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Version 2.0
A Full Thrust Variation
Originally by Mike Hudak
Stolen by The Dread Pirate Daryl Lonnon
Avast thar ye mateys. Say ye wish to sail the high seas, plunder the coasts
of the Spanish Main and cheat Davey Jones himself. Then look no
further, for here resides Full Sail, the Full Thrust variation for sailing the
high seas and sending your scurvy blackhearted enemies down to Davey
Jone’s Locker.
friends saying things like “Avast,
1.0 What is Full Sail? ya blackhearted scoundrel, I’ll
Full Sail is a series of simple have ya walkin the plank next
modifications on top of Full Thrust time!” then keep on reading.
to play Age of Sail games. Full
Thrust is a fleet level spaceship 2.0 Movement
game that is based on cinematic Movement is similar to Full Thrust
look and feel. Since spaceships in movement. If you already know Full
movies often behave similarly to Thrust’s cinematic movement
Age of Sail vessels, Full Thrust system, you already know almost all
already meets many of the you need to play.
qualifications required to run a
good Age of Sail game. “But the high seas aren’t anything
like space!” I hear you say. You’re
If you are looking for an Age of right; as such we’re going to make
Sail game that tracks every a few modifications.
cannonball and cabin boy, this isn’t
it. If you are looking for a good set 2.1 Sails and Rudder
of rules to use those umpteen If you jumped to the ships
million “Pirates of the Spanish descriptions, you’ve already
Main” ships you’ve managed to spotted some unfamiliar “systems”.
collect, while staring down your
The large rectangles are your ships 2.2 Sit and Spin
sails. The triangle in the aft is the For spaceships, sitting and spinning
rudder. Before you get all is allowed. It’s silly in the water.
confused, their functions are Your ships must still use their
almost identical to a standard Full rudders to turn their ships in a
Thrust ship’s engines. The sails different direction (this
provide acceleration; each sail has represents oars being used over
an acceleration level (typically 1-6), the side or a longboat pulling the
larger vessels requiring more sails craft about).
to get them going (the average
vessel will have an acceleration 2.3 Maximum Speed
level between 4 and 6). The In the depths of space, you can
rudder provides turning points. get a ship screaming along. In the
ocean a little thing called friction
In addition, sails take only one will tear your vessel apart long
threshold check to be disabled before you can get it up to Mach 3.
(like any other systems), while As such, there is a maximum speed
rudders are the same as engines that each ship is capped at. This
(taking two failed threshold speed is 12 inches plus their
checks to disable, providing only maximum acceleration per turn. In
half their turning points while example, a sloop with 6 sails worth
damaged). of acceleration can accelerate up
to 18”. Sailing with the wind and
Starting at 30 mass, for every 20 utilizing oarsmen can increase the
additional mass points (or part distance you effectively cover, but
thereof) a vessel requires one the maximum you can accelerate up
additional sail (beyond the one to is always 12+Current Sails
required of all vessels). So a mass inches per turn.
30 vessel must have 1 sail, a mass
50 vessel must have 2 sails, and so 2.4 Deceleration
on and so on. Each sail must have You can’t just reverse your sails to
some of the propulsion points of slow a sailing ship down. In order
the vessel. Sails may also have ½ to decelerate, you’ve two options.
of a propulsion point (i.e. a 5 mast You can coast, which gives a
100 mass Man’O’War could have 5 deceleration of 2, or you can drop
x ½ point sails giving a propulsion your anchor, which will decelerate
of 2 ½). Any ½ propulsion points are you by 4. If you drop your anchor,
rounded down during the game. the next turn your max
acceleration is 2 less (down to 0), determine if you’re moving with or
representing the time you need to against the wind, look to see if a
pull the anchor back in. Any line coming out of the wind passes
oarsmen on board may also apply through your forward or aft firing
their oars in the reverse direction arc (or another way of putting it,
as well, effectively slowing the if the closest point of the wind’s
vessel down. table edge is in your forward arc,
you’re heading into the wind. If it’s
2.5 Demasted Vessels in your aft arc, you’re heading with
A vessel which has lost all of it’s the wind).
masts must decelerate (at least)
2” per round. 2.7 The Current (optional)
A strong current can be deadly,
2.6 The Wind dashing your foundering ships upon
What’s a game based on the Age of the rocks. If you’re playing with
Sail like without the wind? At the the current, determine its
start of the game, decide on the direction randomly and determine
winds direction. Do this by its strength by rolling a d6 divided
assigning each table edge a number by 2 rounded down (to give a
and roll a d4. The wind will be number 0-3). At the end of every
coming out of that table edge for movement, move all ships in the
the remainder of the game. direction of the current the
(For simplicity, we’ll currently indicated amount. If ships are
assume the wind won’t change pushed into the shore or a reef,
strength or direction during the they can run aground (see below).
course of the game). Then roll a If you have an anchor deployed
d10 divided by 2 and round down (see deceleration), you can lessen
(giving a number between 0-5). the effects of the current by 2.
This is the winds strength.
2.8 Running Aground (optional)
If you ever begin a turn moving There are dangerous coasts across
against the wind, you subtract the the world, reefs hidden beneath
winds strength from your current the murky depths, sand bars that
speed (down to 0). If you’re ever can leave a Man’O’War high and
moving with the wind at the dry, all of these can cause your
beginning of your turn, then you vessel to run aground. A vessel
add the wind’s strength to your that ever moves through a land
movement for that round only. To area has run aground. It
immediately takes one d6 worth of contact may perform boarding
hull damage per 6” (or part actions versus one another or
thereof with 0” still being a d6) it transfer crew from one to another.
was moving at (subtract 1d6 if it You may only “contact” one ship per
hits sand). If the terrain was a turn (although other ships may
surface detail (cliff, island, contact you).
exposed sand bar) the vessel also
immediately stops. If the terrain 2.10 Shadowing and Ramming
was a submerged feature Orders
(submerged reef or sandbar) the Ramming and Shadowing are special
vessel immediately loses 3d6 of its orders. You must write two sets of
speed (down to 0). A vessel that is orders on turns you wish to either
trapped upon a terrain feature will Ram or Shadow. One is
continue to take damage (1d6) until Ram/Shadow <vessel name>, and
it can free itself and move away. the other is a standard set of
Note, that even submerged terrain orders. You may only submit a Ram
features have some width, as such order if the vessel you seek to ram
you will often need to cross that is within 12” and in your forward
width before you can escape the firing arc, you may only submit a
feature (losing 3d6 of speed each Shadow order if the vessel you
time you re-ram it), or you can seek to shadow is within 12” and in
take the long onerous route of your forward firing arc AND your
trying to turn the ship around. are in one of their aft 3 firing arcs.
Oarsmen may apply their oars in When movement occurs, roll a d6.
either the forward or reverse On a 4 or above you succeed in
directions. As such, they are your ram or shadow. Otherwise you
particularly good at freeing a ship must carry out the other set of
that has run aground. orders.