Introduction to More Thrust

The 1994 companion that adds missiles, fighters, aliens, and several useful optional rules.

More Thrust

More Thrust [GZG 1994] is the edition covered in this note.

More Thrust is the expansion that makes Second Edition feel wider and stranger. It adds extra weapons, more fighter handling, planetary operations, optional campaign material, and the early alien rules.

More Thrust Table of Contents

introduction

  • Designer’s notes
  • Design credits
  • Full Thrust errata

new weapons and systems

  • Missiles
  • AA megabatteries *
  • Wave gun
  • Planetary bombardment system (ortillery)
  • Reflex field
  • Cloaking field

new optional rules

  • Basic rules revisions
  • Using C batteries as anti-fighter / anti-missile weapons
  • Sensors – expanded rules
  • Sensor jamming – electronic counter measures
  • Damage control
  • Boarding actions
  • Fleet morale
  • Striking the colours
  • Squadron operations (large fleets)
  • Terrain effects

expanded fighter rules

  • Optional fighter turn sequence
  • Fighter group morale
  • Scrambling fighter groups
  • Fighter endurance
  • Fighter pilot quality aces and turkeys
  • Advanced and specialised fighter types

planets and atmospheric operations *

  • Planets and other large bodies
  • Entering and leaving planetary orbit
  • Atmospheric streamlining
  • Atmospheric entry – planned and accidental

combining with ground combat games *

  • Interfacing space and ground combat actions
  • Full thrust/Dirtside II interface
  • Transporting ground troops
  • Interface craft
  • Ground support for Dirtside II games
  • Full Thrust fighters in ground support
  • Marine contingents
  • Damage to troop transports
  • Full Thrust/Hellfire interface
  • Ground support in Hellfire
  • Interfacing with other systems

competitive and tournament games

  • Ship design and fleet composition
  • Size of fleets
  • Type of game and scenario
  • Suggested special rules and limitations

ship designs

  • Superships
  • Expanded space installation rules
  • New general designs

xeno file 1 – the kra’vak

  • Contact!
  • Overview of Kra’vak technology
  • Kra’vak thrust and manoeuvre
  • Kra’vak armoured hull costs
  • Beam weapon fire against kra’vak armour
  • Kra’vak railguns
  • Railgun fire arcs
  • Railguns against screened targets
  • Kra’vak “scatterguns”
  • Kra’vak fighters
  • Notes on combining human & Kra’vak technologies
  • Mass and points values for Kra’vak
  • Weaponry and systems
  • Kra’vak basic ship designs

xeno file 2 – the sa’vasku

  • The Sa’vasku
  • The role of the Sa’vasku
  • Sa’vasku bioships
  • Using power points
  • Energy pulse weapons fire
  • Anti-fighter fire
  • Damage points
  • Screens
  • Drone pods
  • FTL drives
  • Sa’vasku ship diagram
  • Using Sa’vasku ships

background

  • Timeline continuation
  • Science and technology in Full Thrust
  • Using Full Thrust in other backgrounds
  • The humour element

scenarios

  • The assault on Starbase 13
  • Liberté
  • The battle of Stig IV
  • Scenario outlines

model availability

  • Update of available models
  • The Full Thrust starship range

It is also a bit of a crossroads book. Some material was later replaced or cleaned up by the Fleet Books, while other pieces remained useful because they were never fully folded into a later official core.

Why use it

Use More Thrust when plain Second Edition feels too tidy. The book gives you missiles, odd weapons, larger operational ideas, and more room to make a scenario feel different.

The alien material is the big flavour piece. Kra Vak railguns and Sa Vasku bioships push the game away from human fleet symmetry, even if later books revise how those forces should be handled.

A practical warning

I would not throw the whole book into a first game. Pick one or two additions, see what they do to the table, then add more later.

More Thrust is best treated as a parts box. It has very useful bits, but some of those bits belong to an earlier rules layer.

  • Good for optional weapons and scenario spice.
  • Useful for early alien fleet material.
  • Needs judgement when mixed with Fleet Book rules.

Useful sources