FULL THRUST: PROJECT CONTINUUM


Full Thrust Draft Final Draft (3)
FULL THRUST PROJECT CONTINUUM version 1.1.4 April 2017

Errata for version 1.1 26 APRIL 2017

UPDATE April 16 2017: Version 1.1.4 has been posted!  Correction is to the rules for mines, that was overlooked.  Also included some minor changes to ordinance using fighters and gunboats.   Check the Errata document for a quick review of the updates.

For those of you that would like hard copy of the rules here is a link to The Book Patch.  The book Patch is a printing service we posted the PDF to.  We dont make any profit on the sale so you are buying the book at cost +shipping directly from the printer.  (Ok, technically we make 1 penny on each book because Book Patch requires authors to charge at least that much over what it costs BP to print it). 

http://www.thebookpatch.com/BookStore/full-thrust-project-continuum-v114-(april-2017)/238384a8-4846-496b-84bf-62428220128e

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And something special from Jono Burch!  He put in a ton of time building a Full Thrust Tabletop Simulator on Steam.  Check this out, its super cool!  Many thanks to Jono for creating it!   If you have any questions abt it, email him here jono.burch@gmail.com

Click link below for the site

http://steamcommunity.com/sharedfiles/filedetails/?id=922201275

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Cool-house-rules- 26 APRIL 2017

Cool-house-rules- 13 MARCH 2019

Also be sure to take a look at a small collection of house rules players have sent us.  I hope to grow this document over time.  Keep sending us the rules your group uses!

I am pleased to finally announce the release of Full Thrust: Project Continuum! This project has almost taken on a life of its own with so many of you contributing and occasionally commenting on this as work it went along. This truly is a rule book by gamers for gamers. I’d like to thank all of you for your ideas, feedback, submissions, support and encouragement. When reading through this keep in mind that this is an ‘amateur’ publication and as such may contain several (of more than several) typos, errors and just plain “ooopsies”. It is for that reason we recommend you do not get it printed just yet. If you find any such errors let us know. We’ll leave the document up for a few months waiting for your feedback and then make any corrections all in one shot and then re-release it as edition 1.1. What sort of feedback are we looking for? Any typos or grammatical errors, any rules that may be written in a confusing manor or an example that perhaps could be made more clear. Every effort was made to ensure the different systems in this rule set are balanced with each other. Even so there will be players out there who will come up with combinations of offensive and defensive systems that we didn’t think of and may seem over powering. Game groups should make every effort to police themselves when situations like this arise. For example- in our group we typically do not allow players to use fighters and gun boats in the same fleet. Your group may not see that as “cheesy” as we do. So, what we are not looking for in feedback is, for example, “Phasers are too over powering.” or some such. If you find that to be the case simply do not use them or modify them to your taste. We would also like to see your SSDs! This, to me, is the most exciting kind of feedback. We will be setting up a ‘Tab’ on our website for player submissions. We look forward to hearing from all of you. Any and all comments welcome! Watch the stars!!!

26 thoughts on “FULL THRUST: PROJECT CONTINUUM

  1. Thank you and your compatriots and playtesters very much for your work. Full Thrust feels most complete with this latest compilation; all of the best of the variants are now a cohesive whole. I’d love to see your book spark a huge resurgence of FT play and cool scratchbuilt miniatures. I’m itching to create a few fleets of ships myself, and get others interested in fighting some “franchise vs. franchise” battles!

    Liked by 1 person

  2. Thank you for pulling all the different versions together into one document! I’ve got several friends who are interested in playing after seeing me reading the rule book and talking about space combat. I think the clean, single-document presentation vs my home-printed frankenstein monster of old rules, notes, and community ideas had a lot to do with convincing them. Keep on keeping space gaming alive!

    Liked by 1 person

    • In the long run yes but that will probably be a very far off project. For now fleet book 2 still provides all the rules you would need to run any bio-fleet and those rules are still very solid even when played against ships built from the Project Continuum rules

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  3. So I’m not sure where else to report this, but Rocket Fighters exist in the Imperial Tech Base list… and no where else in the book at all. They probably should be either added in with the rest of the fighters or taken out of the Tech Base list?

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      • Aaaand… I just noticed that the same issue applies to EMP Fighters when I tried to buy them for a thing I was working on and then couldn’t find them in the book. And now that I’m actively looking for this issue after running into that, I notice that Needle Fighters are in the tech list but not in the book as well.

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      • Wooops….probably time to fire the editing staff! Oh…that’s me…heh. Another good catch. EMP fighters were something we wanted to include but never had the chance to fully play test. Needle fighters were considered but dropped as too easily abused even for a fluid game system like Full Thrust. I have added EMP fighters to the “Cool House Rules” document found on the same page as the main rule book (scroll down). Since they havnt been play tested feed back would be appreciated.
        Sorry it took so long to respond to ur message. Its been a crazy busy past few days. Thanks!!!

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  4. Hi, first of all thanks for your work Jim. I know the phalons are not very popular, is this the reason to not add the vapor shroud in the rules 🙂 ? Any posibility to make a revision on the phalon or kravak fleet and rules next year?
    I want to specially thank jeffkozell for the narn flet book, great work

    Liked by 1 person

    • I’ll pass the compliment on to Jeff, the Narn book is awesome I think. The fleet is brutal to play against.
      No plans for a Phalon or Kravak book. The Kravak are pretty tough as is – I have a fleet with a pretty good win/loss ratio and I use the SSDs right out of FB2

      Liked by 1 person

  5. Hi, first of all thank all of you for your work and all you do for keeping full thrust alive.
    The question is why arent vapor shrouds in the compendium? Any posibility of see a Phalon book in the next year?

    Liked by 1 person

    • Hey, sorry it took so long to get back to you. I totally forgot 😦
      Vapor Shrouds were left out for lack of testing with any of the new systems. Plus and none of really thought anyone used them so they didn’t get a priority. We intended to add them to a Bio Ship supplement since the things seemed to fit that more thematically.
      All that aside tho you should be able to incorporate them yourself using the stats and points as published in Fleet Book 2.
      Try them out in a few games and let us know how it went. You can get feed back on the Face Book group too. If everything works ok in ur play testing we’ll add them to the House Rules Document.

      Thanks for taking the time to message and glad you like our work!
      Jim

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  6. I return with a new question. For the Point Singularity Spinal Weapon, damage is described as working thusly. “Against ships the damage per hit is 1d6 per 50 mass of ship. So if two hits were scored against a mass 100 BC it would suffer 2d6 damage.”

    This does not seem to add up. Should that be ‘suffer 4d6 damage’ or is it actually 1d6 per 100 mass of ship?

    Liked by 1 person

  7. That could have been worded better. If we ever do a rewrite Im dumping the whole BD convention and just spelling out what a weapon does.
    SO, better example- you hit a 100 mass ship. First roll 2D6 to see how many hits you generate just like you would for a Beam Weapon. Then whatever the result is you roll that number of D6s to get the actual damage you do to the target. In the case of 100 mass ship example you are rolling 2D6 damge for each hit.
    Say you initially roll a 5 and 4. That would be two hits. Against our 100 mass ship you would roll 2D6 for each of those hits so 4D6 total.
    Whatever is rolled is straight damage, like a salvo missile so if you roll a 4 and a 5 the target would check off 9 hull boxes. The weapon bypasses all defenses.

    Are you in the Full Thrust face Book group? If yes you can often get rule answers much quicker than my snails pace of answering emails 😦

    Hope that explanation helps!

    Liked by 2 people

    • Thanks for the explanation. I am however one of those rare souls whom have never gotten a facebook account however, nor do I plan on doing so unless something forces me to get one, so that group remains a mystery to me. ^_^;

      I used to be in the Yahoo Group, but, well, Yahell has proven it’s true name forevermore.

      Liked by 1 person

      • I hear ya. Im not a big fan of social media either. More of a necessary ‘evil’ I guess. Its abt the only way Ive been able to keep in touch w ppl I worked with in Iraq.
        Its too bad yahoo did away with their groups tho I understand why.
        As long as you don’t mind the time it takes for us to answer questions here feel free to ask anything anytime.

        Thanks!

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