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Page 1: JANE’S FIGHTING - WordPress.com · JANE’S FIGHTING STARSHIPS Human Civilian and Merchant Marine ships 2165- 2194 Full Thrust- Fleet Book
Page 2: JANE’S FIGHTING - WordPress.com · JANE’S FIGHTING STARSHIPS Human Civilian and Merchant Marine ships 2165- 2194 Full Thrust- Fleet Book

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.

Page 3: JANE’S FIGHTING - WordPress.com · JANE’S FIGHTING STARSHIPS Human Civilian and Merchant Marine ships 2165- 2194 Full Thrust- Fleet Book

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

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VERY LARGE FREIGHTERS

GZG Dallas class refinery ship

GZG Peasmold waste recycling ship

VERY LARGE FREIGHTER

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 raiders or the occasional pirate.

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VERY LARGE FREIGHTER NPV 297 CPV 208 MASS 150

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VERY LARGE Q-SHIP NPV 412 CPV 397 MASS 150

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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.

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LARGE FREIGHTER NPV 200 CPV 127 MASS 100

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LARGE Q-SHIP NPV 276 CPV 235 MASS 100

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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.

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MEDIUM FREIGHTER NPV 101 CPV 58 MASS 50

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MEDIUM Q-SHIP NPV 146 CPV 113 MASS 50

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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.

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LIGHT FREIGHTER

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ARMED PRIORITY TRANSPORT

Iron Wind Metals Inazuma corvette

Brigade British Lance class frigate

ARMED PRIORITY TRANSPORT

These small transports are used to ship valuable or high priority

cargoes. They tend to be well armed to discourage attack, and

usually carry security troops as well.

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PRIORITY TRANSPORT (ARMED)

ARMED PRIORITY TRANSPORT

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

attempts.

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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.

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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.

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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.

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DEEP SPACE PASSENGER LINER/TRANSPORT NPV 108 CPV 70 MASS 46

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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.

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PRIVATE YACHT

SC

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.

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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.

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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.

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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.

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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.

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FTL TUG (LARGE)

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FTL TUG (SMALL)

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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.

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DEEP SPACE SALVAGE AND REPAIR TUG NPV 287 CPV 246 MASS 112

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FLEET REPAIR DOCK

Ravenstar Forge class repair station

Spartan Valhalla research station

FLEET REPAIR DOCK

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

medical ships.

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FLEET REPAIR DOCK NPV 613 CPV 565 MASS 320

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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.

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FUEL SCOOP AND TANKER

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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VERY LARGE FREIGHTER (NO FTL) NPV 243, CPV 47, MASS 132

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LARGE FREIGHTER (NO FTL) NPV 164, CPV 92, MASS 88

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MEDIUM FREIGHTER (NO FTL) NPV 83, CPV 43, MASS 44

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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.

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PRIVATE SURVEY / PROSPECTING SHIP (NO FTL)

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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.

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ORE EXTRACTION FACILITY

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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.

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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.

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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.

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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

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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

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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.