Fast play threshold cards for the Full Thrust game
The idea behind ftdeck was to speed up the threshold checks in Full
Thrust. These can be particularly slow in large games or with
inexperienced players, such as at gaming conventions.
The current set covers the more common systems from Full Thrust and
More Thrust, excluding the Alien races. They would require their own
deck containing their system types.
The cards come as a set of GIF images. These need to be printed on thin
card. Most laser printers will print on 200g card and this is what I
use. I scale the images to fit an A size sheet and print out the
cards. Using a steel ruler and sharp knife, cut out the cards. This will
give you a single deck of 100 cards. More decks can be produced by printing
out more cards. Each deck has a balanced spread of possible systems
Use in Play
The deck is shuffled before the first threshold draw of each turn They
can be re-shuffled before each player draws. For fast play once per turn
At each threshold check the number of cards drawn is:
1st threshold check - 1 card
2nd threshold check - 2 cards
3rd threshold check - 3 cards
Each card will be marked with 1, 2 or 3 Systems damaged and contain the
corresponding number of rows of system symbols.
Each card row contains multiple system symbols. Starting on the left of
the row of card symbols, if the card symbol matches an undamaged
system on your ship Ship Status Diagram (SSD) then it is damaged and
marked so on the SSD. Which actual system symbol is damaged is
determined by the player of the damaged ship.
Once a single system is damaged the threshold card row
evaluation is complete.
If the curent card symbol doesn't exist on the SSD move to the next card symbol to
the right and evaluate as before. If no card symbols exist on your SSD
for the entire row, then take it as 'no effect'.
Where 2 or 3 Systems are lost the same procedure is applied to each row on the
card as there is one row for each potential damaged system. If no card symbols exist on your SSD
for the entire row, then take it as 'no effect and evaluate the next row.
The cards have randomised all the main systems from the core game and each system
has an equal chance of being eliminated.
Optional if the FTL drive is destroyed, roll D6 on a 6 the ship explodes
due to the titanic forces unleashed, this should be noted on all cards with an
In addition to the straight threshold cards you might like to add in the
following in the suggested proportions (number of cards)
No Effect (5)
Draw 2 threshold cards (10)
Draw 3 threshold cards (5)
Draw 1 event card (10)
Events are a separate deck of cards or list with corresponding die
rolls, which can be picked in response to a threshold card or other mechanism.
The number of cards in the deck is as required to give a reasonable spread of
events. I would suggest 50 cards as a reasonable selection. Given the smaller
frequency of events occuring the event deck is not shuffled.
These events can be tailored for your background, here are some generic ideas.
The events can fall into the Good or Bad category, mix the deck as appropriate.
The main reactor has been hit and the ship blows up unless 6 rolled on 1D6
The main computer is overloaded you may either fire or move next turn but not
both. If you move you cannot fire, if you fire you cannot change your current
course or speed.
Fire Control Failure
The energy from the last attack have over-loaded the Fire Control circuits. You
cannot fire next turn.
Thruster Control Failure
The energy from the last attack have over-loaded the Maneuvering circuits. You
cannot alter course or speed next turn
The main drive coolant lines have ruptured filling the engineering section with
lethal gas. Thrust level is reduced by half and you loose a Damage Control team
to the gas.
Fuel Tank Hit
The main fuel tanks rupture and explodes inflicting 1D6 damage.
A weapon magazine is hit and explodes inflicting 1D6 damage.
The bridge is hit an the command crew all killed. The exec takes control from
the auxilliary control room, you cannot fire or move from current course for 2
The hull has been breached and air is leaking into space at an alarming
rate. Everyone was luckily suited up must now perform their duties in a space
suit which impairs their efficieny, some weren't so lucky. Subtract 1 from any
to hit rolls until repaired. Keep this card as a reminder until repaired.
Your nerve breaks under the threat of your near destruction by the enemy,
you break and run for 2 turns, avoiding all enemy ships and only returning fire
if directly fired upon.
You are gripped by xenophobic paranoia that the enemy are infiltrating your
ship and fleet. Your orders are irrational as you don't trust your crew or
fleet. Move in a random direction and velocity next turn and fire on the
closest ship - regardless of which side its on. After which you are relieved of
command by the exec.
The crew mutiny as they feel they will all die under your command. The ship
heads out of the game area at full thrust and only returns fire if fired
upon. You try to rally the loyal crew every turn and gain control on 6 on 1D6.
An enemy agent sabotages your ship you are unable to change course of fire for
1D6 turns. The agent is found and shot.
The shield controls are fused, all shields drop for the next turn after which
you manage to raise them again.
The enemy have downloaded a virus across the comm system, you have it contained
but it is attacking your defence systems. All defence systems are down for one
turn (C PDAF ADAF Shield Reflex-Field)
Your high Psi rating gives you a brief glimpse of the immediate future. You may
move your ship after all other ships have moved and you don't have to write
down its movements orders until after moving. You may keep this card and use it
Your Damage Control teams perform exceptional feats due to their inspired
leadership. All Damage Control rolls on a 5 OR 6 this turn. You may keep this
card and use it once
Your sensor tech is the best in the fleet and manages to deduce amazing things
even with the standard kit. Get complete scans of two vessels of your choice
within 48 inches. You may keep this card and use it once
Your gunnery officer is the finest in the fleet and manages to produce
incredibly accurate fire. Add 1 to every to hit number of a firing phase. You
may keep this card and use it once
Your helmsman really knows how to fly this ship and can out maneuver anyone in
the fleet. Add half your current thrust rating to available thrust for one
movement phase and no restrictions on the amount of thrust for course changing.
You may keep this card and use it once
You have an engineer of exceptional talent which allows you to perform far in
excess of a normal ship of your class. You may double your thrust rating for a
single turn. You may keep this card and use it once.