull 18 (5/5/4/4)

Shell Strength: 6/3

Main Drive 4

FTL

1 Vapor Shroud

2 Fire Controls

2 x 1-Arc Pulsers (2 x F)

2 x 3-Arc Pulsers (F/FP/AP, F/FS/AS)

1 6-Arc Pulser

1 Class-3 Plasma Bolt Launcher (FP/F/FS)

 

Gruuss-B class Attack Cruiser

FT-815

Mass 97

NPV 371 / CPV 368

Weak Hull 21 (6/5/5/5)

Shell Strength: 5/4

Main Drive 4

FTL

2 Fire Controls

4 x 3-Arc Pulsers (2xF/FP/AP, 2xF/FS/AS)

1 6-Arc Pulser

2 Class-2 Plasma Bolt Launchers (F/FP/FS) (F/FS/AS)

The Gruuss-B attack cruiser appears to be a production variant of the standard Gruuss, with an enlarged hull and greatly modified weapons fit.  The class may be a response to combat experience against Kra'Vak and human ships, dropping the usual vapor shroud in favor of multiple plasma bolt launchers and a heavier wide-angle pulser fit. 

Viiyaan class Medium Podship

FT-816

Mass 80

NPV 175 / CPV 109

Fragile Hull 8 (2/2/2/2)

Shell Strength: 2/1

Main Drive 2

FTL

1 Fire Control

1 6-Arc Pulser

1 Class-1 Plasma Bolt Launcher (FP/F/FS)

43 Mass Cargo Holds

 

Tuuyaan class Small Podship

FT-817

Mass 48

NPV 121 / CPV 80

Fragile Hull 5 (2/1/1/1)

Shell Strength: 2

Main Drive 2

FTL

1 Fire Control

1 6-Arc Pulser

1 Class-1 Plasma Bolt Launcher (FP/F/FS)

21 Mass Cargo Holds

 

 
 
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