Full Thrust Notes and Background
The following are assorted notes on the various aspects of Full Thrust
used within our games. Links are also present to useful "other" information which provides
added interest in a campaign (most of which I would like to use!). Within our games so far,
aliens from the FT universe other than the Kra'vak are not used. Various semi-intelligent
or intelligent but more primitive aliens do exist, and maybe some will use captured vessels,
but none are yet capable of independent interstellar flight bar one ancient, almost aloof race.
|In the C18-C19 the Dutch fleet was as efficient and fearsome
as the British, matching British ships and capability until the almost-Pyrrhic victory at
the Battle of Camperdown. The VOC (Dutch East India Company, a collection of smaller groups
almost like Lloyds of London) was a trading company on par with the British EIC. Given the
Tuffleyverse segregation of major powers, even down to the seperation of the KNG from the
EU, what would a future VOC require?
These two, very different, FT ships are, perhaps,
a partial answer to that question.
|A FT FB1/FB2 shipbuilding Excel/.xls spreadsheet which also includes some alternate
costs/MASS for Beam weapons based on relative strength, similar to what appears to have been
done for KV railguns. (Probably best to right-click and "Save As").
|A "lesser empire" alien race, never encountered en masse, but
one which has been around for a long time and can be found in some form or another
around most of the galaxy. (Under test)
FT Aliens: Kra'Vak Social Summary
|A few background notes on the Kra'Vak in the form of a NAC Fleet Intelligence briefing. Outlines
Kra'Vak motivation and reasoning based on derived social structures.
Other Full Thrust/Stargrunt links
In-house rules are (or are planned to be) based on the following original articles and sources.
|This is an excellent and well-presented site for all things GZG-verse.
|David Manley has been particularly productive and has brought out some interesting
ideas particularly geared for campaign games. Try this one on Escape Pods.
|Similarly, in a campaign, refits becomes all-important. Even
now the number of ships in a navy is governed by refit and repair factors.
|And finally, fleet auxiliaries are vital: oft forgotten but
always present in any action involving more than few ships, they keep the front-line
vessels functioning. Oh... and refueling might sometimes be a problem, too.
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