Introduction to Full Thrust Cross Dimensions
A later consolidation that keeps close to the old Full Thrust style while smoothing play.

Full Thrust Cross Dimensions [Hugh Fischer 2021] is the edition covered in this note.
Full Thrust Cross Dimensions is another consolidation, but with a different feel from Project Continuum. It stays closer to the old Full Thrust shape while smoothing the material into a more modern single document.
Full Thrust Cross Dimensions Table of Contents
What is not in this version
- Xeno rules are still only in Fleet Book Volume 2
Introduction
- For experienced Second Edition players
- For new players
- How to use this book
- Playing equipment
Rules Overview
- Distance and direction
- 3D, or not 3D?
- Ship classes
- Ship System Status Display
- Game turns
- Full Turn Sequence
Cinematic Movement
- Ship movement
- Thrust ratings
- Advanced drives
- Making course changes
- Orders
- Squadron operations
- Collisions
- Ships leaving the table
- Vector movement
Beam Combat
- Beam weapons
- Fire Arcs
- Range bands
- Fire control systems
- Beam fire
- Defensive screens
- Armour
- Optional rule: rear arc attacks
- Threshold points
- Rolling dice
- Introductory scenario
Offensive and Defensive Systems
- Grasers
- Torpedoes
- Submunition packs
- Needle weapons
- FireCon
- Defensive screens
- Advanced screens
- Shell armour
- Stealth
- Point defence
- Area-defence fire control
- Alien technologies
Missiles
- Launching missiles
- Point defence
- Damage
- Mountings and magazines
- Magazine capacity
- Optional: multi-stage missiles
Fighters
- Launch and recovery
- Movement
- Screens and pursuits
- Target selection
- Point defence
- Fighter combat
- Ship fire against fighters
- Endurance
- Specialised types
- Extra capabilities
- Optional rules
Threshold Points
- Damage to systems
- Core systems
- Damage control parties
- Crew casualties
- Cargo and passengers
FTL
- Advanced FTL drives
- FTL exit
- FTL entry
- FTL tugs and tenders
- Battle riders and motherships
- Jump gates and portals
Optional Rules
- Sensors and ECM
- Advanced sensors
- Dummy bogeys and weasel boats
- Electronic counter measures
- Mines
- Ortillery
- Boarding actions
- Fleet morale
- Striking the colours
Ship Design
- Scale
- Mass rating
- Hull strengths
- Systems
- Ship design procedure
- Mass and points cost
Special Moves
- Thrust 0 drives
- Rolling ships
- Towing ships
- Moving table
- Disengaging from battle
- Docking
- Ramming
Terrain
- Asteroids
- Dust or nebulae clouds
- Solar flares
- Meteor swarms and debris
- Battle debris
- Collisions
- Starbases
- Planets
- Atmospheric entry
No! Not the Nova Cannon!
- Spinal mount nova cannon
- Wave gun
- Reflex field
- Cloaking field
Battles and Campaigns
- Deployment
- Tournament fleets
- Combat Points Value
- Humour
- The GZG setting
- The cross dimensional setting
Quick Reference
Introductory SSDs and counters
If I wanted a current rules file that still felt like Full Thrust rather than a large conversion engine, this is one of the first places I would look.
Why it is useful
Cross Dimensions reduces the old problem of scattered rules without trying to make every possible science fiction technology fit at once.
It keeps cinematic and vector movement, the familiar ship combat structure, fighters, missiles, FTL, sensors, ECM, boarding, mines, ship design, and campaign notes in one place.
Where it sits
This is a good route for players who want an easier modern file but do not want to leave the classic Full Thrust feel behind.
It still does not make Fleet Book Volume 2 irrelevant. If you want the alien fleets in their proper depth, you will still want that material.
- Good modern entry point for experienced gamers.
- Keeps close to the original style.
- Better for regular play than for historical comparison.
Useful sources
- Laranzu Full Thrust rules for Hugh Fischer's Cross Dimensions rules page.
- Full Thrust Fleet Resource for Cross Dimensions and other compiled rules links.
- Full Thrust FAQ game editions for where Cross Dimensions sits in the edition list.
