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Small Craft Rules

Between fighters and starships, there is Small Craft.  They are still small enough that fighter weapons will still damage them but large enough to regular ship weapons can target them like other ships.  1, 2 or 3 Small Craft are mounted on a base and they move and are treated like fighters in many ways.

GZG released miniatures for Gunboats and they follow these Small Craft rules but I gave them their own pages so you don't need all the Small Craft rules to use them.  Gunboats are just Small Craft with 2 slots and follow the same rules as Small Craft. 

Gunboat Rules                        Gunboat Examples

These Small Craft rules are based on some discussions on the GZG Playtest Mailing List many years ago but have been updated and modified with the Gunboat rules from Full Thrust: Project Continuum

 

Small Craft
1-3 gunboats in a group on a stand - 6 combat endurance
18 MU regular movement - 9 MU secondary movement

Small Craft are stuck between being 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 1 to 3 on a single stand.

Small Craft have a base speed of 18 MU and move like fighters with a secondary move of 9MU. They can fly in escort of a ship like fighters.  Small Craft 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.

Small Craft have slots for weapons and systems and Small Craft can have from 2 to 5 slots.  Small Craft with 2 or 3 slots can take 2 fighter/point defense hits before they are destroyed while Small Craft with 4 or 5 slots can take 3 fighter/point defense hits.

 

Small Craft Actions

Small Craft may only attack targets in their front arc like fighters.
Small Craft 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 Small Craft group must target the same enemy ship/fighter group. If the Small Craft group is engaging enemy fighters or ordnance, it may split its fire among eligible targets within range, just like fighters. Small Craft armaments vary widely. See the tables below for options and costs.

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

Small Craft 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 Grasers as weapons.

Small Craft Attacking Fighters
A Small Craft's Point Defense weapons target fighters and other Small Craft as normal.  Their Anti-Ship weapons can also target fighters with a -1 dice roll modifier.

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

 

Attacking Small Craft
Small Craft are large enough that they are engaged by ship to ship weaponry more easily than than fighters while still being small enough to be effected by fighter and Point Defense weaponry.

Point Defense / Fighter Weapons - Small Craft may be engaged in the Point Defense Phase by a PDS in range like they were  fighters.  Fighters may attack and target Small Craft as if the were fighters.

Small Craft are tougher that Fighters so a Small Craft can take 2 or 3 hits from Point Defense/fighter weaponry before it is destroyed.  if a Small Craft is damaged but not destroyed, for simplicity, the Small Craft will not have any negative effects other than another single point or two of PD/Fighter damage will destroy it.
Optional Damage rule: If a Small Craft takes a hit but is not destroyed, roll a d6 for each point of damage taken.  On a roll of 1-3 - no result, on a 4 or 5 - loose a random weapon, on a 6 - cut movements allowances in half.

Small Craft have a Heavy/Screened modification avalilable that can reduce their chance to take damage just like Heavy Fighters (-1 DRM). 

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

Ship Weapons - Ship based direct fire Anti-Ship weapons may fire at Small Craft normally in the ship’s Fire Phase using the same rules as for fighters with each HIT destroying ONE Small Craft. 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 Small Craft is already desroyed.

Evasive Maneuvers
Small Craft, 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 Small Craft in the grouip.  Point Defense/Fighter weapons are not affected by the Evasive Manoeuvres.

 

Small Craft Carriers

For a ship to carry Small Craft into battle, the ship must be equiped with Racks or Bays large enough to recover the whole group.  Small Craft Gunboats (2 slots) are special and can be mounted on external Racks or in specific Gunboat Bays.  Small Craft can be docked and carried in regular Boat Bays that will allow them to be refueld/rearmed.  Treat Small Craft as the mass defined below when carried in a Bay:  2 slots - 3 mass; 3 slots - 5 mass; 4 slots - 6 mass; 5 slots - 8 mass

Gunboat Racks - 9 mass
Only 2 slot Gunboats can be mounted in racks.  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.

Small Craft Bay

 

 

Small Craft Construction

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

These construction rules for Small Craft allow you to build both Gunboats and larger Small Craft from 2 slot Gunboats up to 5 slot Small Craft.

Build Your Own Gunboat Spreadsheet

 

Small Craft Frame

A Small Craft starts with these base stats:

      Primary/Secondary Movement of 18 MU / 9MU 
      2 slots for systems - can be upgraded to 5 slots
      6 Combat Endurance Factors
      NPV 3 / CPV 12

 

Slots and Damage

Systems and weapons for a Small Craft use 'slots' which are noted in the tables below.  A Small Craft can have from 2-5 slots.  The smallest with 2 or 3 slots can take 2 hits from fighters/point defense weapons.  The larger ones with 4 or 5 slots can take 3 hits.  Anything larger than 5 slots is a starship. 
The point cost of some systems are multiplied buy the number of slots in the Small Craft

 

Small Craft Modifications
Modification Slots NPV CPV Description
  FTL Drive  1 2/slot 2/slot  May enter/leave the table using FTL drive, does not require a carrier 
  Heavy / Screened  0 2/slot 2/slot  PDS fire treated as if the gunboat has Level 1 screens (-1 DRM) 
  Fast  0 1/slot 1/slot  Movement upgraded to 27MU / 9 MU 
  Slow  0 -1/slot -1/slot  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 Factors
 NPV/CPV points are multiplied by number of non-cargo slots used
   

 

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

FTL Small Craft can enter the table using their FTL like ships . This does not consume a point of endurance. Like a ship the FTL Small Craft enters with a speed between 1 and 10, and makes a half move straight ahead. The FTL Small Craft can then use a point of endurance to make a second move of 9 MU in any direction. FTL Small Craft 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 Small Craft are equipped with either screens or use heavily reinforced hulls. Point Defense and Fighter attacks to the Small Craft are treated as if they had Level 1 Screens (-1 DRM).  Small Craft 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 Small Craft can move 27MU per turn with the secondary move of 9MU

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

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

 

Small Craft 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 Defense System
A PDS system with a range of 6 MU for defending against fighters and Small Craft. 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/Small Craft with BD*, ships with BD-2*.

Area Defense Array
An enhanced Point Defense System against fighters and Small Craft, 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 Small Craft, 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 Small Craft 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/Small Craft. 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.

 

 

 

 
 
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