High Resolution Full Thrust
Fine Grain Full Thrust
Gritty Full Thrust

An adaptation of the Full Thrust rules to make single ship duels and small escort group battles practical.

Chris "Laserlight" DeBoe restarted work on this with the directional damage/Hull Block concept, and the system is now very different from (and better than the original) version.

All FT2.5 rules apply with the following changes:

High Resolution Full Thrust (HRFT)
NILL version 1.4  

Change Log

Transfer to WDA, Editing
Mods to VTIF, Fighter CEF
“Mid-turn fire only”option in Cinematic
“VTIF” firing in Vector
SCC: Clarification of Computer core system
SOM: Damage control scaling for smaller ships
DTS: Wording changes to simplify – use term “stripped” for fully damaged Hull Block.
SCC: Small Ships and Uneven Hull Blocks
SOM: Folded Damage control Mods into this section; Added optional weapon overload rule; PDS vs. ships clarification.
MTS: Ship to ship fire simulteneity

NOTE: In several places the wording is awkward and will need clarification/simplification.

NOTE: Terms in Italics are systems/rules modifications listed in the Weapon and Defense Archive (WDA)

Ship Construction/Conversion (SCC)

 Ship construction rules follow normal FT2.5 rules. To convert a ship to High-Res equivalent:

  1. Multiply total hull by 3, then divide by 6. Whole number amounts are evenly distributed in six Hull Blocks around the ship corresponding to the standard 6 fire arcs. Any remainder (3 hull for odd starting hull numbers). Is distributed evenly in the FP/F/FA arcs. Armor is multiplied and distributed in the same way.
  2. Crew/Damage Control units are not mixed in the Hull Blocks. The total number of units is made into its own block, with the last unit inverted in color (white on black).
  3. Systems are grouped by arc facings.
  4. Example ships:

HRFT Hattin


Modified Turn Sequence  (MTS)

  1. Write Orders (+Screen settings, and Tracking and other optional rules), for all ships
  2. Declare Screen settings, speed and other items for the turn
  3. Roll for initiative
  4. Move fighter groups 1/2 movement
  5. Launch Ordinance (Salvo Missiles /Plasma Bolts, etc) and place at final target point
  6. Move ships to halfway point of their movement
  7. Allocate small unit attacks
  8. Point Defense Fire (including Heavy weapons as Point Defense)
  9. Missile and fighter attacks (Fighter attacks cost 2 CEF)
  10. Ships fire weapons not used as PDS in step 8. Ship to ship weapon fire is considered simultaneous.
  11. Roll initiative
  12. Move fighter groups second 1/2 movement (even if they have fired on step 8)
  13. Launch Ordinance. These will allocate and attack on steps 7-9 of next turn.
  14. Complete ship movement.
  15. Allocate small unit attacks  
  16. Point Defense Fire (Including heavy weapons as PDS if not used in step 8). PDS may fire at both steps 8 and 16.
  17. Missile and fighter attacks
  18. Ships Fire weapons that were not used in steps 8, 10, or 16. Ship to ship weapon fire is considered simultaneous.
  19. Turn end

NOTE1: The “split turn” makes for additional tactical considerations of when to fire weapons – since you only get one shot on any given turn. Even though main wepons have 4 fire opportunities per turn, ships are limited in actual opportunities by number of firecons, which can only be used once per turn.
NOTE2: Firecons may  track one target per turn. This allows Port weapons to fire on the first half of the turn, and starboard weapons to fire at the same target if it crosses to that facing in the second half, but the same firecon may not switch targets during a turn.

VARIATION1: A step could be inserted between 10 and 11 for “Emergency Maneuver” where any unused thrust from step 1 may be plotted and declared to execute Hard About, Extreme Maneuver, or other special movement rules.
VARIATION2: Cinematic Only. Mid-turn ship fire.

VARIATION3: Vector Only. Vector Turn Integrated Fire (VTIF)

System Operation Modifications in HRFT (SOM)

  1. Screens provide 6 points of screening per level. Covering one arc at level 1 costs one screen point. Covering one arc at level 2 costs 2 points. Covering one arc at level 3 (if bringing level 3 screens in from FT) costs 6 points.
  2. Firecons may only be used against one target per turn, for targeting enemy ships or small units.
  3. Fire through Aft arc is permitted at all times. If the Main Drive is used for either linear thrust or maneuver targets through the Aft arc are treated as if they have Stealth Level 2 (I.e. weapon range bands are effectively 2/3 of the normal –> Beams = 8MU/band). For Aft arc fire vs. ships with Stealth, the effect is additive (i.e. Aft fire vs. Stealth II = 2/3 of 2/3 (rounded up) for 6 MU/Band.
  4. PDS firing against ships at the half-turn may not fire again vs. ships or fighters for the rest of the turn. PDS firing vs. fighters at the half-turn may not fire at ships at the end of the turn.
  5. Fighers have 12 CEF standard. Secondary moves cost 1 CEF, attacks cost 2 CEF.
  6. Damage Control Modifications
  7. OPTIONAL: Weapons that fire faster than their standard rate of fire (e.g. Beams that fire at the end of turn X (steps 16 or 18) and mid-Turn on Turn X+1 (steps 8 or 10) roll a threshold at their worst arc Hull Block level due to “overload”.

Damage to Ships  (DTS)

  1. Incoming fire direction is determined for each attacking ship/unit. The “direct line” is the line from the attacking unit/detonation point/etc. to the target ship. The “facing arc” is the arc on the target ship facing the direct line. “Adjacent arcs” are the arcs to either side of the facing arc.
  2. Damage from a given arc direction is taken off the Hull Block facing that direction. Armor and Hull conventions from standard FT apply.
  3. When a threshold is reached for a given Hull Block:
  4. If more than one Hull row is fully damaged from one attack (one ship, Fighter wave, missile barrage, etc.) then the Threshold level is one worse than the highest level completed.
  5. When all boxes in a Hull Block are marked as damaged, (i.e. the Block is “stripped”) it thresholds as in 3 above. Any further damage is applied to both adjacent Hull Blocks. E.g. if the F arc Block is stripped and 2 more damage is taken through the F arc, both the FP and FS blocks take 2 damage each. This “cascade” damage bypasses any armor on adjacent Blocks.
  6. If one damage source strips one Hull Block and thresholds one or more adjacent Hull Blocks, the in-arc systems from the incoming fire threshold at the level of the destroyed Hull Block, the Core system block thresholds as one better, and the rest of the ship’s systems take a standard threshold at the level of the adjacent Hull Block’s damaged row.
  7. If the Hull Block adjacent to incoming damage is also stripped, any cascade damage goes to the next Hull Block over.
  8. If all the Hull from all Blocks is destroyed, the ship is destroyed.  Roll 1d6. If the roll is greater than the “overkill”, the ship remains intact and possibly salvageable. A roll of 1 always indicates destruction.

Additional  Maneuver rules for HRFT

Roll. In HRFT, the roll takes effect after mid-turn (step 14)

Corkscrew. As in WDA. In HRFT, the ship is considered “rolled” at mid-turn and “right-side-up” at the end of turn firing.  The d6 to determine end-turn roll state still takes place.

Redlined Engines as in WDA (+33% or +50% to effective thrust. Whichever  works best). In HRFT,  ships may be redlined at mid-turn, but only get 1/2 (round down) the additional thrust.

Hard About as in WDA. In HRFT, Hard About can be added to maneuver plot after mid-turn if enough un-allocated thrust is available.

Extreme Maneuvers as in WDA. IN HRFT, EM can be plotted/activated with un-allocated thrust after mid-turn.

Dead Rotate or Driveless Rotate as in WDA. In HRFT, the rotation happens during step 14 of the turn, after the mid-turn actions.

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Last Update December 21, 2002, NRI