General Info

What do I need to play Full Thrust?

All you really need is the Full Thrust Second Edition rule book, dice, a tape measure or ruler and some space to play in. In the book are the templates, order sheets and counters to play the starting scenario.

Do I need lots of miniatures to start?

No, the starting scenario is played out with 2 medium and three small ships a side. Unlike other games there are no minimums to the number you require to make up a force. This is because all ships are payed for in points, so you could have one very large ship worth a lot of points on one side and lots of smaller ships on the other.

Do I have to use special miniatures?

One of the most refreshing things that I found when I first read the Full Thrust rule book and played the game was the open and frank way that they advised people on collecting fleets. There was no buy our ships or else, in fact it was quite the opposite, they went to great lengths to stress that you can use anyone's ships, they also provide in the Full Thrust book information and the address's of manufacturers of ships and equipment for Full Thrust.

How much space do I need? 

It does depend on speedm and the scale you are using, but from about 1 metre or 3'6" square will do for a start. You can go up to as much space as you have available. 

How long will it take me to learn the rules?

One of the most often quote saying about Full Thrust is that the basic rules can be picked up in about 10 to 15 mins. The basic rules are simple but well done and do not change once you have learnt them. The addition rules can be learnt at your own pace but it should not take more than a game or two with the new rules to learn them fully. 

What are the best forces to start with?

One of the earth forces are the best to start, there is no difference between them. I would avoid the Kra'Vak and other aliens until you have played the game a bit. The reason for this is their rules appear in More Thrust, which is the expansion for Full Thrust. They can also be tricky to use and introduce quite a few extra rules for a beginner on their first few games.

Where can I find other players in my area?

There was an online resources for player locations. Indy's player location page but its quite out of date.

In addition there always several online games going on around the internet.  The Facebook group is the most active area to ask. See also online/remote play options in Full Thrust CORE.

Otherwise your local wargaming club is your best bet or a wargaming convention.

What is a house rule?

This is a semi official rule that can be used if all players agree.

What are the common ship designations such as DD?

For real-world terrestrial ships the first letters are:

Jane's lists the surface ship type abbreviations as (*non-Jane's):

What is the scale used in FT?

The ground scale is never explicitly stated. An generally accepted value calculated from the orbital information in MT is a distance scale of 1000km per MU and a time scale of 20 minutes per turn.

Do you measure before declaring fire?

This should be decided on as a house rule before playing.

How do you measure range?

Typically on miniatures it is from the centre points of each stand. With multi stand ships designate one as the datum point. With counters it is usually from counter centre to centre. With a computer based game its simple maths on the location positions.

Has anyone come up with campaign rules for Full Thrust?

There is nothing official apart from section 9 in More Thrust. There are a lot of posts on the GZG eMail list archive and FT Facebook group with campaign rules. There once was a webring remember those. Old campaign rules can be found at the Expansion campaign site WM.

What are the official colours for the GZG FT fleet?

This is summarised in Full Thrust FAQ Painting .

Are there any maps of the FT universe?

See our sister site Full Thrust CORE .