Using Hex Maps

uSING heX MAPS

This is a common FAQ and the known hex based info has been collected and collated here. Full Thrust is really a non hex game but there are some reasons to go hex based. The major complication is Full Thrust has a 12 point course designation but hexes are only 6 sided. This means 6 headings are along the spine of the hexes.

LINKS to More INFO

HEXCESS THRUST

This article is a set of rather unrelated house and scenario rules that mix up using the Full Thrust movement system with hex maps. A scan of the original article from Ragnarok 19 here if you want to read it in full, it's not a very good scan.  

To be honest these rules make a lot of  changes to the core game and add complexity. They also are based on Second Edition arcs. Here is the abridged version just dealing with the hex map movement rules and omitting the non relevant setup and scenario stuff for the record:

Andrew Finch 

Movement is done using the hex rows as a guide, and only six directions, rather than the twelve clock faces of the original. With the alterations in the rules to govern movement and speed, the turning circles of vessels are that bit greater. Game play is easier because you can better plan your move and know exactly where the unit will be after the manoeuvre.

We adopted the idea of Control Rolls from Battlespace, which also served as the source for Excess Thrust,  which enables better maneuverability at higher speeds.  To give the effect of the Kravak high manoeuvre drive give them a +2 on their control roll.  We also make use of crew quality, which changes the purchase price of ships and has an effect on Control Rolls. Finally, we have a large number of circumstances in which rolls need be made, but these areas are not covered below (Scrambling Fighters, Damage Control etc).

Under manoeuvre, we have allowed ships to change heading anywhere during their move, as long as they move 1 hex forward first. In our games, changes of speed take place at the end of the move, and ships must actually move their full Velocity during the current move. This is slightly different from FT, which allows the change to take place at the start of the move. We adopted the option of changing facing but not heading, which gives some more flexibility in the game.

The weapons, from FT were left as they were. Weapon ranges were taken in inches divided by 2 and turned into hexes. Other distances were left unchanged. except for fighters which only move 6 hexes. We found this worked well in conjunstion with wider turning circles.

CONVENTIONS

Abbreviations and definitions used in these rule:

Calculations resulting in fractions. are always rounded up.  The game is played on a hex mat or sheet on a table. 

PLAY AREA SET-UP

Setup the games according to the scenario and the initial ship velocities in the scenario. Decide if the map is floating or fixed, a floating map allows continuous movement by placing another map in the direction of travel when a ship nears the edge. 

MOvement

Movement is carried out alternating between sides

STACKING

Stacking of two objects, either friendly or hostile is not permitted. Notes:


A Fighter and a missile counter may be stacked at the time of launch. They may not be stacked at any time afterwards.


Multiple missiles may be stacked at the time of launch. They may not be stacked at any time afterwards.


Two or more fighter counters cannot stack at launch or at any time afterwards.


If movement of a ship would mean that it would end in the same hex as another ship, an asteroid or a starbase, then each rolls 1D6. and adds the current, Manoeuvre Drive rating to the result (asteroids and starbases have an MD rating of 0). 


If the roll is against a starbase or a ship, the higher scoring ship makes an emergency manoeuvre and dsplaces by 1 hex to avoid the collision (even if the drive rating is zero). The ship making the emergency manoeuvre must maintain its current heading and facing. The manoeuvre must he into an unoccupied hex. If there is no suitable unoccupied hex for the manoeuvre, which cause the ship to enter another already occupied hex, then the repeat the roll for the next hex for the ships entering and already in the hex until a valid result is obtained. These manoeuvres are made regardless of whether ships have moved in the turn.


If the roll was against an asteroid and if the ship wins, it displaces  as usual with no ill effects. If "loses" then it still displaces but suffers damage as if hitting an asteroid (see Terrain Effects).

Course determination

All ships move ahead into the hex in front of their facing, after spending Thrust for manoeuvre All ships must be aligned with the hex sides. 

Thrust & Excess Thrust

 All movement is regulated by the Manoeuvre Drive which uses Thrust Points (TP) to change speed and heading. The total of TP used by the drive in a turn may not exceed the current Thrust Output of the ship, nor may total thrust burned in manoeuvre or changing V exceed the drive capacity of the ship. 


Heading may only be changed by using up to the Thrust Output of a ship, unless using Excess Thrust. Speed may be altered by using up to the Thrust Output of the ship to accelerate or decelerate 

Excess Thrust allows a drive to burn up to the entire Thrust Output in Manoeuvre, instead of just 1/2 as normally would be the case. Excess Thrust must be declared before any rnovement takes place, and immediately a Control Roll must be made. To successfully, make a control roll, roll 2D6 and score 6 or more. If the ship fails its Control Roll then it goes out of control.

Ships out of Control

A ship that is out of control may only move forwards at its current velocity in its movement phase, with no change of direction or velocity, until it succeeds in regaining control at the end of a tun. To regain control, roll 2D6, scoring -2 if the ship used Excess Thrust this turn.

Ship Velocity

A ship's velocity is marked beside the model with a numbered counter, which denotes the V it will move next movement. 


Thrust to alter velocity is applied during each ship's movement. The V resulting from any change will be effective in the next movement phase. After the ship has finished moving,  the counter is replaced with a counter showing the V in effect next movement phase. If a ship encounters a terrain object, the V used to determine effects is that valid at the start of the move. 


Unless a ship has burned enough Thrust as its last action in the previous turn to bring the V to 0, all ships must move forward into the hex ahead of them as their first movement action in the turn if their V is greater than 0. 


Velocity may not be reduced to a negative number and ships cannot move backwards. 

Facing heading and course changes

Ships may change heading by a maximum of 1 hex side in a hex. To alter heading by 1 hex side costs 1/2 TP per V of current velocity (rounded up) so a heading change of 1 by a V5 ship costs 3TP.


Ships with V=0 may spend TP to change facing in a hex, at a cost of 1 TP per hex face changed, but such a ship must remain in the hex. These count against the manoeuvre limits on a ship.


Ships may also optionally elect to charge, facing at the start of its movement using Manoeuvre Points, as long as they do not change either heading or speed this turn. It costs 1 point per hex side to change facing while not changing direction. Facing may not be changed using Excess Thrust. If a ship subsequently charges heading or speed, it automatically adopts the  facing of its heading at the start of its movement. 

Starbase movement

Starbases have a V determined at the start of the game, between 1 and 6. This does not change during the game. They may also have the ability to rotate (see below). If Starbases are to move into  to Planetary Zones. then they must be Streamlined if they have  a V of 5 or 6, and Partially Streamlined if they, have a V of 3, or 4.


Starbases may have the ability to rotate I hex face per turn Whether this is possible, and the direction, is defined at the start of the game. The rotation happens at the end of the Starbases' Movement in the End Phase. 

Leaving the Play Area.

If the ship leaves the play area, note its velocity and point of exit. Off Table ships are handled in the Off Table Ships Phase. Fighters may not leave the play area. but missiles, mines and terrain features doing so are lost 

A player may optionally claim the right to "scroll" the play area along any one of the hex rows by an agreed number of hexes, before he moves his ship, to avoid having to leave the table. If there is a geographical objective point, this may not be "scrolled" off the table, nor may the table be scrolled towards or away from a planetary edge. The number of hexes "scrolled" may not be greater than that required to place the player's ship two hexes away from the edge of the table after his movement, unless agreed by both the players. 

A player may not use this manoeuvre unnecessarily or to push another ship off the table, unless that ship is out of control or has a V of 0. 


A ship with a V of 0 will be assumed to adopt a V equal to the number of hexes scrolled, and its return point is then marked as shown above.


If a terrain feature is "scrolled" off the table, then roll 1D6 for a new terrain feature in the newly revealed area. using the terrain set-up rules. and treating 4. 5 or 6 as new terrain The new feature(s) will be on the edge of the play area moving across it.

WeaPons Fire

Fire Arcs & Lines of Sight 

Arcs of fire are determined using the hex mat The forward arc is that covered by an arc ahead of the ship, bounded by two radiating hex rows to left and right out of the hex ahead of the ship. The side arcs are those bounded by the hex rows radiating from the two hexes on ether side of the the ship. The dead arc  to the the rear conforms to same scheme as the forward arc. 

Weapons ranges

Weapon ranges are converted from those given the rules in inches, by dividing in 2, and then calling them hexes. This gives fairly short range bands but fits the game onto a table better.


Effects of short ranges

 Lasers have an enhanced effect at "point blank" range of I to 3 hexes by giving them 1 extra effect dice. This gives them a bit more power,  and makes fitting B's and C's an attractive option, especially if they can get in close behind a target.


End Phase

Determine victory

Has anyone won the game according to scenario criteria. If not, continue with the game. 


Move terrain effects & starbases

Move asteroids. planetoids and starbases. If any collide with other objects. then this will have the effect shown in the Terrain Effects section.

 

Roll 1D6 per hex for effects on Dust and Debris Clouds, identifying the hex to test before rolling: 



Control recovery

In the End Phase any ON TABLE ship that is  out of control may make a Control Roll to recover. If it fails to recover, then it continues out of control next turn.

Easier Hex Thrust

Summary of ideas from BGG these are mostly Second Edition based. They also have a plasma nova weapon sort of like the Romulan weapon in Balance of Terror in Star Trek.

TURN SEQUENCE

Easier HexThrust Plot and Movement

1/2 of the thrust is for change in speed (round up) the max you can go is your thrust +4 hexes

When you plot and move, you pivot, then move forward. The sharpness of the pivot depends on the ship's thrust rating TR. 

Going Plotless

You just need markers next to the ships.  You place them face down.   The markers?  One side of the coin is blank.  The  other side is:  blank (for straight), L, LL, R, or RR.  You keep the blank, straight markers next to the ship to show when you are allowed to turn again. 

Now what about plotting the speed?  You could have dice next to each ship, showing its current speed, or skip all of these dice and justwrite down the stuff on the ship diagram!

How do you make it so you can plot and move a ton of ships?  It's  simple, plot by ship group.  Like 3 flotillas of 10 ships each.  How about combat? USE SMALLER SHIPS!

Weapons

Divide all ranges by 3, round down.

Point defence

PDAF, ADAF they are like a Class 1 but the range is 2 hexes

PULSE torpedoes

Range To Hit

0 - 2 3 - 6

2 - 4 4 - 6

4 -6 5 - 6

6 - 8 6

BEAM

Divide range by 3. So Class 3 of 12, 24, 36 becomes 4, 8, 12 

To hit dice Class x d6 -1d6 every 4 hexes.

Range

Beam 0 - 4 5 - 8 9 - 12

Class 1 1D6 - -

Class 2 2D6 1D6 -

Class 3 3D6 2D6 1D6

Screens

Roll L0 L1 L2

1 - - -

2 - - -

3 - - -

4 1pt - -

5 1pt 1pt -

6 2pt* 2pt* 1pt

 *Damage roll is a re-roll

MISSILES

NOVA PLASMA

Rules for Nova cannon / plasma weapon warhead has normal / alternative damage for balance:

Move Warhead HP

Launch 3H 4D6 / 2pt 4

Move 9H 3D6 / 3D3 3

Hit 12H 2D6 / 2D3 2

Degrade 18H 1D6 / 2D3 1