Full Thrust - Alternate Weapon Rules

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The document outlines different weapon damage tables for beams, railguns, plasma pulses, submunitions and more. It also discusses factors like screens and modifiers that affect damage calculation.

Beam weapons deal full damage at close range but effectiveness drops with range. Railguns and plasma pulses must roll to hit but deal full damage regardless of range, with railguns generally more effective at longer ranges. Plasma pulses have an intermediate range profile.

Submunition packs have a fixed number of hits that reduces with range, no need to roll to hit. Projectiles like plasma pulses must roll to hit and deal full damage on success, with damage unaffected by range.

New weapon Rules

Beam Damage Tables

Beam attacks made with multiple dice count as a single hit for armour check
purposes. Beam attacks do not cause penetrating damage, however they can
still overwhelm armour if enough dice are thrown.
Modifier +1

Roll Result
1-2 No Damage
3-4 1 damage
5 2 damage
6 2 damage + reroll

Modifier +0

Roll Result
1-3 No Damage
4-5 1 damage
6 2 damage + reroll

Modifier -1

Roll Result
1-4 No Damage
5 1 damage
6 1 damage + reroll

Other Modifiers Modifiers are clamped to +/- 1. While modifiers can cancel
each other out, they cannot improve or hinder the results beyond +/- 1.

Screens

Screens only affect the first die when rolling damage for a beam attack, any
additional dice gained from rolling natural 6s are unaffected.
Level-1 Screens causes incoming beam attacks and plasma pulse weapons to roll
damage using the modified tables below.

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Modified Beam Damage

Roll Result
1-4 No Damage
5 1 damage
6 2 damage + reroll

Modified Plasma Pulse Damage

Roll Result
1 1 damage
2 2 damage
3 3 damage (1 penetrating)
4 3 damage (1 penetrating)
5 4 damage (2 penetrating)
6 5 damage (3 penetrating)

Level-2 Screens cause incoming beam attacks to roll damage at a -1 modifier


for all dice in the first roll only. They also cause plasma pulse weapons to roll
damage at a -1 modifier.

Point Defence Fire Control

A working fire control system is needed to use point defense. A single FC can be
used to defend against any number of missile salvos or fighter groups. However,
it cannot be simultaneously used to target weapons at a ship.
On the other hand, each ADFC may only target fighter group per turn during
regular targeting, but may target any number of missile salvos or fighter groups
when rolling PD in defence of a friendly ship. However each ADFC may only
participate in the PD of one friendly ship per turn.

Missle Warhead / Plasma Pulse Damage Tables

Missile warheads and plasma pulse (pulse torpedo) weapons deal significant
penetrating and overall damage.

Roll Result
1 1 damage
2 2 damage (1 penetrating)
3 3 damage (1 penetrating)

2
Roll Result
4 4 damage (2 penetrating)
5 5 damage (2 penetrating)
6 6 damage (3 penetrating)

Plasma pulse weapons also count as projectile weapons and must roll to hit
before damage is dealt (see below). They have a range increment of 6 u.

Submunition Packs

Submunition packs roll damage according to the following table. Each die rolled
during a submunition attack counts as a separate hit.

Roll Result
1 no damage
2 no damage
3 1 damage
4 1 damage
5 2 damage (1 penetrating)
6 3 damage (1 penetrating)

While submunitions are like projectile weapons in the sense that there is physical
ordinance being launched at the target, they do not operate in the same manner
as other projectile weapons, instead relying on area saturation at close range in
order to secure hits.
For this reason, submunition packs do not need to roll to-hit before dealing
damage. Instead, the number of hits is fixed and reduced with range (1 less hit
for every 6 u).

Projectile Weapon Hit Tables

For each attack made against a ship, all projectile weapons must roll a d6 to hit.
If the attack misses, no damage is dealt, otherwise full damage is dealt.
The difficulty of the to-hit roll depends on the distance to the target, and the
weapons range increment.
A projectile weapon is not necessary a physical projectile weapon. For example,
plasma pulse weapons are considered energy projectile weapons. They are
affected by screens like beam weapons, but unlike beams they must roll to hit
and deal full damage regardless of range.

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Plasma pulse weapons have a range increment of 6 u.

Distance To-Hit Difficulty


<= range incr. 2+
<= range incr. x2 3+
<= range incr. x3 4+
<= range incr. x4 5+
<= range incr. x5 6+

So attacking with a plasma pulse weapon against a target 21 u away (more than
3 increments but less than 4) would require a to-hit roll of 5+.

Railguns

Compared to beam weapons, railguns are better at retaining effectiveness at


range, since they deal their full damage regardless of distance to the target.
However, they are projectile weapons that must roll to hit the target before
rolling for damage.
As a result, smaller railguns deal less damage on average than beam weapons at
close range, and while the damage disparity vanishes for larger railguns, they
are also heavier.
That said, while the larger railguns are quite heavier than their beam counterparts,
with their large range increment they actually become more efficient than beams
at medium-long range. Of course, beams are still more efficient within 12 u.
The mass, cost, and damage of a railgun weapon depends on its size class.

Railgun Size Mass


Class-1 (6 arcs) 1
Class-2 (3 arcs) 3
Class-2 (6 arcs) 4
Class-3 (1 arc) 6 +1 per extra arc
Class-4 (1 arc) 11 +2 per extra arc
Class-N (1 arc) (N-1) + 2ˆ(N-1), +(N-2) per extra arc

Cost in points is equal to 3 times mass.


The range increment of a railgun also increases with size class.

Railgun Class Range Increment


1 6u

4
Railgun Class Range Increment
2 8u
3 12 u
4+ 16 u

Railguns deal a number of beam damage dice equal to their class, regardless of
range. Their range increment depends on their class, given by the above table.
Railguns are also unaffected by screens.
Class-1 Railguns may NOT be used for point defence, unlike Class-1 beams.

Point Defence / Fighter Combat Tables

Mostly parallels the beam damage tables.


Modifier +1

Roll Result
1-2 No Kills
3-4 1 kill
5 2 kills
6 2 kills + reroll

Modifier +0

Roll Result
1-3 No Kills
4-5 1 kill
6 2 kills + reroll

Modifier -1

Roll Result
1-4 No Kills
5 1 kill
6 1 kill + reroll

5
Balance

The following tables are for informational purposes, and demonstrate the bal-
ancing of the various weapon types.

Beam Weapon damage - Expected Value per die

Modifier Expected Value


-1 0.4
+0 0.8
+1 1.2

Comparing Beams and Railguns

C-1 and C-2 railguns can have the same mass and points cost as equivalent
beams, with reduced arcs of fire. C-3 railguns and up have slightly higher costs
than beams.
Expected damage:

Range C-1 Beam C-1 Rail C-2 Beam C-2 Rail C-3 Beam C-3 Rail
6u 0.8 0.67 1.6 1.33 2.4 2.0
12 u 0.8 0.53 1.6 1.06 2.4 2.0
18 u 0.40 0.8 0.80 1.6 1.6
24 u 0.27 0.8 0.80 1.6 1.6
30 u 0.13 0.53 0.8 1.2
36 u 0.27 0.8 1.2
42 u 0.8
48 u 0.8
54 u 0.4
60 u 0.4

Side note: while neither weapon systems deal penetrating damage, because
railguns deal their full damage up to maximum range (when they hit), they are
better at punching through armour beyond close range.
At close range (within 12u, where beams deal their full damage), beams are
more efficient than railguns.

6
Comparing Class-2 Beams and Plasma Pulse

A plasma pulse weapon (with 1 arc Plasma Pulse) has the same mass and points
cost as a Class-3 beam (with 1 arc) or 2 Class-2 beams (with 3 arc)
Expected Damage

Range 2x C-2 Beam 1x C-3 Beam Plasma Pulse


6u 3.2 2.4 2.92 (1.25)
12 u 3.2 2.4 2.33 (1.00)
18 u 1.6 1.6 1.75 (0.75)
24 u 1.6 1.6 1.17 (0.50)
30 u 0.8 0.58 (0.25)
36 u 0.8

Comparing Class-1 Beams and Submunition Packs

Both have the same cost


Expected Damage

Range C-1 Beam Submunition Pack


6u 0.8 3.500 (1.00)
12 u 0.8 2.333 (0.67)
18 u 1.167 (0.33)

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