game editions

What are the different EDITIONS of full thrust?

There are various editions of Full Thrust and it can be quite confusing trying to understand the differences this section attempts to explain the differences between the versions. GZG now gives all the core rule sets away for free download as the print versions are hard to acquire and to promote the game.

Full Thrust First Edition [GZG 1991] 

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This a very basic rulebook produced on a photo copier you can still buy a print version from Skytrex if you want one. It was developed from an earlier beer & pretzels game Retro Thrust detailed here.  

This version contains:

Core Rules

Full Thrust Second Edition [GZG 1992] 

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Second Edition version of the game and the the basis for all the other rules. If contains the basic ideas of the turn, ship plotting movement and weapons. There are no ship designs but there is a basic design system. 

This version contains:

Core Rules

Ship classes

Advanced rules fighters

Advanced rules weapons

Advanced rules general

Advanced ship design

Battle scenarios

Campaign rules

Campaign Scenario

Background

Appendices

More Thrust [GZG 1994] 

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Published in 1994 is this is the second companion volums to the Second Edition of which it is part. It adds more rules for fighters and missiles and introduces the Kra'Vak and Sa'vasku alien fleets and their new weapon types. This and Full Thrust Second Edition form a cohesive standalone ruleset for this time in the mid 1990s we will call Second Edition. 

More Thrust builds on the core rules in Full Thrust so it is required to use it. This pair of books would mostly be superseded by the Fleet Books which improved the basic design system of the Second Edition books that had been exploited. However some systems and game mechanics would only be defined in these earlier works marked *. 

This version contains:

introduction

new weapons and systems

new optional rules

expanded fighter rules

planets and atmospheric operations *

combining with ground combat games *

competitive and tournament games

ship designs

xeno file 1 – the kra’vak

xeno file 2 – the sa’vasku

background 

scenarios

model availability

Fleet Book Volume 1 [GZG 1998] 

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Published by GZG in 1998 this is a new version of the core rules. There are more arcs of fire, new weapon system,  and a comprehensive new design and points system. The books also contains full fleet SSDs for the main Earth factions NAC, FSE, NSL and ESU. Fleet Book Volume I builds on the core rules in Full and More Thrust so they are required for reference.

This version contains:

Core Rules

Main differences from Second Edition

Fleet Book Volume 2 [GZG 2000] 

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Published by GZG in 2000 is this is the second companion volume to Fleet Book Volume I. It builds on the systems from Volume I and introduces the rules and weapons for the three alien xeno fleets the Kra Vak, Sa'vasku and Phalons. Fleet Book Volume II builds on the core rules in Full and More Thrust and Volume I so they are required for reference.

This version contains:

Core Rules

Xeno file 1: The Kra'Vak 

Xeno file 2: The Sa'Vasku 

Xeno file 3: The Phalons 

Main differences from Second Edition:

The Fleet Book Series is known as the second and a half edition or Full Thrust 2.5, this is because the intention of GZG was to amalgamate the rules spread across four books: Second Edition, More Thrust, the Fleet Books into one unified Third Edition. However this never happened. There was a lot of work done to achieve the goal and extensive playtesting feedback but the conclusion GZG did not have the bandwidth to finish and publish it, around 2009 it was mothballed. As a result of this, unofficial but in agreement with GZG other rulesets became published by fans who had the time to refine them.

Full Thrust Warlords [Stephen Mulholland 2007] 

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Reall a set ouf house rules modified by Wellington Warlords club to be a better fit to how they wanted to play. The layout isn't great with the paragraphs using huge hanging indents. Really for a specific club so they could coordinate their games.

From the authors so it's been iterated to hell and back over like 15 campaigns. It is fairly balanced, but has some of the peculiarities of how some of the players played/designed ships baked in.

What is not in this version:

This version contains:

Ship Models and Playing Pieces 

Core Rules 

Ships Systems

Campaign Rules 

Full Thrust Lite  [Mechworld 2008] 

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Produced by Mechworld club a German Mechwarrior gaming group and GZG. It's a high production value starter set based on Fleet Book Volume I. This is a good introduction for new players to the more modern version of Full Thrust. It's similar in complexity to Full Thrust First Edition. They even sell a great Full Thrust starter boxset. Early compact version ship record sheet & core rules

core rules

Full Thrust Remixed  [Hugh Fischer 2008] 

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Remixed is an attempt to fix the problems that the failed Third Edition tried to address. It unifies the rules spread across Second Editions and the Fleet Books

If you are new to Full Thrust, or do need to look something up, having four books can get a bit complicated! Full Thrust: Remixed brings together the core and advanced rules from the original four books into a single volume. It replaces the Second Edition, More Thrust, and the new rules introduced by Fleet Book Volume 1. But not the rules for alien fleets in Fleet Book Volume 2.

What is not in this version:

This version contains:

Introduction 

Cinematic Movement 

Ship Combat

Fighters 

Salvo Missiles

Threshold Points

FTL

Ship Design

Vector Movement

Advanced Rules

Advanced Systems

Terrain

Planets

15 Settings for Full Thrust games 46

Scenario SSDs and counters

This version omits:

So the question is why omit specific rules if you are trying to unify the ruleset. I don't know probably to do with the sheer effort of adding everything. 

Full Thrust Project Continuum 1.1.4  [ECS 2017] 

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Modified by the ECS Emerald Coast Skunkworks club contains more systems to allow rules for other SciFi backgrounds. Project Continuum is particularly well suited to bringing different settings together, as the wide range of weapons and systems can model almost anything. Unlike previous editions it should be much easier to translate specific genre systems directly into Full Thrust. 

The sheer number of rules and systems in Project Continuum can make it a bit daunting for new players and players have to be careful as all the systems are not fully balanced but are collected to allow a wide coverage of game background. There is a cadet and advanced school that do allow a smaller subset of rules to be learnt first.

Major changes:

How weapons works has been changed. Not every weapon is Semi-Armor Piercing now. 

All fire in the Ship Fire Phase is simultaneous with threshold checks being conducted at the end of the turn. Hopefully you will find, as we have, it speeds the game up considerably. 

What is not in this version:

This version contains:

Disclaimer  

Rules overview 

 Cinematic movement  

 Cadet Training 

Command School  Direct fire weapons - Advanced rules

Command School  Ordnance weapons- Advanced rules

Command School  Defensive systems- Advanced rules 

Flight operations - fighters 

Flight Operations - Gunboats 

Threshold Points  

Faster Than Light (FTL) 

Optional Rules 

Ship design and construction  

Ship construction summary 

The Imperial Tech Base 

Special moves 

Terrain effects 

Battles, Scenarios and CPV  

Timeline Continuation 

Final Thoughts  

Various companies that make miniatures 

Introductory Scenario player fleet  


Full Thrust Cross Dimensions  [Hugh Fischer 2021] 

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Full Thrust Cross Dimensions, often shortened to ‘FT:XD’, began in 2010 as a consolidation of the original Second Edition rules and Fleet Books into a single volume, with a few new rules and systems added. Now many Full Thrust players prefer the Project Continuum rules, but Cross Dimensions is still an excellent introduction to the game.

Cross Dimensions has many small differences from the GZG edition of Full Thrust – think Rugby Union and Rugby League, or American football and Canadian football – but the intent has always been to remain as similar as possible to the style and spirit of the original. The First Rule of Full Thrust still applies: if you don’t like any rule, ignore it or change it!

What is not in this version:

This version contains:

Introduction

Rules Overview 

Cinematic Movement 

Beam Combat

Offensive and Defensive Systems 

Missiles

Fighters 

Threshold Points

FTL

Optional Rules 

Ship Design

Special Moves 

 Terrain 

 No! Not the Nova Cannon!

Battles and Campaigns

Quick Reference

Introductory SSDs and counters