Full Thrust
Full Thrust
Full Thrust
INTRODUCTION
This scenario is set in the rst war between the Twelve Colonies of
Man and their manmade enemy, the Cylons. Players will take control
of one BATTLESTAR each to join the ght on the side of the Colonies.
With its vast armament and the support of multiple squadrons of
Viper space superiority ghters, the colonial BATTLESTAR is a erce
opponent. It has to be, since the Cylons outnumber their human
enemy by far, both in ships and troops. These articial warriors have
only one goal: Extermination of all mankind.
So, step into the CIC, Commander!
Take up the ght for the survival of mankind!
So say we all!
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ABOUT THIS BOOKLET
This booklet was created by MECHWORLD.DE to supply you with everything you need to set
up your own game of BLOOD & STEEL. For your convenience, this booklet is separated into
two parts. The rst part comprises the background to BLOOD & STEEL while the second part
describes changes to the basic Full Thrust rules needed to play the scenario.
The Background section was created to deliver additional information about the setting in which
the scenario takes place to allow players to begin their journey into the BATTLESTAR GALACTICA
Universe.
The Scenario Rules section contains all special rules and instructions you will need to play
BLOOD & STEEL.
If you have feedback about BLOOD & STEEL or if you are looking for more information about
Full Thrust or our team, then head over to:
http://www.mechworld.de
Find us on Facebook for Making-of- and liveaction-pictures at:
https://www.facebook.com/mechworld.de
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TABLE OF CONTENTS
Introduction 3
The First Cylon War 7
The fallen Star 9
The Colonial Fleet 17
The Cylons 31
Scenario Rules 35
Table Setup 36
Special Rules Cylons 44
Special Rules Colonial Fleet 46
General Rules 48
Special Characters 49
SSDs 53
Imprint 59
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THE FIRST CYLON WAR
After the Cylon uprising rose, ghts were raging in all of the Twelve Colonies, in the cities and villag-
es, in the elds, in the skies. Amid all the destruction, chaos and suffering there was one thing that
gave us hope: The threat of a merciless mechanical enemy that caused so many casualties among
our friends, families and children, did what no politician had managed before. The twelve Colonies
overcame their differences and signed the Articles of Colonization to face the enemy together. In des-
perate battles, the Cylons where driven from most of our worlds. A strong Colonial Fleet was formed,
and as a symbol of our newfound unity we build twelve BATTLESTARs, one for each of our Colonies.
But the tides of war turned against humanity. As our losses mounted, our struggle became ever
more desperate. With a surprise strike we managed to reverse the Cylon advance for a time - but for
how long? Even if we can keep up the ght, will that mean a future in which we face a thousand years
of war? Or is it possible to defeat the Cylons once and for all? Even now there is word of the Cylons
gathering for a new offensive. And what about the rumours of a new Cylon super weapon?
We must continue ghting despite all odds so that our homeworlds will be free of the Cylon menace!
So say we all!
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THE FALLEN STAR
FINAL FLIGHT OF THE PACIFICA
A crackling voice rang in his head. Yo, Booker! Heads up, you got toasters chewin on your tail!
Bookers reflexes kicked in, trained in endless drills, as he fired up the afterburners of his Viper MKII.
In a quick manoeuvre, he swung his fighter around in a half turn, while still moving fast in its former
direction. First lesson you had to learn as a fighter jock after transitioning from aerial training to real
space flight: Forget the stuff you knew about atmospheric dogfighting.
The two raiders chasing him came up right in front of his ship and he opened fire as the reticule
turned green to confirm the target. Both Thraxon 30mm guns started their deadly work immediately
and two fiery lines cut into one of the Cylon raiders. The second raider broke the pursuit as its wing-
man ceased to exist in a large fireball. Nailed the frakker! he yelled into his comm while a little smile
brushed over his face. He switched to combat speed to pick up the pursuit of the second raider,
which was trying to outmanoeuvre him on his right flank. Booker took a quick glance onto his mission
timer. 36 minutes since he left PACIFICAs launch tube.
The words of the CAG during mission briefing came back to his mind. Alright people. This is going to
be a nice and easy extraction mission. PACIFICA is moving out to pick up some of our INTEL guys who
had to bail out of their current location and our job is to make sure the toasters wont crash our
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party! Well, apparently the Colonials were the ones crashing the Cylon party and the hosts sure
were pretty unhappy about this.
For some reason the raider he was pursuing decided to disengage from the dogfight and swung on
a course heading for PACIFICA. Booker was about to follow as his comm came to life once again: All
Vipers, PACIFICA. Stay clear of airspace sectors seven to ten to avoid enemy suppression barrage!
He quickly checked his position and broke the pursuit since his current course would lead him directly
into the devastating barrage that PACIFICA was about to lay out. That should take care of this raider.
While he altered his course, he got a look at PACIFICA. A BATTLESTAR was an impressing sight
when floating in space alone, but once one of those beasts engaged in combat it was both horrible
and beautiful to watch at the same time.
Somehow he always got the strange feeling of being home when he looked at this heavily armed and
armoured behemoth. As a fighter pilot you were on your own once you left your BATTLESTAR and it
was always like getting back home when you returned.
A bright flash stopped his thoughts abruptly. His vision cleared and he realized what just had
happened. Both Cylon Basestars engaging PACIFICA were hurling wave after wave of multi-kiloton
nuclear warheads at the BATTLESTAR in a seemingly unstoppable effort to burn PACIFICA to ashes.
Most of these missiles had been taken out by PACIFICAs defensive fire but more and more were
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getting though her defences as the Basestars tried to flank the large ship on both sides, forcing
PACIFICA to divide her fire.
PACIFICA has seen better days, were Booker thoughts as he turned his head away from PACIFICAs
already cratered hull. Water was leaking out of one of the port tanks, vaporising into an ice cloud form-
ing in the freezing cold of space. Several sections of the mighty battleship were burning and Booker
was imagining how the damage control parties were desperately trying to get the fires under control to
keep her operational.
All Vipers, PACIFICA actual. Focus attack efforts onto DRADIS contact Basestar 2. Stay clear of ship
to ship fire!
Okay people, you heard the old man. Regroup on my position. Time to take out some of those wire-
heads! It was the CAG once again. Booker was pushing his thrust control to max as the high pitched
warning of the proximity alert filled his cockpit. What the fra was the only thing he could bring out
as a raider came screaming down along his course, almost colliding with his Viper. Booker recovered
his fighter just to witness the Cylon raider crashing directly into stern section of PACIFICA in a huge
fireball, followed by several secondary explosions. Several of the BATTLESTARs batteries in the area
instantly fell silent. Damn, damn, damn! Guys, those frakker s are going suicidal one of the toasters
just crashed into PACIFICA by the gods
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Destroyed BSG 58 PACIFICA
Model by Christian Weinhold
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Hale Booker
Matheson
After a few minutes of radio silence during which internal explosions were shaking
the giant warship another transmission was broadcasted across all channels, no
military encryption. A message that all Viper jockeys feared the most: All personnel
abandon PACIFICA, abandon PACIFICA all fighters stay clear of PACIFICA airspace.
FTL is offline, port tylium depot was hit by impact, damage control is tryin... was the
final transmission received as a bright white flash appeared where PACIFICA was just
a second ago. Booker was not able to realize what was going on since his Viper was
immediately caught in the shockwave following PACIFICAs destruction.
Master caution was buzzing and all sorts of warning lights began flashing as Booker
desperately tried to regain control. Engine three was reporting major failure and the
Viper was losing speed so quickly that Booker nearly faded out by the resulting G-force
smashing his body into his pilot seat. Smoke was filling the cockpit quickly and a small
explosion on his left ripped the port gun and large parts of the attached wing off the
fuselage. Only one thing left to do. He grabbed the lever between his legs and pulled
so hard that he was afraid to rip it out of his seat. A small blast blew the cockpit cover
away and the next thing Booker felt was the massive acceleration of the seats thrust-
ers pushing him out of his Viper only a second before it burned in the heat of exploding
tylium. It took him several minutes before he was able to get hold of reality.
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He saw what was happening right in front of him but he could not believe it. PACFICA was no more.
Instead, large parts of wreckage slowly drifted apart while the last oxygen leaving the dying hull fed
infernal fires burning the remains of the once mighty BATTLESTAR. He watched the scenery caught
in disbelief. He would have not been able tell how long he drifted there watching PACIFICA ending as
his own pilot suit oxygen warning indicated a substantial loss of pressure. He couldnt care less as
sadness and loneliness began to rise in him.
A bright light blinded him. At first he thought the high CO2 level made him see things. The last thing
he saw was the silhouette of a raptor right in front of him as darkness filled his head.
Author:
Sascha Magicker Keunecke
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THE COLONIAL FLEET
The eet is the Twelve Colonies foremost line of defence against the Cylon threat. Fleet Head-
quarters on Picon is the nerve centre for all eet operations. The BATTLESTARs, core elements
of the eet with their enormous Railgun batteries and armour able to withstand a nuclear missile
hit, carry hundreds of brave pilots and their Viper ghters into battle. Formerly built as symbol to
show that mankind stands united, each of the rst twelve BATTLESTARs represented one of the
Twelve Colonies. As the war went on, more and more BATTLESTARs of different types were
put into service. Along with these colossal carrier-battleship hybrids, hundreds of destroyers,
the eet operates hundreds of cruisers, gunships, escorts and supply ships that support the
BATTLESTARs.
FLAGS OF THE TWELVE COLONIES
Virgon Picon Caprica Tauron Gemenon Scorpia Aerilon Leonis Cancerion Sagittaron Libran Aquarion
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INSIGNIA
Ensign Lieutenant
Junior Grade
Lieutenant
Colonel
Colonel Commander
Junior Pilot
Qualication Wings
Senior Pilot
Qualication Wings
Rear Admiral
BSG 75 Rank Insignia Icons by Retoucher07030 Uniform: www.anovos.com
Lieutenant Captain Major
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Patch by Jerry D. Mills
BSG 01 ATLANTIA
ATLANTIA is one of the twelve original BATTLESTARs built after the Colonies
united. As ATLANTIA represents Virgon, the blue Colony, the ship and
her ghters carry blue markings. During the rst years of service she was
the agship of the Colonial Fleet. From ATLANTIAs bridge, Admiral Dante
commanded the defence of Caprica during the second battle for that world.
After taking heavy damage during Operation Clean Sweep, her frontal
armament was improved and her nuclear launch tubes were replaced
with a heavy array of the newest heavy pulse cannon.
Like the other BATTLESTARs of the rst production run, ATLANTIA has several
design aws, a result of rushed construction and substandard materials dur-
ing those difcult early years of the war. Because of recurring micro ssures
in the FTL spinners, her FTL drives need signicantly more maintenance than
other ships of this type. This problem persists even though several drive
components have been replaced during the latest overhaul. The limited ring
arcs of ATLANTIAs rear deck guns is a drawback shared with several other
vessels of her type but it is felt that her increased front armament will more
than compensate for this.
BSG 01 ATLANTIA
VIPER MK II Pattern
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BSG 66 ATHENA
Built during the third production run, the ATHENA is a pretty modern
unit. ATHENA carries more than twice the number of missiles when
compared to older ships, with correspondingly large magazines.
Ships of the third series also feature heavier main batteries and an
improved FTL drive with signicantly higher range and accuracy.
Even though she is only a few years old, ATHENA has already
distinguished herself in several battles. During the Battle of Salik,
a campaign that led to the eventual destruction of all Cylon forces on
the continent of Kyros, ATLANTIA provided critical orbital re support
to the 23rd Army brigade in the nal assault. For his exceptional
performance during this battle, Commander Esai was awarded the
Colonial Cross in gold. A few weeks later, ATHENA played a vital role
in defending Aerilon from a Cylon task force.
BSG 01 ATHENA
VIPER MK II Pattern
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BSG 75 GALACTICA
The GALACTICA is one of the original twelve BATTLESTAR, representing
the colonial capital world of Caprica. Early in her career, she fought in
the siege of Picon as well as the battle of Thanatos. She completed both
campaigns without serious damage but was ambushed during Operation
Clean Sweep where she lost a large part of her ghter complement.
Casualties were especially heavy among Raptor pilots as the Cylons
concentrated on the electronic warfare craft.
Later that year, she participated in several smaller battles and was
retrotted with additional deck guns and upgraded point defence. These
additional batteries were found to overload her re control. The added
power lines and ammunition feeds were found to be prone to failure as
well. As a result of these problems, GALACTICAs added main batter-
ies were removed again during her last overhaul. She received several
upgrades to her targeting systems during the same period and retains
some of the added defensive guns. Her heavy point defence systems in
combination with the exceptional ring arcs of her main batteries make
GALACTICA a erce enemy in both, defensive or offensive operations.
BSG 75 GALACTICA
VIPER MK II Pattern
Patch by Jerry D. Mills
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BSG 41 VALKYRIE
The smallest class of BATTLESTARs in the Colonial Fleet, the VALKYRIE type
ships are nonetheless a very balanced design. Although the early version were
prone to Cylon electronic warfare attacks, the ships in service today have im-
proved rewalls and security measures to prevent similar attacks. The VALKYRIE
battlestars are smaller and more manoeuvrable but carry about one third less
ghters than larger types. Their smaller size allows them to be built and ser-
viced in civilian yards and means they can be built faster than larger vessels.
Her ghter complement, while smaller than that of a larger BATTLESTAR,
makes them more exible than cruisers of the same size. The VALKYRIE is a
ship of the fourth production run, built at the Caprican Naval Yards. She was
ambushed in a Cylon attack on Canceron during the Helios campaign and was
heavily damaged. Her escorts had been destroyed in the engagement and
VALKYRIE was ofcially declared destroyed. In reality she was quickly repaired
and joined the famous Ghost Fleet, comprised of a number of other units that
had been reported as lost to fool Cylon intelligence. In addition to the repairs,
VALKYRIE received a substantial upgrade, including brand-new forward pulse
guns. As part of the Ghost Fleet she took part in several attacks on Cylon
battle groups and production facilities and helped to set back the Cylon war
effort and give the colonies a much-needed victory.
BSG 44 VALKYRIE
VIPER MK II Pattern
Patch by Jerry D. Mills
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NOTABLE CHARACTERS
Lt. William Husker Adama
William Adama is a young pilot from the coastal town of Qualai in
Caprica. During his academy time his instructors already noticed
his extraordinary skills, when piloting a Viper. At the same time he
showed the willingness to resort to unconventional methods.
He was the rst pilot to shoot down a raider with his handgun during
simulator training. Upon completion of his training he was transferred
to GALACTICA where he was rst assigned to y a Raptor. His
performance during his rst mission was crucial to the success
of the Ghost Fleet offensive. Shortly after that mission he was put into service as a Viper pilot,
scoring his rst kill during his very rst mission. He is widely recognised as one of the best pilots
of the Colonial Fleet.
Lt. Saul Tomcat Tigh
Lieutenant Tigh, a native of Aerilon, started his career in the Colonial Fleet on the destroyer BRENIK,
as a deckhand. During the battles over Picon in the second year of the war, the bloodiest period of
the conict, his ship was boarded and the crew found itself in a deadly ght against Cylon Centurions.
Despite the heroic defense the BRENIK had to be abandoned.
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After being rescued Tigh was promoted to chief petty ofcer and transferred to the cruiser
ATREUS, surviving the boarding and subsequent loss of the vessel in the battle of Thanatos. Since
the eet was already short on pilots at the time, Tigh was transferred to the ofcers candidate
school to be trained as a Viper jock.
His transfer to BATTLESTAR ATHENA shortly before the beginning of Operation Clean Sweep,
offered Tigh enough chances to show off his piloting skills. For defending his BATTLESTAR at Hera
he was awarded the Colonial Medal of Valor. Tigh is without doubt one of the best pilots of the
Fleet. Outside of the cockpit, however, he has attracted unwanted attention with a quick temper
and excessive drinking.
Lt. Stewart Banzai Bachanal
Banzai Bachanal, born in Luminara on Leonis, is one of the youngest aces in the Colonial Fleet.
After completing his training he was ordered to the BATTLESTAR ARTEMIS and took part in the
Ghost Fleet campaign. Participating in the ghts for Sector 8, the ARTEMIS destroyed a cylon
production facility. During this operation, Bachanal managed to destroy no less than 8 enemy
ghters and two cylon transport vessels. Despite the success of this mission, the ARTEMIS was
severely damaged and most of her air wing was assigned to other ships following her return to
the colonies. Bachanal found a new home on ATLANTIA and has added 12 kills to his score in the
short time since.
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THE CYLONS
The Cylons were created by Man. They were created to make life easier on the Twelve Colo-
nies. And then the day came when the Cylons decided to kill their masters.
Thirty years ago, Graystone Industries created the rst cybernetic combat units for the caprican
military. Many civilian versions, workers and servants, followed shortly after and spread through-
out the Twelve Colonies, where they became known as Cylons.
After several years it turned out that the machines had developed some sort of consciousness,
a deadly, merciless intelligence. They turned against their creators and started the war that
has been raging for the last ten years. It is a war they ght without emotions, without mercy.
It appears that there can be no peace with the machines and this war must continue until one
side is completely defeated.
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CYLON BASESTAR
The main battleship of the Cylon Fleet is the so called Basestar, consisting
of two connected disk shaped segments. The design is derived from the
pre-war Caprican mobile space defense platforms conceived by Greystone
Industries. After the Cylon uprising, the rst vessels of the type were turned
against their creators.
The main armament of a Basestar consists of multiple nuclear warhead
launchers and a vast complement of Raider ghters. Most Basestars
mount an array of heavy railguns as secondary weapons, although newer
ships seem to rely exclusively on missiles.
The main defense of a Basestar is provided by its ghter groups, since
the the vessels are unarmoured and mount few point defense weapons.
In a one-on-one engagement, a Basestar is no match for a Colonial
BATTLESTAR.
Cylon
Raider
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SCENARIO RULES
ABOUT THIS SCENARIO
This scenario was designed to be played using the Full Thrust Rules Fleet Book 2 Version (though
alternative rules like Full Thrust: Cross Dimensions may be used as well). Since this scenario is
story driven it is recommended to use a Game Master setup, where the Cylon side is controlled
by one or more Game Masters and the Colonial side is represented by one or more players taking
control of the several BATTLESTARs.
The Idea behind this is to offer the players a fun but demanding game experience, which can be
best achieved by Game Masters responding dynamically to extreme situations during the scenario,
which may occur but are not necessarily fun to play. In the following section you will nd everything
you need to setup and play your own Blood & Steel scenario.
Note: This scenario originally uses Revell / Moebius version models of the Cylon Basestars and
Colonial BATTLESTARs which come in 1/4105 scale. If you plan to use the normal Full Thrust
scale of ships please ignore the Large Scale rule later in this book.
WRECK
CYLON
SETUP ZONE
COLONIAL
SETUP ZONE
RENDEZVOUS
ASTEROID FIELD
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COLONIAL
SETUP ZONE
MODELS
The BATTLESTAR models we used can be found at
www.revell.de > Modellbau > Specials > BATTLESTAR GALACTICA
Other good scources are www.monstersinmotion.com and
www.jt-graphics.com/MK_BA.html
The old Basestar models can only be found on EBay. While the ghter models we have used can be
found on our shapeways-shop www.shapeways.com/shops/mechworld
MU
The term MU used in this booklet refers to Measurement Unit and can be replaced by the unit you
want to use in your games (e.g. inches, centimetres ).
TABLE SETUP
Note: If your are planning to use 1/4105 scale models as intended, it is recommended to use at
least a table with dimensions of 200 x 150 cm (roughly 80 x 60).
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ORDERS
<RECVD PRTY TRNSMN MLTRY ENCRPT>
<SNDR :> BSG COMMAND, PICON FLEET HQ
<RECV :> GALACTICA Actual
<CC :> VALKYRIE Actual, ATHENA Actual, ATLANTIA Actual
<BOM>
SITUATION REPORT:
Earlier this morning, HQ received an emergency distress call
from HADES outpost, gathering intelligence on Cylon Ops in the
CIMTAR area. PACIFICA has been dispatched to carry out a per-
sonnel and equipment extraction. Last transmission from PACIFI-
CA was received after completion of Jump prep. Latest reports
from HADES indicate massive gathering of Cylon forces, probably
ramping up a large-scale operation in the area.
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ORDERS:
GALACTICA, VALKYRIE, ATLANTIA and ATHENA are ordered
to form the ad hoc Task Force 13 to meet up with PACIFICA
and carry out the extraction operation of HADES outpost.
Priority of this operation is the extraction of HADES military
personnel and equipment.
Be advised: Heavy Cylon opposition is expected, as indicated
by intelligence reports received from HADES outpost.
Good luck Commanders!
<EOM>
<END OF TRNSMN>
OBJECTIVES
Primary Objective: With the start of turn 1, a wave of three Raptors appears in the middle
of the gaming area. Each Raptor is worth one point for the Colonial Fleet if it can be picked
up or one point for the Cylon if it gets destroyed. After all Raptors are off the board, anoth-
er wave appears the following turn, consisting of a transport which is worth three points.
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The transport has to leave the board on the colonial edge to be scored upon. Destruction grants
points for the Cylons. Both types of waves alternate until the game ends. When a BATTLESTAR with
picked up Raptors is destroyed, the points scored by this BATTLESTAR go to the Cylon Forces!
All refugee waves are deployed in the Rendezvous area (see Table Setup).
Secondary Objective: BATTLESTAR PACIFICA has been ambushed and knocked out by the Cylon
eet. Three raptors containing personnel from PACIFICA are en route to be picked up by the arriving
reinforcements. Each one is worth one point and all the above rules apply. These Raptors are
deployed in the Wreck area (see Table Setup).
There are also several DRADIS contacts (markers) in the area, indicating possible positions of
surviving PACIFICA and HADES personnel. When Colonial Forces are within 3 MU of a contact,
roll a die. On 4+, another raptor appears, worth one point.
Game masters may place up to six markers in the wreck and asteroid eld area (see Table Setup).
If you dont use the Game Master setup, players alternate in placing the markers.
Tertiary Objective: Every destroyed Basestar or BATTLESTAR is worth one point each for the
opposing side.
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End of game: The game ends when the Cylons
score 10 points OR the Colonial side scores 10
points. The colonials have to FTL all BATTLESTARs
with raptor points out of the system to score these
points (it is recommended to play a minimum of 4
rounds).
THE SIDE WITH THE MOST POINTS
WINS THE GAME.
NOTE: For every Viper group left behind, the
Cylons score one additional point. Vipers can be
picked up by any BATTLESTAR, as long as it has
enough hangar capacity.
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SPECIAL RULES CYLONS
Upper Hand: The Cylons start with two Basestars on the table. For every Basestar destroyed OR
dropping below 25% of its total hull boxes, TWO additional Basestars appear in the following round.
There can never be more than FOUR Basestars on the table. Basestars must arrive in the Cylon de-
ployment area (see Table Setup).
Previous Engagement: One of the two original Basestars has been damaged by PACIFICA. It only
has half its hull value and rolls a single threshold check for every system.
Waves: A Cylon Basestar comes with a vast number of Raiders in support. A Basestar can
have as many Raider groups active as it has active Fighter bays. When a Raider group is
knocked out, the controlling player may launch another group, as long as he has less active
Raider groups than active Fighter bays. A Raider group is NOT destroyed when there are
more active groups than bays. A Basestar may never launch more than FIVE groups a turn.
Heavy Raider: Heavy Raider follow all rules for heavy ghters.
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Sabotage Run (Boarding): Whenever a Cylon Heavy Raider manages to get within
6 MU of a BATTLESTAR in the ALLOCATION PHASE, the Cylon Player may declare
to board the BATTLESTAR. If the Heavy Raider is still active at the MISSILE AND
FIGHTER ATTACK PHASE, it is removed from game and three Boarding Markers are
placed on the target BATTLESTARs SSD. Markers can be removed in the DAMAGE
CONTROL PHASE using the normal rules as if repairing a knocked out system
(only that the Crew is engaging the Cylon sabotage boarding party).
For each marker on the SSD in the SHIP WEAPONS FIRE PHASE, the Cylon player
may make on Needle Beam attack as per normal Needle Beam rules, except that
a result of 5+ knocks out the targeted system and inicts one point of hull damage.
Using these markers count as one ship making an attack for alternating re.
Ramming: Cylon ghters may declare a ramming attack during movement. In the
ghter attack phase, they attack with double their normal attack dice. After the at-
tack, they are removed from play.
No Life Support: Cylon ships to do not roll to check for damaged Life Support core
systems.
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SPECIAL RULES
COLONIAL FLEET
Ad hoc Task Force: Task Force 13 was quickly formed. To reect this, the Colonial side starts with
ATLANTIA and VALKYRIE already on table (Both may use Alert Vipers). GALACTICA and ATHENA
arrive on turn TWO. BATTLESTARs are deployed in the Colonial deployment area (see Table Setup).
Raptor: Raptor are treated as a ghter group with a movement of 8 MU, they participate
in combat only when attacked by ghters and only hit on a result of 6, inicting 1 hit + reroll.
Enemy Suppression Barrage: At the end of the MISSILE PHASE, a player may choose to re
up to TWO of his main guns (Batteries) in Barrage Mode. He then places a Barrage marker within
24MU, within the ring arc of the weapon. Each missile or ghter group (Friendly re is possible!)
within 3 MU is then treated as having THREE PDS ring at them. At least one active Fire Control
System is needed to ring an ENEMY SUPPRESSION BARRAGE. The Barrage effects are resolved
immediately after all markers have been placed. Batteries used for Barrage may not be red during
the SHIP WEAPONS FIRE PHASE.
Raptor by Jestefarean
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Alert Vipers: Upon entering the battleeld, a BATTLESTAR may immediately deploy
two Viper groups, following the normal ght launch rules.
Launch Tubes: Launching all Vipers using the BATTLESTARs launch Tubes takes
some time. A BATTLESTAR may only deploy up to four Viper groups per turn.
Damage control CIC: BATTLESTARs with Bridge
core system hits are only out of control for ONE turn.
During this time, a BATTLESTAR is still able to re
and launch/recover ghters but may not change
course or velocity.
Battlestar
Dradis
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GENERAL RULES
Large Scale: Due to the larger scale of models, distances are measured from any point on the
ship to any point on the target ship. This DOES NOT apply to ghters and missiles, which are still
measured to and from using the centre of the base.
Ram!: If ships are touching during SHIPS MOVEMENT PHASE, any of the involved ships controlling
players may choose to ram. Ram inicts damage equal to 10% of the hull boxes of a ship. BOTH
ships take damage from the other ship involved. Multiple rams may occur, and players carry out
their rams according to their initiative. Only one other ship can be target of a ram.
Fighter regroups: During the FIGHTER MOVEMENT PHASE, ghter groups below maximum
strength may choose to regroup with another group below max. strength within movement
distance, as long as both groups together dont have more than six active ghters.
To regroup, the active ghter group is removed and the other group adds the number of
ghters from the removed group to its strength. The newly formed group counts as having
moved. Only groups of the same type and belonging to the same ship may regroup.
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Innite missiles: Each Missile symbol reects only the amount of missile a ship may launch
each turn. After launching a missile, the icon is not crossed out and another missile may be
launched next turn for every active symbol.
SPECIAL CHARACTERS
LT. WILLIAM HUSKER ADAMA
GALACTICA Actual (The controlling player of BATTLESTAR GALACTICA) may nominate
ONE Viper group after its deployment. This group becomes HUSKERS GROUP, with
the following specials:
Ace: This group is an Ace ghter group, following all normal rules (remember that only ONE
ghter of an Ace group is actually the Ace).
Rendezvous with Destiny: This ghter group can never fall below ONE remaining Viper.
If the ghter group reaches a size of ONE, this group has to regroup (see above) or has to
return to its BATTLESTAR. It may not initiate Combat, but can ght back.
Lt. William
Husker Adama
50
LT. SAUL TOMCAT TIGH
ATHENA Actual (The controlling
player of BATTLESTAR ATHENA) may
nominate ONE Viper group after its
deployment. This group becomes
TOMCATS GROUP, with the
following specials:
Ace: This group is an Ace ghter group,
following all normal rules (remember that
only ONE ghter of an Ace group is
actually the Ace).
Rendezvous with Destiny:
This ghter group can never fall below
ONE remaining Viper. If the ghter
group reaches a size of ONE, this
group has to regroup (see above) or has
to return to its BATTLESTAR. It may not
initiate Combat, but can ght back.
51
LT. STEWART BANZAI BACHANAL
ATLANTIA Actual (The controlling player of BATTLESTAR ATLANTIA) may nominate ONE
Viper group after its deployment. This group becomes BANZAIS GROUP, with the following
specials:
Ace: This group is an Ace ghter group, following all normal rules (remember that only ONE
ghter of an Ace group is actually the Ace).
Rendezvous with Destiny: This ghter group can never fall below ONE remaining Viper. If the
ghter group reaches a size of ONE, this group has to regroup (see above) or has to return to
its BATTLESTAR. It may not initiate Combat, but can ght back.
BATTLESTAR VALKYRIE
The Valkyrie is already a veteran among the other ships in Task Force 13. To reect this, the
Valkyrie uses the following special rules:
Veteran crew: You may reroll each failed repair attempt.
Bring on those Toasters: Each Fighter group aboard Valkyrie is Ace, reecting their combat
experience.
1
ORDER PLOTTING PHASE
All Players write down the orders
for each ship.
2
INITIATIVE PHASE
Players determine the order of play
(roll 1 dice).
3
FIGHTER MOVEMENT PHASE
All Fighters moved in an alternating fashion.
4
MISSILE PHASE
Missiles are red by placing tokens at the
desired target spot. Barrage Markers are
placed and resolved.
5
SHIP MOVEMENT PHASE
All ships are moved simultaneously according
to their plotted orders.
6
ALLOCATION PHASE
Fighters and Missiles are allocated to their
targets.
7
POINT DEFENCE PHASE
Ships attacked by missiles or ghter can re
their PDS for defence.
8
MISSILE AND FIGHTER ATTACK PHASE
Missile and Fighter attacks are carried out.
9
SHIP WEAPONS FIRE PHASE
Ships re at each other one by one in the
order of play.
10
DAMAGE CONTROL PHASE
Ships may try to repair damaged systems.
11
END PHASE
Things that happen at the end of a turn take
effect now (e.g. Testing for Power Core Explosions)
52
FULL THRUST TURN SEQUENCE
The sequence for a game turn of FULL THRUST is as used in this scenario:
53
54
BSG 01 ATLANTIA BSG 01 ATHENA
55
BSG 75 GALACTICA BSG 44 VALKYRIE
56
Cylon Basestar 01 Cylon Basestar 02
57
Cylon Basestar 03 Cylon Basestar 04
58
NIKE SHUTTLE 02
NIKE SHUTTLE 01
TISIPHONE Escort
59
Freighter
CASSIOPEIA
IMPRINT
This is a nonprot unofcial fan made publication by mechworld.de
Full Thrust and Full Thrust Light are trademarks of GZG. Battlestar
Galactica and all related trademarks, characters, multimedia and
images are copyright to NBC Universal, Syfy Channel, and Universal
Network Television LLC. All Rights Reserved. Permission is hereby
granted to duplicate and/or distribute this document freely for
non-commercial purposes provided that a) it is copied complete
and unaltered, and b) it is not offered for sale in any way.
Authors, compilation & scenario:
Stephan Kammerer, Sascha Keunecke, Christian Weinhold
Model making:
Stephan Kammerer, Sascha Keunecke, Stephan Ludewig,
Christian Weinhold, Christian Wei
Gametesters:
Stephan Kammerer, Sascha Keunecke, Markus Lange,
Christian Weinhold
Model-Fotos:
Sascha Keunecke, Thomas Kunert
Artdirector & 3D-Modeling:
Stephan Ludewig
Idea & conversion:
Mechworld Game Development Group - www.mechworld.de
With special thanks to: Jon Tufey, the Hamburger Tactica,
Andrew Chesney and Dave Lawrence
Image scource:
Uniform: www.anovos.com; Rangs: Retoucher07030;
Patches: Jerry D. Mills; Cylon: unknown; Raptor: Jestefarean
More images/artwork: NBC Universal; Design&Layout
Mechworld Development Group