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

 

Full Thrust Fleet Resource
Classic Starship Minatures
Sci-Fi Crossover Menu
 Full Thrust Fleets
   GZG Fleets  
   Non-GZG Fleets 
 Fighter Groups
   Fighter Group SSDs 
   Custom Fighters 
 Gunboats
   Gunboat Rules
   Gunboat SSDs 
   Small Craft Rules 
 Resources
   Combat Point Value 
   Beta Fighter Rules 
   Other Links
 
 
 
 

FT-171 NAC GunboatsGunboat Rules

 

GZG has been releasing new minatures for their fleets of a new class of ship - Gunboats.

These small miniatures are larger than fighters but still small enough that a group of 3 come with a single stand and are identified as Gunboats or Missile Boats but Full Thrust never had 'official' rules covering this type of ship.

The Gunboat Rules below are highly based on the Full Thrust: Project Continuum rules for Gunboats but then I mixed in some old rules for building Small Craft from many years ago that I had saved and worked into a spreadsheet.

Gunboats as defined here are Small Craft with 2 slots for systems.  Small Craft can have up to 5 slots but all the Gunboat rules here are limited to that 2 slot definition.  See the Gunboat Construction rules below for more information on slots.

 

GZGverse and Standard Gunboat Designs

 

FT-1771 ScanFed GunboatsGunboats
3 gunboats in a group on a stand - 6 combat endurance
18 MU regular movement - 9 MU secondary movement

Gunboats straddle the line between a very small ship, and a very large fighter. Gunboats are carried on hull mounted racks or in bays and are launched at the same time as other ordnance/fighters. They operate in groups of three on a single stand.

Gunboats have a speed of 18 MU and move like fighters with a secondary move of 9MU. They can fly in escort of a ship like fighters.  Gunboats have six points of combat endurance like fighters and they use this endurance like fighters to make attacks on enemy ships, fighters or ordinance or to make a secondary move during the Fighter Secondary Movement Phase.

 

Gunboat Actions

Gunboats may only attack targets in their front arc like fighters.
Gunboats mount slightly larger and more powerful fire control systems than those on fighters, allowing them to engage targets up to 12 MU away. The entire gunboat group must target the same enemy ship/fighter group. If the gunboat squadron is engaging enemy fighters or ordnance, it may split its fire among eligible targets within range, just like fighters. Gunboat armaments vary widely. See the gunboat type descriptions for options and costs.

FT-1171 UNSC GunboatsGunboats Attacking Ships
Multi-Shot and Single Shot anti ship weapons from a Gunboat target ships as normal.  Point Defense weapons target ships as fighter weapons doing a single point of damage on a 6 only (-2 DRM).

Gunboats may only be armed with weapons and other technology from their background. For example if your fleet does not employ Grasers then you may not use Graser gunboats.

Gunboats Attacking Fighters
A Gunboat's Point Defense weapons target fighters and other gunboats as normal.
The Gunboat's Anti-Ship weapons can target fighters with a -1 dice roll modifier

Gunboat Endurance 
Like fighters, Gunboats use 1 Combat Endurance point per turn that the group attacks (ships or fighters), makes a secondary move, or performs Evasive Maneuvers.  Normally Gunboat groups have 6 CEF points but this can be increased with a Long Range modification. 

 

Attacking a Gunboat

The larger size of gunboats means that they are engaged by anti-ship weaponry more easily than than fighters while still being small enough to be effected by Point Defense weaponry.

Point Defense / Fighter Weapons
Gunboats may be engaged in the Point Defense Phase by a ship's PDS in range like they were  fighters.  Fighters may attack and target gunboats as if the were fighters.

Gunboats are tougher that Fighters so a gunboat can take 2 hits from Point Defense/fighter weaponry before it is destroyed.  A single point of damage will not destroy the Gunboat and for simplicity, the Gunboat will not have any negative effects other than another single point of PD/Fighter damage will destroy it.
Optional Damage rule: If a gunboat takes a single hit but is not destroyed, roll a d6, on a 1-3 - no result, on a 4 - loose first weapon, on a 5 - loose second weapon (or first weapon if only 1), on a 6 - cut movements allowances in half.

Gunboats have a Heavy/Screened modification avalilable that can reduce their chance to take point defense damage just like Heavy Fighters.  The Heavy/Screened option does not protect from ship weapons.

To determine which gunboat(s) in a group are destroyed, the owning player should roll randomly. Gunboats then make their attacks in the Fighter Attack Phase (phase 10).

Ship Weapons
Direct Fire Anti-Ship weapons may fire at gunboats normally in The Ship’s Fire Phase using the same rules as for fighters with each HIT destroying ONE gunboat. In the case of weapons where a Hit does multiple points of damage (Grasers or Pulse Torps for example) no need to roll damage as the gunboats is already destroyed.

Evasive Maneuvers
Gunboats, like fighters in the Beta Fighter rules, can use Combat Endurance Factors to jink and move in random ways to make them harder to hit by Ship weapons.  Each CEF point spent gives a -1 Evasive Target DRM to the gunboats in the grouip.  Point Defense/Fighter weapons are not affected by the Evasive Manoeuvres.

 

FT-571 NSL GunboatsGunboat Carriers

For a ship to carry Gunboats into battle, the ship must be equiped with Gunboat Racks, a Gunboat Bay, or a Boat Bay large enough to recover the whole group.

Gunboat Racks - 9 mass
A group of 3 gunboats can be mounted in external racks for 9 mass, the cost of the Rack is included in the cost of the Gunboat.  Gunboats cannot be refueled or rearmed in combat using their carrying rack, which reduces the utility of some weapon loads unless they have a large enough boat bay to recover the whole group.

Gunboat Racks are external systems and are subject to threashold rolls like other systems.  If a rack is damaged by a threashold roll, roll another d6 to determine if 1, 2 or 3 gunboat connectors are damaged and if a gunboat is still attached to a damaged connector, then the gunboat is destroyed.

Gunboat Bay - 12 mass
A group of 3 Gunboats may be kept in a Gunboat Bay which is very similar to a Fighter Bay.  Gunboat carrying ships with a Gunboat bay or a boat bay of sufficient size to recover the whole group may use that bay to retrieve and rearm gunboats during combat.

 

 

Gunboat Construction

Small Craft fall between fighters and small starships and have between 2 and 5 slots for weapons and systems.
Gunboats as defined here are a subset of Small Craft that have 2 slots.

These construction rules are Gunboat specific and are limited to only the 2 slot versions of Small Craft.
The Small Craft pages on this site will cover the whole range of Small Craft up to 5 slots and expand on the rules here.

Build Your Own Gunboat Spreadsheet

Standard Gunboat designs for the GZGverse are available on the Gunboat SSDs page

 

Gunboat Base Frame

A Gunboat starts with these base stats:

       Primary/Secondary Movement of 18 MU / 9MU 
      2 slots for systems 
      6 Combat Endurance Factors
      NPV 3 / CPV 12

 

Gunboat Modifications
Modification Slots NPV CPV Description
  FTL Drive  1 4 4  May enter/leave the table using FTL drive, does not require a carrier 
  Heavy / Screened  0 4 4  PDS fire treated as if the gunboat has Level 1 screens (-1 DRM) 
  Fast  0 2 2  Movement upgraded to 27MU / 9 MU 
  Slow  0 -2 -2  Movement reduced to 15MU / 6MU 
 Cargo Slot  1 - -  Space to hold stuff 
 Passengers/Troops  1 - -  Space for people or aliens  
  Long Range  0 .5/CEF 2/CEF  Extra Combat Endurance Factor points 

     

Gunboat Slots
Gunboats have 2 slots for weapons or other systems (FTL).  Small Craft may have up to 5 slots as anything larger is a starship.  Each 'slot' is roughly equal to a normal fighter for comparison.

FTL Modification
With advanced miniaturization, a FTL Drive unit can be (just barely) crammed into a gunboat hull. This allows the gunboat to enter and leave FTL like a ship, and make interstellar moves on its own. FTL Gunboats cannot be carried in racks or fit in Gunboat Bays. They count as being mass 4 for purposes of docking in boat bays. It does not consume an endurance point to enter a battle from hyperspace. Unlike FTL fighters, FTL Gunboats do not need a carrying vessel. FTL Gunboats can only mount normal FTL drives. More advanced FTL drives cannot be crammed into the tiny hull. Gunboat FTL drives generate very weak “distortion waves” when the gunboat enters or leaves hyperspace; it is insufficient to damage any nearby units. The gunboats themselves are very vulnerable to distortion, however. If there is a ship, planet, asteroid or other object sufficient to cause distortion where the Gunboat engages its FTL, the gunboat is destroyed. The maneuverability of gunboats means that they may elect to move in any direction while charging their FTL Drive, up to the normal maximum of 18 MU/turn. The next turn they make a half move in that direction, and disappear into FTL space.

FTL Gunboats can enter the table using their FTL like ships . This does not consume a point of endurance. Like a ship the FTL Gunboat enters with a speed between 1 and 10, and makes a half move straight ahead. The FTL Gunboat can then use a point of endurance to make a second move of 9 MU in any direction. FTL Gunboats are very vulnerable to distortion effects on their miniaturized drive systems, if they jump or arrive within 6 MU of a “massive object”, they are automatically destroyed.

Heavy/Screened Modification
Some gunboats are equipped with either screens or use heavily reinforced hulls. Point Defense and Fighter attacks to the gunboat are treated as if they had Level 1 Screens (-1 DRM).  Gunboats can not carry strong enough screens or reinforcements to have any effect if hit by Anti-Ship level weapons.

Fast Modification
With more powerful engines, Fast gunboats can move 27MU per turn with the secondary move of 9MU

Slow Modification
More economical engines reduce the speed of a gunboat to 15MU with a secondary move of only 6MU

Long Range Modification
Gunboats start with 6 points of combat endurance but this can be insreased so they can have up to 6 additional endurance points.

 

Gunboat Weapon Systems
 System Type Slots NPV/CPV Range  Description
 Point Defense System Point Defense 1 3 6MU  PDS may fire in support of ships 
  Area Defense Array  Point Defense 2 9 12MU  2 BD* to 6MU, 1 BD* to 12MU
  Scattergun Point Defense 1 6 6MU  Scattergun 
  Beam Battery  Multi-Shot 1 3 12MU  Class-1 Beam Battery 
  EMP Battery  Multi-Shot 1 3 12MU  Class-1 EMP Battery - EMP Damage
  Graser  Multi-Shot 2 6 12MU  Short range Class-1 Graser 
  K-Gun  Multi-Shot 2 9 12MU  Short range Class-2 K-Gun
  Needle Beam  Multi-Shot 2 6 12MU  Needle Beam target systems hit on 6
  MKP Pack Ordinance 1 5 12MU  Light MKP pack
  Pulse Torpedo  Ordinance 2 8 12MU  Short range Pulse Torpedo 
  Rocket Pod Ordinance 2 9 12MU  3 Rockets hit on 3+ to 6mu, 4+ to 12MU 
  Salvo Missiles  Ordinance 2 9 12MU  Salvo of 4 missiles, placed weapon
  Submunition Pack  Ordinance 1 5 12MU  Short Range Submunition Pack 

 

Weapon System Descriptions

Point Defese System
A PDS system with a range of 6 MU for defending against fighters and gunboats. The small built-in fire controls of the PDS do allow them to be fired at different targets. The Point Defense systems may fire in support of allied ships within 6 MU.  PDS fire attacks fighters/gunboats with BD*, ships with BD-2*.

Area Defense Array
An enhanced Point Defense System against fighters and gunboats, the Area Defense Array can generate 2 BD* of PDS fire out to 6 MU and 1 BD* of PDS fire out to 12 MU. May fire in support of friendly units within 6 MU.

Scattergun
A single shot Scattergun with a 6MU range that inflicts BD* hits on fighters and missiles, 1d3 hits on Heavy Fighters.  If more than one is mounted on a gunboat, they may be fired either individually, or on the same turn. Because they have their own guidance systems, they can be individually targeted even if fired simultaneously.

Beam Battery
A Class-1 Beam Battery with a range of 12 MU doing BD* damage.  All Beam Batteries mounted must be fired at the same target due to limited fire control.

EMP Battery
A Class-1 EMP Battery with a range of 12 MU.  All EMP Batteries mounted must be fired at the same target due to limited fire control. BD* hits applying EMP Damage.

Graser
A short range Class-1 Graser with a range of 12 MU.  BD* hits with each hit doing d6 damage.

K-Gun
A short range Class-2 K-Gun. The K-Gun will hit on a 2+ to 4 MU, a 3+ to 8 MU, and a 4+ to 12 MU. Like a normal K-Gun, the damage from this Class-2 K-Gun is 2 points of damage but doubles on a subsequent roll of 1 or 2 to apply 4 points of damage.  K-Gun damage is Armor Piercing and ignores screens.

Needle Beam
A Needle Beam with a range of 12 MU.

Multiple Kinetic Penetratior (MKP)  Pack
A single shot MKP Pack. If more than one is mounted they may either be fired singly or simultaneously against the same target. They do BD hits. Each hit delivers 3 points of AP damage. MKP attacks ignore screens.

Plasma Bomb
Similar to a Plasma Bolt, this weapon is dropped during the Ordnance Launch Phase at the current location of the gunboat, which then must move away to escape destruction when the bomb explodes. If the Gunboat is engaged by other fighters/gunboats it may still drop its bomb(s) but may not move away.  Damage is the same as a Class-1 Plasma Bolt doing 1 d6 damage to all ships, fighter groups and gunboat groups within 6MU of the exploding bomb

Pulse Torpedo
A single-shot short range Pulse Torpedo Launcher. The Pulse Torpedo will hit on a 2+ out to 4 MU, a 3+ out to 8 MU, and a 4+ out to 12 MU with a hit doing d6 damage.  Pulse Torpedo attacks ignore screens.

Rocket Pod
A pod of 3 direct fire Rockets with a range of 12MU. The Rockets will hit on a 3+ out to 6 MU, and 4+ out to 12 MU.  Each Rocket that hits will do d3 damage.  The gunboat may launch none, some or all of its rockets for a single point of combat endurance.  All the rockets must be launched at the same target and also the firing gunboat must not be engaged by other fighters/gunboats at time of launch.  Rocket attacks ignore screens.

Salvo Missiles
A Salvo Missile pack of 4 missiles (not 6). Due to fire control limitations, the target spot needs to be within 12 MU. The missiles are launched during the Ordnance Launch Phase and may not be engaged by other fighters/gunboats. These missiles attack as a normal salvo missile with d6-2 missiles attacking the nearest target who my fire defensively.  Each missile that hits the target does d6 damage. and ignores screens

Submunition Pack
A single-shot Submunition Pack. If more than one is mounted they may be fired singly or simultaneously against the same target.  A Submunition pack attacks with 3 BD* to 4 MU, 2 BD* to 8MU and 1 BD* to 12MU.  Submunition attacks ignore screens.

 

 

 

 
 
Back to Full Thrust Fleet Resource Main Page