Introduction to Full Thrust Project Continuum 1.1.4
A broad systems-heavy version built to model many different science fiction settings.

Full Thrust Project Continuum 1.1.4 [ECS 2017] is the edition covered in this note.
Full Thrust Project Continuum is the big toolbox approach. It is less about preserving one neat official line and more about giving players enough systems to model a wide range of science fiction fleets.
Full Thrust Project Continuum 1.1.4 Table of Contents
What is not in this version
- Xeno rules are still only in Fleet Book Volume 2
Disclaimer
- From the author
- Playtest credits
- Introduction
- For new players
- How to use this book
- Playing equipment
- Playing area
- Space ship models
- Dice
- Die Roll Modifiers (DRMs)
- Measurements
- Updates
- Final thoughts!
Rules overview
- Distance and direction
- Heading
- 3D, or not 3D?
- Ship classifications
- Mass
- Points
- Classes
- Ship System Status Display
- Game turns
- Resource management
- Sequence of play
- Variations
- Information
Cinematic movement
- Ship movement
- Velocity
- Course
- Thrust ratings
- Advanced Drives
- Typical thrust ratings
- Making course changes
- Orders
- Halted ships
- Double course change
- Emergency thrust (optional)
- Squadron operations
- Collisions
- Ships leaving the table
- Vector movement
Cadet Training
- Beam weapons
- Fire arcs
- Aft arc
- Spinal mounts
- Broadside arcs
- Optional firing arcs
- Range bands
- Fire control systems
- Beam fire
- Re-rolls
- Defensive screens
- Armor
- Ship damage and how weapons inflict damage
- Penetrating damage (P)
- Armor Piercing (AP)
- Semi-Armor Piercing (SAP)
- Optional rule: rear arc attacks
- Threshold points
- Drive Damage (optional)
- Rolling dice
- Introductory Scenario
- Strange events
Command School Direct fire weapons - Advanced rules
- Targeting systems
- Standard FireCon
- Advanced Fire Control
- Beam weapons (P)
- EMP Projectors (Ion Cannons)
- Plasma Cannon
- Standard Grasers (SAP)
- Heavy Grasers (SAP)
- Phasers (SAP)
- Transporter Beams
- Sending Marines on Commando Raids:
- Gatling Battery (P)
- Twin Particle Array (P)
- Meson Projector (P)
- Needle Beams
- Pulse Torpedoes (SAP)
- Overloaded Pulse Torpedoes (AP)
- Variable Strength Pulse Torpedoes (SAP/AP)
- Turreted Submunition Pack (P)
- K-Guns (AP)
- Flak ammunition (barrage fire)
- Multiple Kinetic Penetrators
- Boarding Torpedoes
- Fusion Array
- Gravitic Guns
- Pulsers (P)
- Turrets
- Spinal Mounts
- Point Singularity Projector (AP)
- Plasma
Command School Ordnance weapons- Advanced rules
- Missiles (SAP)
- Launching missiles
- Point defense vs missiles
- Damage (SAP)
- Mountings and magazines
- Magazine capacity
- Optional: Multi-Stage Missiles
- Rocket Pods
- Plasma Bolt Launchers
- Mines and mine racks
- Minelaying
Command School Defensive systems- Advanced rules
- Defensive Screens (ie shields)
- Advanced Screens
- Stealth Hull
- Stealth Fields
- Armor
- Shell or Layered armor
- Regenerative Armor
- Antimatter Suicide Charge
- ADFC
- Advanced ADFC
- Point Defense Systems
- Area Defense System
- Scattergun
- Grapeshot
- Area Screens
- Holofield
- ECM
- Area ECM
- Cloaking Device
- Cloaking Field
- The Tuffley Cloak
- Science Fiction Fiction!
- Spinal Mount Nova Cannon
- Wave Gun
- Reflex Field
Flight operations - fighters
- Launch and recovery
- Launch tubes / flight deck
- “Scrambling” fighter groups:
- Combat landings
- Movement
- Screens and pursuits
- Screens
- Pursuits
- Target selection
- Point defense
- Allocating point defense
- Point defense fire
- Fighter combat
- Attack runs
- Dogfights
- Multiple group dogfights
- Interception of missiles
- Endurance
- Specialized types
- Fighter types
- Standard
- Heavy modification (+mod)
- Fast (+mod)
- Long Range (+ mod)
- Interceptor
- Attack Fighter
- Torpedo Fighter
- Graser Fighter
- Plasma Fighter
- MKP Fighter
- Missile Fighters
- Multi-Role Fighters
- Light Fighter
- FTL Fighters (+mod)
- Assault Shuttles
- Robot Fighters
- Re-arming
- Fighter morale (optional)
- Fighter pilot quality: Aces and Turkeys (optional)
Flight Operations - Gunboats
- Gunboat Rules
- Gunboat Types
- FTL Gunboats (+mod)
- Heavy or Screened Gunboat (+mod)
- Beam Gunboat
- Plasma Gun Gunboat
- Graser Gunboat
- Gatling Gunboat
- Needle Gunboat
- Pulse Torpedo Gunboat
- Submunition Gunboat
- MKP Gunboat
- K-Gun Gunboat
- Missile Gunboat
- Rocket Gunboat
- Point Defense Gunboat
- Area Defense System Gunboat (ADS)
- Electronic Warfare Gunboat (+mod)
- Scatterpack Gunboat
- Plasma Bomber Gunboat
Threshold Points
- Damage to systems
- Critical hits on hangar bays (optional)
- Core Systems
- Command Bridge
- Life Support hit
- Power Core hit
- Reactor Breaches (optional)
- Damage Control Parties
- Crew casualties
- Cargo and passenger space
Faster Than Light (FTL)
- Faster Than Light Drives
- Hyper limit
- Advanced FTL Drives
- FTL exit
- FTL entry
- FTL tugs and tenders
- Battleriders and Motherships
- System Defense Ships
- Jump Gates and portals
- Representation
- Operation
- Natural Jump Gates or Jump Points (optional)
- Battles in hyperspace
Optional Rules
- Sensors and ECM
- Advanced sensors
- Dummy bogeys and weasel boats
- Electronic Counter Measures
- Minesweeping
- Ortillery
- Boarding enemy ships
- Boarding Parties (DCPs)
- Marines
- Fleet morale
- Striking the colors
- Civil wars (Optional)
- Knocked off course (by Rich Mcgee)
- Vector Movement System
- Excerpt from Fleet Book
- Course and Facing
- Main Drive Thrust
- Manuvering Thrusters
- Rotation
- Thruster Pushes
- Combining Maneuvers
- Order Sequence
- Collisions
- Moving Ships Under The Vector System
Ship design and construction
- Overview
- Scale
- Systems
- Mass rating
- Names
- System mass
- Primary ship systems
- Hull strengths
- Advanced Hulls
- Drives
- Advanced Drives and FTL
- Atmospheric streamlining
- Additional primary ship systems
- Hangar bays
- Launch tubes / flight deck
- Launch catapults (optional)
- Fighter racks
- Gunboat rack
- Boat bay
- Secondary systems
- Cargo and passengers
- Troop berthing
- Passenger berthing
- Marine Boarding Parties
- Additional Damage Control Parties
- Shipyard facilities
- Enhanced Sensors
- Superior Sensors
- Minesweeper system
- Ortillery systems
- Flawed design (Optional)
- Ship design procedure
- Monster ships and bases
- Starbases
- Starbase and SSDs
- Movement and starbases
- Monster ships
Ship construction summary
- Primary ship systems
- Defense Systems
- Secondary ship systems
- Direct fire weapons
- Spinal Mount Weapons
- Ordnance weapons
- Fighter Types
- Gunboat Types
The Imperial Tech Base
- Master Tech Base Reference
- Primary ship systems
- Defensive systems
- Targeting systems
- Direct fire weapons
- Spinal Mounts
- Fighters
- Gunboats
- Secondary ship systems
- Example Factions
Special moves
- Thrust zero drives
- Rolling ships
- Towing ships
- Moving table
- Disengaging from battle
- Docking
- Ramming
- Ramming ability
Terrain effects
- Planetoids and dense asteroid fields
- Damage to asteroids
- Dust or Nebulae clouds
- Solar flares
- Asteroid Fields, Meteor swarms and debris
- Battle debris
- Depicting spatial phenomena
- Collisions
- Planets
- Orbital table
- Medium scale
- Entering and leaving orbit
- Large scale
- The super simple and totally unrealistic way
- Atmospheric entry
Battles, Scenarios and CPV
- Deployment
- Tournament fleets
- Fleet composition
- Combat Points Value (CPV)
Timeline Continuation
- The GZG Universe and Background
Final Thoughts
- What’s new and what’s changed
- What does ‘Official’ mean?
- A few notes from Hugh Fisher
Various companies that make miniatures
Introductory Scenario player fleet
- Introductory Scenario counters for Eurasian Solar Union
- Introductory Scenario counters New Anglian Confederation
That ambition is useful, but it comes with weight. This is not the version I would use for a quick teaching game.
What it is good at
Project Continuum is useful when you want options: many technologies, many weapons, and enough construction detail to make different settings feel different.
That makes it attractive for conversion work. If your group wants to build fleets from books, films, television, or old miniature collections, a bigger systems menu helps.
What to be careful with
More options do not automatically mean better balance. Broad toolkits reward groups that agree expectations before the game.
I would start with a narrow technology base, play a few test games, and only then open the full cupboard.
- Best for conversion-heavy groups.
- Good for players who enjoy ship design.
- Too large for a first Full Thrust night.
Useful sources
- Emerald Coast Skunk Works Project Continuum rules for Project Continuum release notes and errata.
- Full Thrust Continuum Ultimate Ship Builder for the supporting ship-builder material.
- Full Thrust Fleet Resource for Continuum’s place among compiled and expanded rule sets.
