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

 

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Custom Fighters

Years ago during and after the time the Fleet Books were released, the Full Thrust Playtest list (when email lists were a thing) was proposing and reviewing all sorts of rules suggestions and updates for Full Thrust with the supervision of Jon from GZG.  The playtest fleets (UNSC, NI, IJSF, IF, OSUF, etc) came out of this group along with the Beta Fighter rules and lots of ideas and suggestions were tested and dicussed.

Some of the ideas out of that group resulted in proposed rules to customize fighter groups and even for small craft between fighters and small ships.  I played around with those rules and built some spreadsheets to handle the process but over the years, I have lost track of the actual emails with the proposed rules and just had the spreadsheets I created back then to work from.

I am presenting the results of those old ideas plus some later review and updates.  I have been using this process to to recreate the fighters from Sci-Fi franchises for the SciFi Crossover games and conversions of Classic Starship Miniatures.  Most FT Project Continuum fighter rules are included plus some additional options to fit between existing options. Take a look at the Battlestar Galactica Colonial Fighters to see some of the variations possible.

The Small Craft construction rules developed at that time and are similar to these fighter construction rules.  Now that GZG has released Gunboat and Missile Boat miniature for the Tuffleyverse powers, I have built on the Gunboat rules from Project Continuum with an updated version of those Small Craft rules and created stats and SSDs for the gunboat miniatures released so far that will be added here soon.

Building a Custom Fighter

The process to build a custom fighter is pretty straight forward.  Starting from a basic fighter skeleton, add modifications and weapons to reflect what you are looking for, but the more you add, the higher the point costs go.

All 'Official' fighter types can be re-created in this framework and match the point costs defined in FB1 and FB2 and nearly everything in Project Continuum.

All point costs for NPV and CPV are per fighter so a fighter group would have that cost multiplied by 6.  Some mods are at a half point per fighter resulting in 3 points for a full group.

Lots of references to Beam Dice (BD) and Dice Roll Modifiers (DRM).  The Beta Fighter Rules page explains those if you have any questions on them.

Build Your Own Fighter Spreadsheet

This Excel spreadsheet includes all these construction rules, all you have to do is check some boxes and it will add everything up and can indicate some errors in the build.  It seems to open in Open Office just fine and no loss in functionality.

 

Starting Point - The Basic Fighter Frame

Base movement:  Primary move 24MU - Secondary move 12MU

Combat Endurance:  6 CEF

Anti-Fighter weapons:  BD-2* (like Attack fighters in the rules)

Anti-Ship weapons:  None (like Interceptors)  or  BD-2*

 

Modifications

Hull/Crew Modifications

 Movement Options NPV / CPV Primary Move Secondary Move
  Slow -1 18MU 6MU
  Sluggish -0.5 21MU 9MU
  Standard 0 24MU 12MU
  Swift +0.5 30MU 12MU
  Fast +1 36MU 12MU

 

Hull Modifications NPV / CPV Description
  Fragile -1 +1 Dice Roll Modifier when fired on by Point Defense or other Fighters
  Standard 0  No modifier
  Heavy +2 -1 Dice Roll Modifier when fired on by Point Defense or other Fighters

 

Special Modifications NPV / CPV Description
  Kra'Vak crew +1 Risk going Ro'Kah
  Multi-Mode (Transforming) +6 Player choses fighter form each turn:
  Fighter: Movement is normal, attacks fighters with a +1, cannot attack ships.
  Mecha:
1/2 movement, attacks fighters -2, attacks ships with a +1.  If in contact with target ship, can attack a system like a Needle Beam. 
Do not select any other weapon options.
  FTL +1 Fighters can deploy already launched
  Robot Fighter -1 Secondary Move is performed before ship movement

 

Combat Endurance

Combat Endurance NPV CPV Description
  Base Endurance of 6 1 6  
  Short Range 0 4 Fighters only have 4 endurance points
  Long Range +1 9 3 extra endurance so 9 endurance points

 

Weapons

Anti-Fighter Weapons

Anti-Fighter NPV/CPV DRM Description
  Weak 0 -2 BD-2* (hit on a 6 only as an Attack fighter)
  Limited +0.5 -1 BD-1*  Hit on a normal Beam Dice roll with a -1 modifer (with reroll)
  Standard +1 - BD*  Hit on a normal Beam Dice roll (with reroll)
  K-Gun +1 - BD  Hit on a normal Beam Dice roll - No reroll (may ignore Heavy modification DRM if Heavy option is due to fighter level screens)
  Interceptor +2 +1 BD+1*  Hit on a normal Beam Dice roll with a +1 modifer (with reroll)

 

Anti-Ship Weapons - Multi-Shot

Anti-Ship Weapons - Multi-Shot NPV/CPV DRM Description
  None 0 - No anti-ship fire
  Weak 0 -2 BD-2*  Hit on a normal Beam Dice roll with a -1 modifer (with reroll)
  Limited +0.5 -1 BD-1*  Hit on a normal Beam Dice roll with a -1 modifer (with reroll)
  Standard +1 - BD*  Hit on a normal Beam Dice roll (with reroll)
  Attack +3 +1 BD+1*  Hit on a normal Beam Dice roll with a +1 modifer (with reroll)
  K-Gun +1 - BD  Hit on a normal Beam Dice roll - No reroll - Ignores screens
  EMP +1 - BD*  Beam Dice roll (with reroll) - EMP effect
  Graser +4 - BD* per fighter for #hits. Each hit does 1d3 dmg. Uses 2 CEF to fire.

 

Anti-Ship Weapons - Single Shot Ordinance

Anti-Ship Weapons - Ordinance NPV/CPV Range Description
  Torpedo +5 6MU Roll d6, Hits on 4+, damage = roll - Ignores screens
  Rocket Rack +1 6MU BD+1 damage - Ignores screens
  Submunition Pack +2 12MU 2 BD* to 6MU, 1 BD* to 12MU - Ignores screens
  Multiple Kinetic Penetratior (MKP) Pack +5 6MU BD roll for hits, 4 damage per hit - Ignores screens
  Plasma Bolt Bomb +5 6MU Dropped by fighter during ordiance phase, fighters must secondary move to avoid blast - Damage as a Class 1 Plasma Bolt - 1d6 damage/bomb within 6MU
  Missiles +3 12MU Salvo Missile salvo launched per group, missiles on target = 1d6 subtract # of fighters lost.  Damage is 1d6 per hit.

Special Modifiers

Multiple Anti-Ship Attacks - If the fighter has both an Ordinance Anti-Ship weapon and a Multi-Shot Anti-Ship weapon then +1 point per fighter.

Light Fighters - A group of Light Fighters consists of 8 fighters instead of the normal 6. Light Fighters move and attack just like normal fighters.  Light Fighters are easier to shoot down and have the Fragile modification so the enemy gets a +1 DRM for point defense/fighter fire when a Light Fighter group is targeted.  They have only 4 Combat  Endurance Factors instead of 6.  Point cost is the same a 6 regular fighters of the same type and Light Fighters may not be combined with Heavy or Long Range modifications and may not mount any weapon with a point cost over +1 (this prevents swarms of light interceptors from sweeping the table).

Beams vs. Cannons - Regular anti-fighter and anti-ship weapons (Weak, Standard, Attack, Interecptor, etc) are usually treated as Beams but can be defined as Cannons per the background.  Points are the same for either option.
  Beams get a *reroll when using Beam Dice (BD) that roll a 6 and they are affected by Screens.
  Cannons the BD does not get a reroll but Screens are ignored.
Example: Fighter K-Guns are treated like the Cannon version of basic Standard AF/AS Beam weapons with no reroll and ignores screens.

 

 

 

 
 
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