Full Thrust - Alternate Weapon Rules
Full Thrust - Alternate Weapon Rules
Full Thrust - Alternate Weapon Rules
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.
1
Modified Beam Damage
Roll Result
1-4 No Damage
5 1 damage
6 2 damage + reroll
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)
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.
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).
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.
3
Plasma pulse weapons have a range increment of 6 u.
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
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.
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.
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