FULL THRUST CAMPAIGN RULES

VERSION 3.01

By
Michael R. Blair
With additional material by
Nicholas McCarthy
and
Gary Gardener

© Michael R. Blair
amfortas@hotmail.com
6th October 1997
Converted to HTML and comments added 15th Janruary 1998


The essence of war is violence.
Moderation in war is imbecility.
— Admiral Lord Fisher


INDEX

  1. Assumptions & Definitions
  2. Travel
  3. Combat
  4. Espionage & Counterintelligence
  5. Planets
  6. Construction
  7. Research & Development
  8. Predeceser Sites
  9. The Universe
  10. Return to Main Full Thrust Page
  11. Return to Master Page (Frames)
  12. Return to Master Page (No Frames)

ASSUMPTIONS AND DEFINITIONS

Time

Decimal time. Only three units of time are used, hours, days and weeks.

1 day =10 hours

1 week = 10 days

One hour is the time taken for one turn of starship combat.

Orders are written out for ships for one week at a time.

COMMENTS
This is the part I am most unhappy with, I would be happier with days as the minimum time period but one of the others wanted much faster responses.

ORDERS

All orders must be written on the standard order sheets provided. Orders written on other media are void.
Orders are written for each starship or fleet for one week at a time. The unit is committed to following these orders.
Only units that have orders specifying them as Reserve Units may be used as reinforcements. These ships may not carry out other orders except as guardships.
Exception: If the homeworld is threatened any unit may be recalled for its defence. This supersedes and voids all previous orders until the end of the week.

FIRST FLEETS

Each Commander begins the game with 5000 points
All ships are fully armed and fuelled when purchased. Cargo holds are empty.
Commanders should note that it is advisable to have at least a few merchant ships in their selections.

DIPLOMACY AND ALLIANCES

Alliance between commanders is not forbidden.

PRODUCTION POINTS

Production points are an arbitrary measure of economic production. They may be traded, sold, given, found and stolen.
Each planet produces a given number of Production Points equal to 50 times the planet's Value.

Volume and Mass

Each production point is considered to occupy one Cargo Space as defined in More Thrust. One MASS of hold space can contain 50 CS, so that a ship with a hold of MASS 4 could transport 200 Production Points.
A ship holds may defined in terms of MASS or Cargo Spaces. When transporting ordnance MASS is a more convenient measure.

Damage to Cargo

A damaged merchant ship loses a percentage of its cargo equal to the percentage of damage points lost.
For example: a merchant with 10 damage boxes that loses 4 of them has 40% of its cargo destroyed.

Mining Planetoid Belts

Planetoid belts are an easily available source of mineral wealth but to exploit them requires an Orbital Mining Platform. This must be constructed at a shipyard and then transported to the belt. When a belt becomes worked out or for strategic reasons the OMP may be moved to another belt.
If less than a week is spent mining the amount produced is reduced accordingly.

Planetoid Belts
Roll 3D6:
Belt TypeBasic Production Per Week
Rich Planetoid Belt500
Poor Planetoid Belt250
Mining Planetoid Belts
Roll 3D6:
3 – 5No ore, no production this turn.
6 – 12Normal production.
13 – 15Rich vein, +50 RP this week only.
16Klondike! Double production this week.
17–18Exhausted. This belt is worked out and can no longer be usefully mined.

Trade

Trading involves shipping Production Points to and from one or more of the non-player planets or by exchanging them with other commanders.
Profits or losses can be registered according to the table below. Roll after selling the goods, not before, to determine your profits (or loss). If two Commanders are trading they both roll separately on the table.
The newly acquired trade goods are assumed to occupy the normal volume (1 CS per PP).

Trading Table
Die RollSale Price
150%
275%
3100%
4125%
5150%
6175%

Return to Index

TRAVEL

TRAVEL TIME

Travel time is in hours while everything else is measured in days.

Example
0.0Merchant X leaves A for B, 5 parsecs away.
0.5Merchant X arrives at B. Lands and loads cargo.
2.5Merchant X departs B.
3.1Merchant X arrives at C, 6 parsecs from B. Commences refuelling warship Y.
4.1Merchant X leaves for D. 3 parsecs from C.
4.4Merchant X arrives at D. It must spend one day recharging it's FTL drives.
5.4Merchant X departs D for A, 5 parsecs away.
5.9Merchant X arrives at A. Moves in and commences unloading cargo at a space station.
6.9Merchant X is ready for new orders.
Activity Times
ActivityNotesTime
Landing and lifting 1 1 day
Loading and/or unloading cargo 2 1 day
Loading/unloading at a space station 3
Refuelling 41 day
Recharging Jump Drives 51 day

Notes
  1. Moving to and from jump point.
  2. Streamlined ships only.
  3. Time to transfer cargo to a space station is subsumed into the time required by in-system manoeuvring.
  4. Can be done in deep space if a tanker is with the fleet.
  5. For merchants and warships travelling normally. They can cut this short at the risk of loss or damage. See Hasty Jumps.

FTL TRAVEL

Procedure

Distances are measured from point to point. Should the straight line cross any obstacle the trip is impossible. Planetary systems do not represent such an obstacle. Each square, or part of a square crossed, no matter how small, increases the distance by one parsec. Starships can only travel between planetary systems and wormholes.
A ship jumps between systems. It cannot jump within a system. Unless a ship is at least 40 inches from the surface of a planet it must roll on the Hasty Jump table to determine its fate.

Speed and Range

All ships capable of FTL travel move at the rate of one parsec per hour.
The maximum distance a ship can jump is 10 parsecs and a ship normally carries sufficient fuel for two such jumps, giving a strike radius of 10 parsecs and a ferry range of 20 parsecs.

Emerging From Jump

A ship will emerge at a distance between 30 and 300 inches from the planet.
The Commander must specify in his orders where the ship will emerge, at what distance and on what bearing from the planet. If he does not the ship will emerge 30 inches from the planet on a bearing of 6.
Any emergence to jump is subject to deviation. The ship arrives 1d6 from the target point. If a six is rolled roll again. Determine the direction of deviation normally..

Slaving FTL Drives

All of the ships in a fleet may slave their FTL drives together ensuing that they retain their formation on emerging from jump. As their share the same jump the usual proximity effects do not apply to these ships.
One roll is made to determine the success of the jump for the whole fleet and they share a common fate.

Recharging FTL Drives

Merchants and warships travelling normally must recharge their FTL drives after each jump. This takes one day but can be cut short at the risk of damaging the ship or even destroying it.

Hasty Jumps

If you spend less than one day recharging your FTL drives roll 1D6 and consult the table below:

Dangerous Jump Table
Die RollResult
1–2The hasty jump is successful.
3FTL drive is disabled. The ship stays put until it can be repaired.
4–5FTL drive is destroyed. The ship stays put. The FTL drive must be replaced.
6+The ship is destroyed.
Modifiers For Jump Table
Crack Ship–1
Merchant ship+1
Within 40" of planetary surface+1
Within 30" of planetary surface+2
Within 20" of planetary surface+4

Fuel

A ship has tankage for a number of fuel units equal to 25% its mass (round up). A ship consumes a number of fuel units equal to one twentieth of this (or 0.5% of it's MASS) for each parsec of movement. Both of these figures are trebled for tugs and tenders.
The fuel use per parsec figure is included only out of interest, for simplicity ships should only be refuelled when they run dry.

REFUELLING SHIPS

Normally just assume that refuelling a fleet takes one day. However if more detail is required the number of ships a tanker can refuel simultaneously depends on its size and the time taken depends on the size of the ship being refuelled.
Refuelling is just as dangerous as rearming a ship. See the rearming section for details.

COMMENTS
I think logistics are very important, "The ball and chain of armoured warfare" I think general Guderian described it as. Since the age of sail this has been equally true for naval warfare.
I liked the idea of fuel refineries but was shouted down because of complexity.

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COMBAT

STARSHIP COMBAT

Ramming

Normally ramming follows the procedure as described in the Full Thrust rules but if a Commander is fighting in defence of his home system then he is not required to check whether his ship will ram. Success is automatic. He just has to determine if the ramming manoeuvre itself succeeds.

Overlapping Screens

A modular facility or supership may have multiple screens active. Each module receives protection from each immediately adjacent module's screens in addition to its own, though no more than three levels of protection is effective. Docked ships may not add to this because it requires very careful configuration though they do receive protection from the stations' screens.

Scanning

The number of scanning rolls a ship may perform is limited by the number of fire-control units it possesses.
Starports are assumed to have equivalent of superior sensors with a number of fire-control units equal to half of it's Value (round down, minimum one).
Spaceports are assumed to have equivalent of enhanced sensors with a number of fire-control units equal too half of it's Value (round down, minimum one).

Crack Ships

If a ship survives a battle roll 1d6. If the roll is less than the number of battles the ship has survived then it becomes a crack ship.

Effects of a Crack Ship

Orphan Fighters

Fighters which are orphaned because of the loss of their carrier may be accommodated in the bays of other friendly carriers. They may not be used to make good losses in other fighter squadrons during combat but may be freely reassigned between battles.
Should there not be sufficient berths for all of the orphaned fighter a carrier may recover up to twice the normal number of fighters but this prevents normal operations, the carrier may not launch fighters. Crews may be recovered and the fighters jettisoned. Out of combat surplus fighters may be struck down and stored in any available hold space or port (see Transporting Systems).

GROUND ATTACKS

Starships in orbit around a planet are assumed to be in a suitable orbit to attack their target. Any number of ships may participate in the attack without mutual interference.

Point Targets

Only ground based ports are worthy of individual attack. They are attacked normally as if they were a ship.

Varies20255015
Facility Damage Points
FacilityDamage Points
Space Station
Shipyard
Starport
Spaceport
Orbital Mining Platform

INVASION

When you invade a neutral system roll on the Invasion Table below.

Invasion Table
Die RollResult
1–5War!
6+Surrender
+5
Modifiers for Invasion Table
Fleet Strength Modifier
< 500 Points–1
500 – 5990
600 – 699+1
700 – 799+2
800 – 899+3
900 – 999+4
1000 – 1500 points
Per additional 500 points of fleet strength+1
Per 5 Ortillary systems in fleet+1

Indigenous forces will fight only to defend their homeworld if attacked.
The indigenous forces will act to defend their planet. When their fleet has lost 50% of its total original damage point it breaks and the planet surrenders.
Each planet possesses a fleet of ships equal in value to the planets Wealth. For example a planet with a Value of 6 will possess 600 Production Points worth of ships.
Indigenous fleets are constructed using only the basic 'book' designs.

Corruption

A successful Espionage roll and a payment equal to half the value of a ship (non-refundable) will ensue that a specific defending ship will stay out of the fight. If you win its captain becomes the new president of the planet. If you lose the commander is executed and his ship rejoins the defenders.

Fate of Indigenous Ships

Indigenous ships that survive the invasion remain to guard their homeworld.

Return to Index

ESPIONAGE AND COUNTERINTELLIGENCE

At the start of the game each Commander has five spies and one master spy. The initial number of spies may not be exceeded but if spies are lost replacements may be purchased for 250 Production Points or 500 Production Points for a spy and master spy respectively.
Each week a Commander may roll for each spy to determine the result of his latest espionage attempt.
The results are always determined in the order they are listed in below and each Commander determines success at the same time. So your spies may be captured by an opponent's successful counter espionage attempt before they can send you any information.
A spy has a 10% chance of accomplishing his mission and a master spy a 15% chance. Spies may work together, multiple spies may participate in one mission, the probability of success is equal to the sum of that for individual agents. The probability of success may be improved by spending Production Points. Each 10 Production Points spent raises the chance of success by 1%. The chance of success may only be doubled by this method.
Should the subject of the intelligence roll be a merchant, that is a non-military or non-scientific subject then the chance of success is doubled to reflect poor security.

ESPIONAGE MISSIONS

Counter Espionage
The targeted opponent loses a spy, master spies are the last to be lost.
Disinformation
This is determined secretly, you fake a normal Inquiry or Industrial Espionage report.
Inquiry
This reveals any information that can be agreed upon by all of the Commanders.
Sabotage
1. A known and named ship may be sabotaged so that next time she faces combat 1D3 of her systems fail.
2. All construction at a given planet or ship yard are delayed for 1D6 days.
3. Production from a given planet is halved for this turn.
Industrial Espionage
Your agent attempts to steal the secret of an opponent's technology.
Agitation
You cause dissent among a planet's population causing trouble for its overlord.
Corruption
See under Invasion.

COMMENTS
I think espionage is important and interesting but I doubt if it is handled well enough here.

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PLANETS

PORTS

Any inhabited planet has some kind of landing field for streamlined ships. Semi-streamlined ships are not used. All merchants must be streamlined in order to land at any planet.
Unstreamlined ships cannot land.

DEFENCES

A port may mount weapons for its own defence. The weapons are bought at the normal cost with the normal arc of fire limitations.
If there is no port weapons may still be bough but fortifications must be built to house them. The cost is 5 points per space of weapons to be fitted. Should a port be built later there is no discount from existing defences.
Ground based installations may support a number of fighter squadrons or missile silos. The maximum number of each is equal to the planet's Value However these systems, and any replacements or reloads must be purchased in the normal manner.

Ground Based Fighters

A Starport or Spaceport is required to support the fighter squadrons.
Climbing out of the gravity well costs the fighters one turn of combat endurance. Landing and rearming each take another turn.
Although additional fighters may be stored on a planet they can not be readied in time to replace lost fighters.

Ground Based Missiles

A Starport or Spaceport is required to provide fire control for these missiles.
Climbing out of the gravity well costs the missiles one turn of endurance.

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CONSTRUCTION

SHIP CONSTRUCTION

Ships may only be constructed at shipyards or starports. Shipyards may construct any ship or orbital facility while starports may only construct streamlined ships and shipyards.

COMMENTS
I really like the way shipyards work even if the numbers need adjusting.
I would be happier with only shipyards allowed to construct ships. With a starport being necessary to construct a shipyard.
I have tried to limit the number of facilities capable of constructing ships. This makes shipyards more valuable and a much more tempting target.

Fitting Out

The various components of a ship are completed in the following order: hull, manoeuvre drive, FTL drive, weapons, screens, electronics, point defences, small craft and missile loading, fuelling. Within each group the largest systems are fitted first.
A ship can be moved at any time after completion of the hull, and can move itself after completion of its drives. This will interfere with construction, any movement of the ship adds a minimum of two days to construction time plus any time spent away from a shipyard. Short journeys to test newly fitted drives and systems are a normal part of the construction process but they are subsumed into the construction time.

REPAIRS

Damaged starships may be repaired at any Space Station or shipyard. ships may be repaired at starports or spaceports.
Repairs do not interfere with construction work.
Exception: points allocated to ship construction may be diverted to make repairs upon other ships, delaying production but expediting repair.

Repair Limitations and Costs

Repair Facilities

COMMENTS
The repair ship came about after reading about the American navies fleet train in WW II.

Replacing Destroyed Systems

Destroyed systems may be replaced by any facility capable of doing so. If the facility is capable only of repairs then it may not replace such systems.
If weapon systems are to be transported then assume that they occupy half of their normal mass or 25 CS per mass. So an 'A' battery, mass 3 occupies 1½ mass or 75 CS as cargo.
Systems transported as cargo may not be used for any purpose until installed by a correctly equipped facility.

Repair Ships

Ships may be fitted with a Repair Facility. This costs 50 points and has a MASS of 10. This may be fitted in any ship large enough to carry it. In a merchant hull it may be carried in hold space, reducing the space available accordingly. This is a permanent fitting.

REFITS AND UPGRADES

It is possible but expensive to upgrade old ships. Existing systems may be removed and replaced but this can only be performed at a facility capable of building the ship. Refitting a ship is more expensive than building it. Existing systems must be removed to allow space for the additions. The cost of each new system is doubled to reflect the additional work required in fitting it. A warship may not be refitted to use a Nova-cannon. This is a spinal mount and requires the ship to be built around it. A ships hull may not be altered in size or streamlining.
Drive systems may also be upgraded for twice the cost. No refund is available for the removed systems. The time taken to refit a ship is equal to the mass of the systems added or removed (whichever is greater). For drive systems use 20% of the ships total mass to calculate time. Refits require a dockyard capacity sufficient to hold the ship. So an escort requires one yard, a cruiser two and a capital ship four. This does displace new constructions.

Refit Table
SystemCost to UpgradeTime to Upgrade
HullN/AN/A
Drives×2×2
Weapons×2×2
Fittings×2×2

Cost and time are based on the cost and mass of the new systems fitted.

Upgrading Fighter Squadrons

Fighter squadrons may be upgraded, the old fighters removed and stored, used for planetary defence or used as replacements on other ships.
The costs of new fighter squadrons are listed below. These costs are used only for new squadrons for existing carriers. New built carriers must pay a higher cost listed in the design tables which includes the facilities built into the ship.

Fighter Upgrading
Fighter TypeCost per Squadron
Standard18
Torpedo36
Fast Fighters30
Heavy Fighters30
Interceptors18
Attack Fighters24
Long-range Fighters30
Fast Torpedo Fighters48
Fast Heavy Fighters42
Fast Interceptors30
Fast Attack Fighters36
Fast Long-range Fighters42
Heavy Torpedo Fighters48
Heavy Interceptors30
Heavy Attack Fighters36
Long-range Heavy Fighters42
Long-range Torpedo Fighters48
Long-range Interceptors30
Long-range Attack Fighters36

PRIZES

Captured warships may be refitted for your own use with the one-time payment of 10% of their cost. The refit takes one week and can only be accomplished at a facility capable of building that ship though it will not interfere with construction.
You may not make use of any systems you do not understand but captured systems will give a bonus to your own research in that area. See Research and Development for details.
Exception: No such refits are required for merchant ships, they may be put to use immediately.

Scrapping Ships

Ships or orbital facilities may be scrapped at Starports or Shipyards (depending on streamlining restraints). Scrapping a ship takes 5 days per size class; for example 5 days for an escort or 15 days for a capital ship.
Scrapping a ship releases Production Points equal to 25% of its original value.

FACILITY CONSTRUCTION

Orbital facilities are constructed using the cost modifiers and limitations of ships. One shipyard may build any facility.
Surface facilities require only Production Points and one week to build. Only one port may be constructed per planet.

Facility Construction Table
FacilityCostMASS
Orbital Facilities
Shipyard50040
Orbital Mining Platform50030
Space StationVariesVaries
Ground Facilities
Starport1000N/A
Spaceport500N/A

Facility Descriptions

Orbital Mining Platform (OMP)
This is a large facility that serves as a base and refinery for asteroid mining. It is incapable of moving itself but it may be moved by tugs.
Space Station
This large orbital facility facilitates trade, it can rapidly unload any ship and its myriad shuttles can transport the cargo down to the planet. It is also capable of refuelling or repairing starships though not of constructing them.
25% of a space station's mass is available for cargo storage.
The original space stations left by the retreating Empire have been stripped. To restore them to use requires 100 Production Points. After this additional systems may be installed. The centre section must be the first one to be restored. Each section requires 10 days to make active, assuming that parts are available.
Should the space station be attacked before it is fully activated then assume that 10% of the systems (by number) have been brought on line. The owning Commander may select which.
Shipyard
This is a modular orbital facility for the construction or repair of starships. Several may be joined together to allow larger ships to be constructed.
if the planet does not already possess a shipyard then one must be transported there or a Starport can build one.
Starport
This is a ground based facility. It permits streamlined ships as well as fighters and interface craft to land and be serviced, loaded or fuelled. Starports may not repair Unstreamlined ships.
Starports are an improvement of spaceport, they cannot be built without a pre-existing spaceport. During the upgrade the port facility is unavailable for any task.
Spaceport
This is an inferior version of a Starport. It permits only streamlined ships, fighters and interface craft to land. A spaceport may be upgraded to a Starport by paying the difference in cost. This upgrade requires one week.

Moving Facilities

Any orbital facility may be moved between systems by a tug of mass at least equal to that of the facility. A facility is inactive while being moved but may function before and after movement. Production (where appropriate) is reduced accordingly.

Destroying Facilities

Destruction by Friendly Forces

Any facility or ship may be destroyed by its owner by the use of demolition charges as long as there is a means of evacuating its crew. Facilities in orbit around an inhabited planet are assumed to be served by interface craft that can evacuate the crew but at other locations friendly ships must be in contact with the facility for at least one turn to embark evacuees. If this is not possible roll 1D6. Only on a six will the unit self-destruct, add 1 to the roll if a crack ship.

Destruction by Hostile Forces

Orbital facilities are attacked as if they were ships.
Surface facilities are attacked by orbital bombardment.

TRANSPORTING SYSTEMS

Weapons and other systems may be transported. They occupy one half of their installed MASS as cargo (or MASS × 25 cargo spaces). See the section on Resupply and Reloads for the details on transporting ammunition.

Resupply and Reloads

Ordnance, including Mines and missiles, and replacement fighters may be transported as cargo in ships other than warships or carriers. The space required is half that normally required.
Fighters being transported occupy only &FRAC12; MASS of cargo hold each (or 25 CS). Preparing a fighter for use requires a full day.
Reloading mines and missiles requires one hour (one Tactical Turn). Reloading is very rarely performed in combat because of the dangers of the ordnance exploding.

Reloading in Combat

To reload a ship or facility must not:

  • Manoeuvre. The reloading ship must be stationary.
  • Have any active screens.
  • Have any electronic systems active (ECM, scanners...). Any system active has a cumulative 1 in 6 chance of detonating the ordnance.
  • Launch fighters or small craft. Each launch has a 1 in 6 chance of detonating the ordnance. Each fighter squadron counts only once.
Note that all of the explosion modifiers listed above are cumulative.
Any hits to the ship or facility, even if they would not normally cause damage results in the immediate detonation of the ordnance causing the maximum possible damage to the ship or facility.

Reload Costs

Expended munitions are replaced at the following costs. They may only be reloaded at space stations or by merchant ships designated as being part of the fleet train.

Reload Cost Table
WeaponReload CostMass
Missile, Nuclear Warhead41
Missile, Needle Warhead41
Missile, EMP Warhead41
Mine3½
Submunition Pack3½
Scatterpack4½
Replacement Fighters (Individual)
Standard3½
Torpedo6½
Fast Fighters5½
Heavy Fighters5½
Interceptors3½
Attack Fighters4½
Long-range Fighters5½
Fast Torpedo Fighters8½
Fast Heavy Fighters7½
Fast Interceptors5½
Fast Attack Fighters6½
Fast Long-range Fighters7½
Heavy Torpedo Fighters8½
Heavy Interceptors5½
Heavy Attack Fighters6½
Long-range Heavy Fighters7½
Long-range Torpedo Fighters8½
Long-range Interceptors5½
Long-range Attack Fighters6½

Return to Index

RESEARCH AND DEVELOPMENT

Each week a Commander may conduct Research And Development.

THEORETICAL RESEARCH

Theoretical research costs 100 Production Points and allows a roll to be made on the Research Table to determine whether a discovery has been made. Only if a discovery is made or a secret gained by Industrial Espionage or trade can development proceed. If you do not choose to pursue that course of research it may be followed later with no penalty.
It is possible to purse a particular course of research. You must publicly specify the object of your research before rolling. If your roll is within one of the number required you succeed, if not you fail and nothing is gained.
For example if you want item 15 then a roll of 14, 15 or 16 brings success and any other roll results in failure.

Research Table
(Roll 1D20)
Die Roll Research FieldCost
1.EMP Missile.75
2.Needle Missile.75
3.Rail Guns.5
4.Nova Cannon.5
5.'AA' Megabattery.5
6.Pulse Beam Batteries.75
7.Wave Guns.75
8.Reflex Fields1
9.Cloaking Field1
10.Area Effect ECM1
11.Long Range Fighters1
12.Fast Fighters1
13.Heavy Fighters1
14.Interceptors1
15.Attack Fighters.75
16.Torpedo Fighters.75
17.Improved FTL drive.5
18.Armour.5
19.Boarding Pods.75
20.No Result! The research team spent the grant on drink and loose women.

DEVELOPMENT

Each 10 Production Points spent on development gives a 1% chance of success. The amount spent is modified by the cost, some projects are more difficult than others and this is reflected in the cost which is used to find the actual chance of success.

  • Further receipt of the theoretical technology, whether by research, from a Predecessor site, espionage or trade gives a free 10%. However this modifier is only applicable if at least 100 Production Points are spent on the development attempt.
  • For Example if we spend 500 Production Points in researching Interceptors this produces a (500 ÷ 10) × 1 = 50% chance of success while the same number of points spent in researching Rail Guns produces only a (500 ÷ 10) × .5 = 25% chance of success.
  • Points spent from one Week to another are NOT cumulative. A roll of 00 is an automatic failure.

Captured Technology

Capturing an example of exotic technology gives a that theoretical research for free and halves the development cost.
Capturing a home planet from a rival Commander allows you to research any of the technologies of his that you lack for half cost.

NEW TECHNOLOGY

Boarding Pods

These improve a ship's ability to attempt to board another ship. If a ship is fitted with this system it may launch a boarding party at any ship within 9" if there is no more than 3"/turn velocity difference between the two ships and the bearing of the two ships differs by no more than 3 (90º). If the target ship is stationary ignore bearing.
The boarding pods and their support systems requires mass equal to 10% of the ship's mass (round up) and costs three times the ship's mass. This provides sufficient boarding capacity for the ships normal number of boarding parties.

COMMENTS
I hate this thing.

New Technology Table
SystemMassCost
Boarding Pods10%3 × MASS

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PREDECESSOR SITES

Throughout the known universe there are the remains of a lost civilisation that vanished thousands of years ago. Most of the remains are of little value except as tourist sites but a few hold fragments of lost technologies and maybe even more.

Site Contents Table
Roll 2D6:
2–7Nothing. The site has been looted long ago.
8–9A Trap. Your ship is destroyed.
10An item worth 1D6 × 100 Production Points. Any ship may carry it.
11–12A Discovery! Roll on the Discovery Table to determine its nature.
Discovery Table
Roll 1D6:
1–2Hoax. Nothing of interest is discovered.
3–5High Technology. You have discovered something that boosts your research. Immediately make a free roll on the Discovery Table to determine the nature of the find. This technology may then be developed normally.
6An ancient library. Immediately make a free roll on the Research Table to determine the nature of the find. These technologies may then be developed at half of the normal cost.

Return to Index

THE UNIVERSE

ASTRONOMICAL FEATURES

P.Poor Planetoid Belt
This system contains a planetoid belt with an unusually high proportion of undesirable carbonaceous planetoids.
R.Rich Planetoid Belt
This system contains a planetoid belt with an unusually high proportion of desirable nickel-iron planetoids.
N.Nebula
This hex contains an unusual density of gas and dust particles. Protosuns may also be present. Passage through this area by FTL travel is impossible and any attempt to do so will result in the ship's destruction.
U..Predecessor Site
This hex contains the ruins of an advanced ancient civilisation.
W.Wormhole
This hex contains a wormhole, an anomaly in the space-time continuum that leads to another system.
V.Pulsar
This hex contains a dangerous variable star. The effects are as described in the More Thrust manual.
1