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JANE’S FIGHTING

STARSHIPS
Human Civilian and Merchant Marine ships
2165- 2194
Full Thrust- Fleet Book

http://emeraldcoastskunkworks.wordpress.com/

Credits and Thanks


Original FULL THRUST designed and written by: Jon Tuffley
CROSS DIMENSIONS developed by: Hugh Fisher
CONTINUUM: THE CROSS DIMENSIONS SUPPLEMENT by: Jim Klein and the E.C.S.W.
THE GAME SPACE of Pensacola, Florida: without whose generous support and encouragement this work would
not be possible
Thanks to everyone in the Full Thrust community who offered ideas and SSDs, the Gang at
Emerald Coast Skunk Works for their diligence in helping with this, and to Jon Tuffley and GZG for permission
to distribute this book and for his most gracious support. This version would not exist without the earlier
inspiration and hard work of Jon Tuffley and all the previous contributors to FULL THRUST.
This publication has been produced as a free, non-commercial project with the agreement of
Ground Zero Games. All original text and rules taken from GZG’s Full Thrust rules and supplements are
copyright of Jon Tuffley and GZG, additional new material is by Emerald Coast Skunk Works.
None of the original Full Thrust material used in this publication may be re-used or further
modified in any form without the express permission of Jon Tuffley and GZG. Full Thrust is a trademark of
Ground Zero Games, and is used here with permission.
Owners of this publication are hereby granted permission to print any required System Status
Displays or record sheets for personal use only.
All artwork and images in this book were found on the internet and are assumed to be in the
public domain however they are property of their creators and in no way is claimed by the producers.
CIVILIAN AND MERCHANT MARINE SHIPS
Welcome to the Fleet Book for civilian, merchant marine, and support
ships. What you will find here is a series of generic designs for the
most common types of vessels that roam the space ways in Human
territory. Accompanying each SSD are model suggestions but players
should by no means feel constrained by these. They are presented
solely as suggestions.

Players will notice several of these ships have ‘Q-Ship’ versions. In


essence these are simply up armed ships. However, historically, Q-
ships were freighters with hidden weaponry designed to surprise
submarines and convoy raiders. Players my, at their option, rule these
ships be represented by normal freighters and their true nature kept
secret from enemy players until the ship either fires its additional
weapons and/or an enemy ship passes within 12mu of it.

Players are encouraged to submit their own designs and model


suggestions. We will be happy to include them here and will be
updating this publication periodically
VERY LARGE FREIGHTERS

GZG Dallas class refinery ship

GZG Peasmold waste recycling ship


Very large freighters are akin to the supertankers that once plied
Earth’s oceans. These great behemoths are a common sight
among large planets and important star systems. In times of war it
is not uncommon for ships of this type to be “requisitioned” by the
military for use in transporting troops, munitions and other
valuable war materials.

Though rarely seen, some ships are modified with additional


weaponry to help repel convoy
VERY raiders
LARGE or the occasional pirate.
FREIGHTER
VERY LARGE FREIGHTER
NPV 297 CPV 208 MASS 150
VERY LARGE Q-SHIP
NPV 412 CPV 397 MASS 150
LARGE FREIGHTER

GZG Bergen Starlighter freighter

Ravenstar Livery/mining ship

Large freighters are the most common ships encountered plying


the commercial space lanes and supporting military task forces.
During the Third Solar War, many were refitted as ‘Q-Ships’ to help
protect military merchant convoys. After the war, many were sold
off to private companies with their weaponry intact, and more
than a few of those have found their way into less savory
organizations.
LARGE FREIGHTER
NPV 200 CPV 127 MASS 100
LARGE Q-SHIP
NPV 276 CPV 235 MASS 100
MEDIUM FREIGHTER

GZG Tradewind II cargo ship

Ravenstar Sparrow freighter

Medium freighters do not carry enough cargo to meet the needs


of large star systems but are quite commonly seen transporting
important goods to smaller systems. Many are privately owned.
Numerous governments also employ them to ferry less critical
items, mail for example, to and from various worlds.

Many freighters have been modified by their owners with


additional weapons. This is most common in frontier systems
where naval assets are spread thin and not able to properly
protect the shipping lanes.
MEDIUM FREIGHTER
NPV 101 CPV 58 MASS 50
MEDIUM Q-SHIP
NPV 146 CPV 113 MASS 50
LIGHT FREIGHTER

GZG Glow-worm Free trader

Ravenstar Rising Star


Light freighters are a common sight in Human space. Most are
privately owned, and fulfill an important role: delivery of small
cargoes that the major shipping lines are not interested in
handling. Most of these ships are fully streamlined to enable
planetary landings, and generally do not require landing facilities.

Light freighters tend to be armed due to the ever-present danger


of piracy in the fringe areas they frequently operate in.
LIGHT FREIGHTER
ARMED PRIORITY TRANSPORT

Iron Wind Metals Inazuma corvette

Brigade British Lance class frigate

These small transports are used to ship valuable or high priority


cargoes. They tend to be well armed to discourage attack, and
ARMED
usually carry security PRIORITY
troops as well. TRANSPORT
PRIORITY TRANSPORT (ARMED)

This ship is used to transport valuable or high priority cargo. It is


armed with submunition packs and beam weapons to discourage
attack, and has a substantial troop complement to resist boarding
ARMED PRIORITY TRANSPORT
attempts.
MERCHANT MARINE ESCORT CARRIER

GZG Tradewind II cargo ship

GZG Crenshaw penal transport

These extremely rare ships were built during the Kra’Vak war to
assist convoys needing fighter cover against the fast moving
corvette raiders often employed by the enemy.

Though capable of performing their mission, the ships are fragile,


and do not stand up well to enemy fire.
MERCHANT MARINE ESCORT CARRIER
NPV 284 CPV 228 (+fighters) MASS 100

This ship’s hangars are subject to the ‘Critical hits to hangar bays’ rule.
DEEP SPACE PASSENGER LINER/TRANSPORT

GZG Princess class passenger liner

Ravenstar Anderson transport ship

These ships are the largest vessels designed solely for transporting
passengers. Some ships are luxurious space liners while others are
basic colony transports. A few are even owned by large sporting
teams for use by the players and training staff.
DEEP SPACE PASSENGER LINER/TRANSPORT
NPV 108 CPV 70 MASS 46
PRIVATE YACHT

GZG luxury space yacht

Space yachts are a vessel commonly seen in wealthy star systems,


but may be encountered in nearly any system. Normally owned by
the very rich, they are typically lavishly fitted and equipped. Most
have a limited cargo capacity that may be used to extend flight
time and hold passenger’s personal goods.

They are typically unarmed, relying on naval patrols to keep them


safe. They normally have boat bays for small craft.
PRIVATE YACHT

This is a typical private space yacht. Normally used for sightseeing


or personal pleasure, it is a common sight in wealthy star systems.
It is unarmed, relying on its improved sensors to stay out of
trouble. It also carries 2 small craft.
SC
SCIENCE VESSELS

Ravenstar Thunderchild light carrier

Ravenstar Medb escort

These ships are intended for long range scientific exploration.


They are partially streamlined and can refuel themselves in a gas
giant atmosphere. They also carry a variety of small craft for
scientific purposes.

They carry cargo holds outfitted with collapsible fuel bladders, and
the holds may carry any combination of fuel and supplies.
SCIENCE VESSEL – LONG RANGE

This ship is the larger of the two commonly seen types of


exploration vessels.

The missile launcher has a capacity of 6 mass, and normally carries


12 long range scientific probes in place of 2 salvoes of long range
missiles. The probes may be launched singly. In wartime these
ships may be loaded with normal or long range Salvo missiles.

It has solar panels arrays to reduce fuel use while exploring.


SCIENCE VESSEL – LONG RANGE

This ship is the smaller of the two commonly seen types of


exploration vessels.

The missile launcher has a capacity of 6 mass, and normally carries


12 long range scientific probes in place of 2 salvoes of long range
missiles. The probes may be launched singly. In wartime these
ships may be loaded with normal or long range Salvo missiles.

It has solar panels arrays to reduce fuel use while exploring.


FTL TUGS

Sparta Sorylian Kestros desroyer (small FTL tug)

Spartan Sorylian Falcata class cruiser (large FTL tug)

These ships are used for transporting non-FTL ships between star
systems. These may include system defense boats, freighters,
prospecting ships, ore extraction facilities, private yachts, and
other civilian ships.

In wartime, these ships are frequently requisitioned by the various


governments to transport cargo containers, troop transports,
system defenses, and other supplies.

Each ship has a FTL tug rating listed on the SSD; ships being carried
dock to the FTL tug during transport.
FTL TUG (LARGE)
FTL TUG (SMALL)
DEEP SPACE SALVAGE AND REPAIR TUG

GZG Lady Christina salvage ship

Ravenstar Airmid mobile repair ship

Deep space salvage and repair ships are critical to any navy and
civilian shipping concern. Most are privately owned, with their
proprietors leasing the ships to various government agencies as
the need arises. A few of these vessels have gone rogue over the
years and ply the space lanes looking for abandoned or crippled
ships to strip and plunder.
DEEP SPACE SALVAGE AND REPAIR TUG
NPV 287 CPV 246 MASS 112
FLEET REPAIR DOCK

Ravenstar Forge class repair station

Spartan Valhalla research station

Fleet repair docks are the life blood of naval task forces. These
large ships will follow closely behind the fleet, repairing badly
damaged ships and getting them back into the fight.

Many also have extensive hospital facilities able to stabilize badly


injured crewmen until they can be transferred to dedicated
FLEET REPAIR DOCK
medical ships.
FLEET REPAIR DOCK
NPV 613 CPV 565 MASS 320
FUEL SCOOP AND TANKER

This is a one of a kind scratch built miniature, but it is included as an


example of what a typical ship would look like. Players will have to
build or purchase an appropriate miniature for this ship.

Fuel scoop and tanker ships serve a vital role: gathering and
processing hydrogen and anti-hydrogen slush fuel. They operate
by diving into a nebula, and by use of a large ramscoop (highly
focused magnetic fields forming a “scoop”) and a massive particle
accelerator, convert nebular gasses into fuel.

The ramscoop field does come with its own risks; any vessel in the
path of the field will suffer severe crew casualties and systems
damage, and so such ships normally operate alone. Much of the
time, they operate with a naval vessel in nearby attendance to
reduce the risk of piracy.
FUEL SCOOP AND TANKER
RULES FOR FUEL SCOOP AND TANKER SHIP

The ship is designed to fly thorough nebulas and scoop up hydrogen


for conversion into fuel. Half of the hydrogen is compressed for use as
hydrogen slush fuel, and the other half is converted into anti-hydrogen
slush fuel. A ship will need to refuel from both a hydrogen and
antimatter tank to complete the fueling process.

Each fuel tank contains 16 units of fuel. The players may decide among
themselves how much fuel a given ship needs, and how long the
refueling process takes. Do this before the game begins. The fuel
tanks are damaged on threshold hits like any other system.

Underneath the antimatter tanks are two check boxes. If BOTH boxes
on a given antimatter tank are destroyed, the tank loses containment
(unless fully empty), which will immediately destroy the ship. If the
ship is destroyed by reactor breach or checking off the last damage
point box, the ship also explodes immediately due to loss of
containment. When the ship explodes, all units and ships within 3"
take 200 points of damage (screens are ineffective at reducing this
damage). All units between 3" and 6" away take 100 points of
damage, and units between 6" and 9" away take 50 points of damage.

The ramscoop is represented by a large spinal mount icon. It cannot


be fired as a weapon per se. However, it does have the following
effects upon ships that enter its area of operation due to the
extremely powerful magnetic fields generated by the ramscoop. The
area of operation is defined as being inside the Fore arc of the ship,
out to a distance of 12". The ramscoop may be turned on or off by
noting the change of status in the Write Orders Phase. All fighters and
missiles are immediately destroyed upon entering the area of
operation. Ships or bases take the following damage:

If the ship has operating screens, then every system on the ship must
make an immediate threshold-5 die roll upon entering the field during
the Movement Phase (i.e., roll a D6 for each system and a result of 5
or 6 indicates that the system is destroyed). Each turn that the ship
remains inside the area of operation, repeat the threshold-5 check
rolls.
If the ship does not have operating screens, then make the above
threshold-5 checks, PLUS it takes additional crew losses. Measure the
range between the ship and the ship mounting the ramscoop. If the
ship is between 0 and 3" away, it takes 4D6 crew losses immediately.
If it is over 3" but less than 6" it takes 3D6 crew losses. If it is over 6"
but less than 9" it takes 2D6 crew losses, and if it is over 9" and up to
12" away, it takes 1D6 crew losses.

If a ship enters the area of operation during the movement phase with
operating screens, but loses all of its screens due to combat damage
or a failed threshold-5 check, it takes crew losses as above during the
End Phase.

The ship has a modified frigate hull attached to the fuel ship, which
operates as the ship’s Command Module. While it is attached, most of
its systems do not operate (but may be damaged by threshold checks)
with the following exceptions: Enhanced Sensors. Note that there are
additional damage boxes to the right of the normal ramscoop damage
boxes. These represent the attached Command Module. Score
damage against the Command Module as you would with a regular
ship - after you reach the end of the damage row on the ramscoop
hull, score damage from left to right against the Command Module.

The Command Module has 1 crew unit, and the ramscoop has 6. There
are no crew accommodations on the ramscoop, so the Command
Module has passenger quarters for the 6 additional crew units. The
Command Module may detach from the ramscoop hull if necessary.
Write down the order "detach" during the Write Orders Phase. During
the rest of the turn, the ship may perform no actions other than to
move straight ahead at its current velocity. During the End Phase, the
Command Module's systems become operational and it may then be
used as any normal ship.
POLICE AND CUSTOMS CRUISERS

Silent Death Stinger ship miniature

Ravenstar Zeon frigate

Police ships perform an important role in managing space traffic.


They also defend against piracy. There are many varieties of police
ships, and this is merely a small sample of possible vessels that
might be encountered.
POLICE SHIP, STEALTHED

This ship is well equipped with beam weapons and has Stealth-2
added to its hull to reduce the chances of being hit. It is also
equipped to board ships and arrest the crew as necessary.

Some systems alter the weapons mix, but this is a typical vessel.
POLICE SHIP (POORER SYSTEM)

This ship is used by poorer systems, removing the stealth features


to save on cost, and replaces the Beam-3 with a one shot Salvo
missile launcher.
POLICE FLAGSHIP

This ship functions as a command and control vessel, coordinating


the movements of many police vessels. It has a screen and light
armor to improve survivability. It also mounts an enhanced sensor
to improve detection and tracking.
POLICE AND CUSTOMS CUTTER
NPV 143 CPV 119 MASS 42

This is an uncommon design, frequently encountered on the


fringes of Human space. It is equipped with EMP beams to assist
in capture of law-breaking vessels.
POLICE STATION

Ravenstar Jansen Research station

Police stations serve an important role in maintaining system


space traffic. They serve as resupply and repair points, as well as
facilities to house prisoners and maintain a police presence in a
given area.

There are several designs, but this one is typical.


POLICE STATION

This station serves as a resupply and maintenance base for police


ships. It also houses prisoners for transport to more secure
facilities for trial.

A squadron of assault shuttle is normally carried but some


systems prefer to base a squadron of standard fighters instead.
SUBLIGHT UNITS

Space Yacht

Asteroid prospector

Sub light units comprise the majority of space vessels that are
encountered in star systems. From asteroid prospecting ships to
ore extraction facilities, to system tugs for moving around bulk
cargo, to freighters hauling freight in-system, to private pleasure
yachts, there are a vast variety of ships that may be encountered.

There also exist a number of sub light system defense ships, but
these will be covered in a future supplement.
VERY LARGE FREIGHTER (NO FTL)
NPV 243, CPV 47, MASS 132
LARGE FREIGHTER (NO FTL)
NPV 164, CPV 92, MASS 88
MEDIUM FREIGHTER (NO FTL)
NPV 83, CPV 43, MASS 44
PRIVATE SURVEY / PROSPECTING SHIP (NO FTL)

Brigade Light freighter

Ravenstar Goliath refinery ship

These small ships are the lifeblood of the asteroid mining industry.
They seek out and mine small deposits of ore, and bring the ore to
ore extraction facilities for smelting and transport to market.
PRIVATE SURVEY / PROSPECTING SHIP (NO FTL)
ORE EXTRACTION FACILITY

Ravenstar EC-5 space factory

Ore processing facilities receive ore from asteroid prospector


ships and smelt it down into useable metals and volatiles. They
hold the finished product for shipment via freighter to an
industrial world.
ORE EXTRACTION FACILITY
SYSTEM TUG (NO FTL)

GZG tractor unit (tug)

System tugs are used to move heavy loads around a star system.
They typically move ore extraction facilities into a new mining
area, or re-position a small asteroid into a more convenient orbit.

They can also be used to move damaged ships out of danger or


bring them back to port for repair.
SYSTEM TUG (NO FTL)

This ship is used to move heavy loads around. It may move up to


560 mass @ thrust-1.

Damaged ships may dock to the tug and be moved in the event of
drive damage.
SYSTEM POLICE SHIP (NO FTL)

This ship carries out the usual police duties, but because it has no
FTL drive, it is restricted to a single star system. Its engines have
been enlarged, giving it higher thrust. It retains the stealth feature
of its FTL-equipped cousin.
SYSTEM POLICE (POORER SYSTEM, NO FTL DRIVE)

This ship carries out the usual police duties, but because it has no
FTL drive, it is restricted to a single star system. Its engines have
been enlarged, giving it higher thrust. It removes the stealth
features to save on cost, and replaces the Beam-3 with a one shot
Salvo missile launcher
SYSTEM POLICE FLASHIP (NO FTL DRIVE)

This ship functions as a command and control vessel, coordinating


the movements of many police vessels. It has a screen and light
armor to improve survivability. It also mounts an enhanced sensor
to improve detection and tracking. It has no FTL drive, and is
restricted to a single star system
PRIVATE YACHT (NO FTL)

This is a typical private space yacht. Normally used for sightseeing


or personal pleasure, it is a common sight in wealthy star systems.
It is unarmed, relying on its improved sensors to stay out of
trouble.

This version lacks a FTL drive and is restricted to in-system use.

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