Full Thrust: Project Continuum

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Full Thrust: Project Continuum Full Thrust Project Continuum The next Cross Dimension Jim Klein Clint Kozell Hugh Fisher Jon Tuffley Updated January 2016 Version 1.1.3 Original Full Thrust designed and written by: Jon Tuffley Cross Dimensions developed by: Hugh Fisher Thanks to the Emerald Coast Skunkworks crew, Clint Kozell, Kelsey Sealey, Barry Kiker, and Thomas Beliech. To our play testers and evaluators, Ben Blohn, Liam Thompson, Aaron Gimblet, Dean Gundberg, and to everyone who contributed ideas or feedback. Also to Jon Tuffley and GZG for permission to distribute this book, and to Hugh Fisher for granting us permission to re-write his original Cross Dimension Rules and combine them with Continuum. This does not mean that they agree with everything (or anything) that we’ve done! Also, a special thanks to William Stec for all his diligent work in editing this and putting up with all my fussing. Without his diligent work this project would never have been accomplished. Cover art by J. Gaskins Designs. Interior Graphics by Harold Crossley, Ship Construction Table provided by Nigel Belmont Timeline Continuation by James Louis Butler III This version would not exist without the earlier inspiration and hard work of Jon Tuffley and all the previous contributors to Full Thrust. Table of Contents Disclaimer ........................................................................................................................................................... 10 1.1 From the author .......................................................................................................................................................... 10 1.2 Playtest credits ........................................................................................................................................................... 10 1.3 Introduction ................................................................................................................................................................ 10 1.4 For new players .......................................................................................................................................................... 11 1.5 How to use this book ................................................................................................................................................. 11 1.6 Playing equipment ..................................................................................................................................................... 11 Playing area .................................................................................................................................................................................. 11 Space ship models ........................................................................................................................................................................ 12 1.7 Dice ............................................................................................................................................................................ 12 Die Roll Modifiers (DRMs) .......................................................................................................................................................... 13 1.8 Measurements ............................................................................................................................................................ 13 1.9 Updates ...................................................................................................................................................................... 13 1.10 Final thoughts! ......................................................................................................................................................... 13 2 Rules overview .................................................................................................................................................. 14 2.1 Distance and direction................................................................................................................................................ 14 Heading ......................................................................................................................................................................................... 14 2.2 3D, or not 3D? ........................................................................................................................................................... 14 2.3 Ship classifications .................................................................................................................................................... 15 Mass .............................................................................................................................................................................................. 15 Points ............................................................................................................................................................................................ 15 Classes .......................................................................................................................................................................................... 15 2.4 Ship System Status Display ....................................................................................................................................... 16 2.5 Game turns ................................................................................................................................................................. 16 Resource management .................................................................................................................................................................. 16 2.6 Sequence of play ........................................................................................................................................................ 17 Variations ...................................................................................................................................................................................... 18 Information ................................................................................................................................................................................... 18 3 Cinematic movement ....................................................................................................................................... 20 3.1 Ship movement .......................................................................................................................................................... 20 Velocity ......................................................................................................................................................................................... 20 Course ........................................................................................................................................................................................... 20 3.2 Thrust ratings ............................................................................................................................................................. 21 3.3 Advanced Drives ........................................................................................................................................................ 21 Typical thrust ratings .................................................................................................................................................................... 21 3.4 Making course changes .............................................................................................................................................. 22 3.5 Orders......................................................................................................................................................................... 23 Halted ships .................................................................................................................................................................................. 23 Double course change ................................................................................................................................................................... 24 3.6 Emergency thrust (optional)....................................................................................................................................... 24 3.7 Squadron operations .................................................................................................................................................. 25 3.8 Collisions ................................................................................................................................................................... 26 3.9 Ships leaving the table ............................................................................................................................................... 26 3.10 Vector movement ..................................................................................................................................................... 26 4 Cadet Training .................................................................................................................................................. 27 4.1 Beam weapons ..........................................................................................................................................................
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