Introduction to Full Thrust Remixed
A single-volume rewrite that collects Second Edition, More Thrust, and Fleet Book Volume 1 rules.

Full Thrust Remixed [Hugh Fischer 2008] is the edition covered in this note.
Full Thrust Remixed exists because the useful rules had become spread across too many books. Second Edition gave the core game, More Thrust added extra ideas, Fleet Book Volume 1 changed ship design and several small rules, and Fleet Book Volume 2 added the alien fleets.
Full Thrust Remixed Table of Contents
What is not in this version
- Xeno rules are still only in Fleet Book Volume 2
Introduction
- Rules Overview
- Ship models
- Playing area
- Time and space
- 3D, or not 3D?
- Ship classes
- Ship System Status Display
- Sequence of play
Cinematic Movement
- Ship movement
- Making course changes
- Movement orders
- Special orders
- Ships leaving the table
- Collisions and ramming
- Squadron operations
- Moving table
- Disengaging from battle
Ship Combat
- Fire Arcs
- Fire control systems
- Beam weapons
- Defensive screens
- Hull armour
- Threshold points
- Pulse torpedoes
- Needle beams
- Submunition packs
- Introductory scenario
Fighters
- Movement
- Attacks
- Anti-fighter defences
- Fighter to fighter combat
- Fighter screens
- Interception of missiles
- Endurance
- Morale
- Specialised types
- Pilot quality
- Re-arming
Salvo Missiles
- Firing
- Defence
- Damage
- Mountings and magazines
- Magazine capacity
Threshold Points
- Damage to systems
- Core systems
- Damage control parties
- Crew casualties
- Cargo and passengers
FTL
- FTL exit
- FTL entry
- FTL tugs and tenders
- Non-FTL ships
Ship Design
- Overview
- Mass rating
- Hull strengths
- Cargo and passengers
- Drives
- Atmospheric streamlining
- Hangar bays
- Defensive Systems
- Weapon systems
- Ship design procedure
- Mass and points cost
Vector Movement
- Vector movement system
- Course and facing
Advanced Rules
- Sensors and ECM
- Advanced sensors
- Dummy bogeys and weasel boats
- Electronic counter measures
- Boarding actions
- Fleet morale
- Striking the colours
Advanced Systems
- Mines
- Ortillery
- Wonder weapons
- Mass and points cost
Terrain
- Asteroids
- Movement of asteroids
- Dust or nebulae clouds
- Solar flares
- Meteor swarms and debris
- Battle debris
- Starbases
- Really big bases
Planets
- Entering and leaving orbit
- Atmospheric streamlining
- Atmospheric entry
15 Settings for Full Thrust games 46
- Tournaments
- Other backgrounds
- Humour
- Background and timeline
- Human history 1992 to 2183
Scenario SSDs and counters
- This version omits:
- All the xeno Kra' Vak, Sa' Vasku, Phalon systems
The result was the version many players called FT 2.5, even though that was never an official title. Remixed takes the core and advanced rules from the first three of those layers and puts them into one easier volume.
What it fixes
The main problem it solves is book juggling. Full Thrust stayed fast enough that experienced players could run large parts from memory, but looking things up across Second Edition, More Thrust, and Fleet Book Volume 1 could become awkward.
Remixed replaces Second Edition, More Thrust, and the new rules introduced by Fleet Book Volume 1 for human-ship play. That is its practical value: fewer documents, less rules archaeology, and a cleaner route into the common 2.5 style.
What it does not fix
Remixed is not the whole universe. The alien fleets and their technologies from Fleet Book Volume 2 still sit outside it, so Kra Vak, Sa Vasku, and Phalon play still needs that book.
It is best viewed as a cleaner human-fleet rules document rather than a complete final edition.
- Good for human fleet play.
- Useful for groups tired of cross-referencing older books.
- Needs Fleet Book Volume 2 for xeno rules.
Useful sources
- Laranzu Full Thrust rules for Hugh Fischer's Remixed and Cross Dimensions rules page.
- GZG Full Thrust Remixed archive thread for the old mailing-list context around Remixed.
- Full Thrust Fleet Resource for the Remixed resource link and compatibility notes.
