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]
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
Equipment
Sequence of play basic & advanced
Ship classes
Weapon systems
Firing arcs
Fire control
Movement of ships basic & advanced
Movement orders
Ships leaving the table
Ship record chart
Sensors & Target Id
Hull Armour
Fighters
Anti-fighter weapons
Collisions & Ramming
Freighters & civilian ships
Morale
Play aids & models
Full Thrust Second Edition [GZG 1992]
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 models and other playing pieces
Dice
Other equipment for play
Playing area
Units of distance
Sequence of play
Ship groups and classes
Course determination
Ship velocity
Thrust ratings
Movement
Making course changes
Movement orders
Special notes on movement
Fire control systems
Fire arcs
Beam weapon batteries
Bearing of beam batieries
Weapon ranges, firing and damage
Defensive screens
'Threshold points' and specific systems damage
Ships leaving the table
Filling out the ship record sheet
Introduction scenario
Ship classes
Basic ship classes and hull sizes
Basic ship diagrams
Key to symbols used on basic ship designs:
Advanced rules fighters
Fighters
Fighter attacks
Anti-fighter defences
Fighter to fighter combat
Advanced rules weapons
Pulse torpedoes
Needle beams
Submunition packs
Mines
Minelaying
Minesweeping
Spinal-mount Nova Cannon
Advanced rules general
Sensors and target identification
'Dummy' bogeys and 'weasel boats'
Collision and ramming
Merchant ships: damage to cargo and holds
Faster-than-light (FTL) drives
Leaving the table under FTL drive
Entering batile under FTL drive
Asteroids
Movement of asteroids
Non-FTL ships
FTL tugs and tenders
Starbases and other installations
3D, or not 3d?
'Q' ships
Advanced ship design
Ship design and points costs
'Standard' and 'special' hulls
Hull cost
Drive systems cost
Fitting weapons and other systems
Symbols for weapons from advanced rules
Mass values and points costs for weapons and systems
Battle scenarios
Scenario A: the attack on convoy 990
Scenario B: mining station Con-Am 12
Campaign rules
Campaign games introduction
The campaign map
Use of an umpire
When fleets meet in a star system
The stand off
Campaign objectives and victory conditions
Repairs, replenishment and reinforcements
Campaign Scenario
The Lafayette incident, 2178
Campaign set-up
Time scale and victory conditions
Possible strategies
The forces
Campaign scenario map
The Lafayette sector
Background
The background and timeline
Man's road to the stars
Human history 1992 to 2183
Situation update: 2183
Appendices
Using miniatures
Starship model availability
The counters and templates
Copeland's models Full Thrust miniatures
Ship counters and course gauge template
Ship record sheet
More Thrust [GZG 1994]
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
Designer’s notes
Design credits
Full Thrust errata
new weapons and systems
Missiles
AA megabatteries *
Wave gun
Planetary bombardment system (ortillery)
Reflex field
Cloaking field
new optional rules
Basic rules revisions
Using C batteries as anti-fighter / anti-missile weapons
Sensors – expanded rules
Sensor jamming – electronic counter measures
Damage control
Boarding actions
Fleet morale
Striking the colours
Squadron operations (large fleets)
Terrain effects
expanded fighter rules
Optional fighter turn sequence
Fighter group morale
Scrambling fighter groups
Fighter endurance
Fighter pilot quality aces and turkeys
Advanced and specialised fighter types
planets and atmospheric operations *
Planets and other large bodies
Entering and leaving planetary orbit
Atmospheric streamlining
Atmospheric entry – planned and accidental
combining with ground combat games *
Interfacing space and ground combat actions
Full thrust/Dirtside II interface
Transporting ground troops
Interface craft
Ground support for Dirtside II games
Full Thrust fighters in ground support
Marine contingents
Damage to troop transports
Full Thrust/Hellfire interface
Ground support in Hellfire
Interfacing with other systems
competitive and tournament games
Ship design and fleet composition
Size of fleets
Type of game and scenario
Suggested special rules and limitations
ship designs
Superships
Expanded space installation rules
New general designs
xeno file 1 – the kra’vak
Contact!
Overview of Kra’vak technology
Kra’vak thrust and manoeuvre
Kra’vak armoured hull costs
Beam weapon fire against kra’vak armour
Kra’vak railguns
Railgun fire arcs
Railguns against screened targets
Kra’vak “scatterguns”
Kra’vak fighters
Notes on combining human & Kra’vak technologies
Mass and points values for Kra’vak
Weaponry and systems
Kra’vak basic ship designs
xeno file 2 – the sa’vasku
The Sa’vasku
The role of the Sa’vasku
Sa’vasku bioships
Using power points
Energy pulse weapons fire
Anti-fighter fire
Damage points
Screens
Drone pods
FTL drives
Sa’vasku ship diagram
Using Sa’vasku ships
background
Timeline continuation
Science and technology in Full Thrust
Using Full Thrust in other backgrounds
The humour element
scenarios
The assault on Starbase 13
Liberté
The battle of Stig IV
Scenario outlines
model availability
Update of available models
The Full Thrust starship range
Fleet Book Volume 1 [GZG 1998]
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
Introduction and designer’s notes
Vector movement system
New fire arc rules
Rolling ships
Reroll and damage rules
Core systems rules
Expanded fighter rules
Modified weapons systems
Defensive and other systems
Turn sequence summary
Salvo missile systems
Ship design
Mass and points cost table
Summary of weapon systems
NAC ship designs
NSL ship designs
FSE ship designs
ESU ship designs
Merchant and support vessels
Background information
Final comments and counters
New ship record sheet
Full Thrust starship miniatures list
Main differences from Second Edition
Real Thrust movement system
Mega weapons de-emphasised not to let them unbalance
60 degree fire arcs
Rolling manoeuvres
Changes to the damage track
Penetrating damage system
Critical system hits
New fighter rules - greater range and endurance and fighters as PDS
Beam weapons now have numeric size designation
Pulse torpedoes - upgraded
Needle beams - upgraded
PDAF Point Defence System (PDS) - upgraded
ADAF changed to a special fire control
Hull Armour
No level 3 screens
Fire control has to be paid for in design system
Crew factors and Damage Control linked to damage track
New turn sequence (like More Thrust)
Salvo Missile System (SLM) - new very powerful offensive system
New mass based design system
No class breakpoints
Hull strength system using percentage of mass
Some beam classes get free arcs
Screens get expensive
Multi arc pulse torpedoes
Percentage mass system for main hull components
Fleet Book Volume 2 [GZG 2000]
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
Introduction
Basic ship design
Game balance
Combining technologies
Vector movement amendments
Fighter rules
Core systems
Turn sequence summary
Ship data panels
Ship record charts
Counters
Xeno file 1: The Kra'Vak
Kra'Vak ship design system
Kra'Vak systems summary
Kra'Vak ship designs
Kra'Vak ship record chart
Xeno file 2: The Sa'Vasku
Sa'Vasku ship design system
Sa'Vasku systems summary
Sa'Vasku ship designs
Sa'Vasku ship record chart
Xeno file 3: The Phalons
Phalon ship design system
Phalon ship designs
Phalon systems summary
Phalon ship record chart
Background timeline
Full Thrust starship miniatures list
Main differences from Second Edition:
Rewrite of Kra'Vak
Rewrite of Sa'Vasku
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]
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:
Xeno rules are still only in Fleet Book Volume 2
This version contains:
Ship Models and Playing Pieces
Dice
Other Equipment
Playing Area and Setup
Units of Distance
Terminology
A Note on Movement and Physics
Technology Types
Initial Deployment in Tactical Battles
Sequence of Play
Sequence of Play Explained
Core Rules
Movement
Sensors
Fire Control
Fire Arcs
Weapon Varieties
Ordnance
Fighters
Marines
Mines
Ships' Fire
Missile and Fighter Attacks
Ship Damage
Threshold Tests
Damage Control
Flotillas
Entering or Leaving the Table via FTL
Fleeing battles without FTL
Terrain
Hyperspace Battles and Terrain
Tugs and Tenders
Ship Design
Ships Systems
Hull and Drives:
Defenses
Direct Fire Weapons
Ordnance Weapons
Spinal Mounts
Fighters
Mines
Other
Campaign Rules
Campaign:
Natural Wormholes
Strategic Movement
Starting Resources
Income
Building
Supply Lines
Repairs and Resupply
Intelligence
Real Space in Campaigns
Wormhole Badlands
Strategic Turn Order
Victory Points (optional rule)
Quick Reference Sheet
Full Thrust Lite [Mechworld 2008]
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
What you’ll need
Ship record sheets
Distance and measurement
Courses and fire arcs
Sequence of play
Order plotting phase
Movement phase
Movement: acceleration and deceleration
Movement: changing course
Fire phase
Fire control systems
Firing beam weapons
Firing pulse torpedoes
Recording damage
Ending the game
Full Thrust Remixed [Hugh Fischer 2008]
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:
Xeno rules are still only in Fleet Book Volume 2
This version contains:
Introduction
Rules Overview
Ship models
Playing area
Time and space
3D, or not 3D?
Ship classes
Ship System Status Display
Sequence of play
Cinematic Movement
Ship movement
Making course changes
Movement orders
Special orders
Ships leaving the table
Collisions and ramming
Squadron operations
Moving table
Disengaging from battle
Ship Combat
Fire Arcs
Fire control systems
Beam weapons
Defensive screens
Hull armour
Threshold points
Pulse torpedoes
Needle beams
Submunition packs
Introductory scenario
Fighters
Movement
Attacks
Anti-fighter defences
Fighter to fighter combat
Fighter screens
Interception of missiles
Endurance
Morale
Specialised types
Pilot quality
Re-arming
Salvo Missiles
Firing
Defence
Damage
Mountings and magazines
Magazine capacity
Threshold Points
Damage to systems
Core systems
Damage control parties
Crew casualties
Cargo and passengers
FTL
FTL exit
FTL entry
FTL tugs and tenders
Non-FTL ships
Ship Design
Overview
Mass rating
Hull strengths
Cargo and passengers
Drives
Atmospheric streamlining
Hangar bays
Defensive Systems
Weapon systems
Ship design procedure
Mass and points cost
Vector Movement
Vector movement system
Course and facing
Advanced Rules
Sensors and ECM
Advanced sensors
Dummy bogeys and weasel boats
Electronic counter measures
Boarding actions
Fleet morale
Striking the colours
Advanced Systems
Mines
Ortillery
Wonder weapons
Mass and points cost
Terrain
Asteroids
Movement of asteroids
Dust or nebulae clouds
Solar flares
Meteor swarms and debris
Battle debris
Starbases
Really big bases
Planets
Entering and leaving orbit
Atmospheric streamlining
Atmospheric entry
15 Settings for Full Thrust games 46
Tournaments
Other backgrounds
Humour
Background and timeline
Human history 1992 to 2183
Scenario SSDs and counters
This version omits:
All the xeno Kra' Vak, Sa' Vasku, Phalon systems
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]
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:
Xeno rules are still only in Fleet Book Volume 2
This version contains:
Disclaimer
From the author
Playtest credits
Introduction
For new players
How to use this book
Playing equipment
Playing area
Space ship models
Dice
Die Roll Modifiers (DRMs)
Measurements
Updates
Final thoughts!
Rules overview
Distance and direction
Heading
3D, or not 3D?
Ship classifications
Mass
Points
Classes
Ship System Status Display
Game turns
Resource management
Sequence of play
Variations
Information
Cinematic movement
Ship movement
Velocity
Course
Thrust ratings
Advanced Drives
Typical thrust ratings
Making course changes
Orders
Halted ships
Double course change
Emergency thrust (optional)
Squadron operations
Collisions
Ships leaving the table
Vector movement
Cadet Training
Beam weapons
Fire arcs
Aft arc
Spinal mounts
Broadside arcs
Optional firing arcs
Range bands
Fire control systems
Beam fire
Re-rolls
Defensive screens
Armor
Ship damage and how weapons inflict damage
Penetrating damage (P)
Armor Piercing (AP)
Semi-Armor Piercing (SAP)
Optional rule: rear arc attacks
Threshold points
Drive Damage (optional)
Rolling dice
Introductory Scenario
Strange events
Command School Direct fire weapons - Advanced rules
Targeting systems
Standard FireCon
Advanced Fire Control
Beam weapons (P)
EMP Projectors (Ion Cannons)
Plasma Cannon
Standard Grasers (SAP)
Heavy Grasers (SAP)
Phasers (SAP)
Transporter Beams
Sending Marines on Commando Raids:
Gatling Battery (P)
Twin Particle Array (P)
Meson Projector (P)
Needle Beams
Pulse Torpedoes (SAP)
Overloaded Pulse Torpedoes (AP)
Variable Strength Pulse Torpedoes (SAP/AP)
Turreted Submunition Pack (P)
K-Guns (AP)
Flak ammunition (barrage fire)
Multiple Kinetic Penetrators
Boarding Torpedoes
Fusion Array
Gravitic Guns
Pulsers (P)
Turrets
Spinal Mounts
Point Singularity Projector (AP)
Plasma
Command School Ordnance weapons- Advanced rules
Missiles (SAP)
Launching missiles
Point defense vs missiles
Damage (SAP)
Mountings and magazines
Magazine capacity
Optional: Multi-Stage Missiles
Rocket Pods
Plasma Bolt Launchers
Mines and mine racks
Minelaying
Command School Defensive systems- Advanced rules
Defensive Screens (ie shields)
Advanced Screens
Stealth Hull
Stealth Fields
Armor
Shell or Layered armor
Regenerative Armor
Antimatter Suicide Charge
ADFC
Advanced ADFC
Point Defense Systems
Area Defense System
Scattergun
Grapeshot
Area Screens
Holofield
ECM
Area ECM
Cloaking Device
Cloaking Field
The Tuffley Cloak
Science Fiction Fiction!
Spinal Mount Nova Cannon
Wave Gun
Reflex Field
Flight operations - fighters
Launch and recovery
Launch tubes / flight deck
“Scrambling” fighter groups:
Combat landings
Movement
Screens and pursuits
Screens
Pursuits
Target selection
Point defense
Allocating point defense
Point defense fire
Fighter combat
Attack runs
Dogfights
Multiple group dogfights
Interception of missiles
Endurance
Specialized types
Fighter types
Standard
Heavy modification (+mod)
Fast (+mod)
Long Range (+ mod)
Interceptor
Attack Fighter
Torpedo Fighter
Graser Fighter
Plasma Fighter
MKP Fighter
Missile Fighters
Multi-Role Fighters
Light Fighter
FTL Fighters (+mod)
Assault Shuttles
Robot Fighters
Re-arming
Fighter morale (optional)
Fighter pilot quality: Aces and Turkeys (optional)
Flight Operations - Gunboats
Gunboat Rules
Gunboat Types
FTL Gunboats (+mod)
Heavy or Screened Gunboat (+mod)
Beam Gunboat
Plasma Gun Gunboat
Graser Gunboat
Gatling Gunboat
Needle Gunboat
Pulse Torpedo Gunboat
Submunition Gunboat
MKP Gunboat
K-Gun Gunboat
Missile Gunboat
Rocket Gunboat
Point Defense Gunboat
Area Defense System Gunboat (ADS)
Electronic Warfare Gunboat (+mod)
Scatterpack Gunboat
Plasma Bomber Gunboat
Threshold Points
Damage to systems
Critical hits on hangar bays (optional)
Core Systems
Command Bridge
Life Support hit
Power Core hit
Reactor Breaches (optional)
Damage Control Parties
Crew casualties
Cargo and passenger space
Faster Than Light (FTL)
Faster Than Light Drives
Hyper limit
Advanced FTL Drives
FTL exit
FTL entry
FTL tugs and tenders
Battleriders and Motherships
System Defense Ships
Jump Gates and portals
Representation
Operation
Natural Jump Gates or Jump Points (optional)
Battles in hyperspace
Optional Rules
Sensors and ECM
Advanced sensors
Dummy bogeys and weasel boats
Electronic Counter Measures
Minesweeping
Ortillery
Boarding enemy ships
Boarding Parties (DCPs)
Marines
Fleet morale
Striking the colors
Civil wars (Optional)
Knocked off course (by Rich Mcgee)
Vector Movement System
Excerpt from Fleet Book
Course and Facing
Main Drive Thrust
Manuvering Thrusters
Rotation
Thruster Pushes
Combining Maneuvers
Order Sequence
Collisions
Moving Ships Under The Vector System
Ship design and construction
Overview
Scale
Systems
Mass rating
Names
System mass
Primary ship systems
Hull strengths
Advanced Hulls
Drives
Advanced Drives and FTL
Atmospheric streamlining
Additional primary ship systems
Hangar bays
Launch tubes / flight deck
Launch catapults (optional)
Fighter racks
Gunboat rack
Boat bay
Secondary systems
Cargo and passengers
Troop berthing
Passenger berthing
Marine Boarding Parties
Additional Damage Control Parties
Shipyard facilities
Enhanced Sensors
Superior Sensors
Minesweeper system
Ortillery systems
Flawed design (Optional)
Ship design procedure
Monster ships and bases
Starbases
Starbase and SSDs
Movement and starbases
Monster ships
Ship construction summary
Primary ship systems
Defense Systems
Secondary ship systems
Direct fire weapons
Spinal Mount Weapons
Ordnance weapons
Fighter Types
Gunboat Types
The Imperial Tech Base
Master Tech Base Reference
Primary ship systems
Defensive systems
Targeting systems
Direct fire weapons
Spinal Mounts
Fighters
Gunboats
Secondary ship systems
Example Factions
Special moves
Thrust zero drives
Rolling ships
Towing ships
Moving table
Disengaging from battle
Docking
Ramming
Ramming ability
Terrain effects
Planetoids and dense asteroid fields
Damage to asteroids
Dust or Nebulae clouds
Solar flares
Asteroid Fields, Meteor swarms and debris
Battle debris
Depicting spatial phenomena
Collisions
Planets
Orbital table
Medium scale
Entering and leaving orbit
Large scale
The super simple and totally unrealistic way
Atmospheric entry
Battles, Scenarios and CPV
Deployment
Tournament fleets
Fleet composition
Combat Points Value (CPV)
Timeline Continuation
The GZG Universe and Background
Final Thoughts
What’s new and what’s changed
What does ‘Official’ mean?
A few notes from Hugh Fisher
Various companies that make miniatures
Introductory Scenario player fleet
Introductory Scenario counters for Eurasian Solar Union
Introductory Scenario counters New Anglian Confederation
Full Thrust Cross Dimensions [Hugh Fischer 2021]
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:
Xeno rules are still only in Fleet Book Volume 2
This version contains:
Introduction
For experienced Second Edition players
For new players
How to use this book
Playing equipment
Rules Overview
Distance and direction
3D, or not 3D?
Ship classes
Ship System Status Display
Game turns
Full Turn Sequence
Cinematic Movement
Ship movement
Thrust ratings
Advanced drives
Making course changes
Orders
Squadron operations
Collisions
Ships leaving the table
Vector movement
Beam Combat
Beam weapons
Fire Arcs
Range bands
Fire control systems
Beam fire
Defensive screens
Armour
Optional rule: rear arc attacks
Threshold points
Rolling dice
Introductory scenario
Offensive and Defensive Systems
Grasers
Torpedoes
Submunition packs
Needle weapons
FireCon
Defensive screens
Advanced screens
Shell armour
Stealth
Point defence
Area-defence fire control
Alien technologies
Missiles
Launching missiles
Point defence
Damage
Mountings and magazines
Magazine capacity
Optional: multi-stage missiles
Fighters
Launch and recovery
Movement
Screens and pursuits
Target selection
Point defence
Fighter combat
Ship fire against fighters
Endurance
Specialised types
Extra capabilities
Optional rules
Threshold Points
Damage to systems
Core systems
Damage control parties
Crew casualties
Cargo and passengers
FTL
Advanced FTL drives
FTL exit
FTL entry
FTL tugs and tenders
Battle riders and motherships
Jump gates and portals
Optional Rules
Sensors and ECM
Advanced sensors
Dummy bogeys and weasel boats
Electronic counter measures
Mines
Ortillery
Boarding actions
Fleet morale
Striking the colours
Ship Design
Scale
Mass rating
Hull strengths
Systems
Ship design procedure
Mass and points cost
Special Moves
Thrust 0 drives
Rolling ships
Towing ships
Moving table
Disengaging from battle
Docking
Ramming
Terrain
Asteroids
Dust or nebulae clouds
Solar flares
Meteor swarms and debris
Battle debris
Collisions
Starbases
Planets
Atmospheric entry
No! Not the Nova Cannon!
Spinal mount nova cannon
Wave gun
Reflex field
Cloaking field
Battles and Campaigns
Deployment
Tournament fleets
Combat Points Value
Humour
The GZG setting
The cross dimensional setting