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Tournament Rules
The
tournament will be played by up to 24
players. One double elimination round will
follow a series of single elimination
matches a Grand Admiral will be
determined. See Tournament
Format for more information.
Players
must pick one of the pre-designed
fleets to use in the tournament.
Players must choose a different
fleet each round. Once a player uses a
fleet, that player may not use the same
fleet in a subsequent round.
Players
should not know what fleet their opponent
has chosen when they chose a fleet.
However, players will be given the chance
to view their opponents fleet before the
game begins. Players will have no more
than 5 minutes to view their opponent's
control sheets.
Some
pre-designed fleets have fighter
squadrons. These squadrons are assumed to
be "normal" fighters. Players
using fleets with fighters may upgrade
their fighter squadrons to any one of the
types of fighters listed in the Full
Thrust Fleet Book, Volume 1 (that is
Interceptor fighters, Fast fighters,
Attack fighters, Long-Range fighters,
Heavy fighters and Torpedo fighters). The
player must have the full complement of
fighter squadrons (that is, the player can
not eliminate a squadron in order to
"buy" an upgraded squadron). An
entire squadron must be upgraded at once
(you can not upgrade only some of the
fighters in a squadron). Fighter upgrades
must be done before the player sees his
opponent's fleet. Fighter upgrades must be
verified by a referee. The new fleet total
must not exceed 1500 points. The player
must inform his opponent of his new fleet
total after their opponent has chosen
their fleet (and upgraded any of their own
fighter squadrons, if applicable).
Each
match continues until the time limit is
reached or until one player has eliminated
50% of his opponent's fleet as determined
by points. Matches must be completed in no
more than 1 hour and 45 minutes. The
winner is the player with the highest
point total. See Scoring for more
information.
Each
match will have a Judge who will decide
any rules questions and generally run the
match and keep things fair. A Judge's
ruling may be appealed and then will be
ruled on by all Judges present for a final
ruling.
Judges
can (and are encouraged to) watch and
review fleet control sheets used by both
players to ensure damage is marked
correctly, threshold rolls are marked off
correctly, and that movement orders are
written before ships are moved and that
movement follows the written orders.
A
judge may be asked, at any time by either
player, to move a ship according to the
orders written for the ship. A judge may
at any time choose to move a ship even if
he was not asked to do so. In the case of
ships moving close to the edge of the
table top, a judge will ALWAYS move the
ship.
If
there are sufficient volunteers, the
tournament organizers may wish to assign
volunteers to each player and have those
volunteers move the players' ships
according to the players' written rules.
This is probably not practical in the
first rounds of a tournament, but it may
be possible in later rounds. Volunteers
may be drawn from the players who lost in
the first rounds. If at all possible,
judges or volunteers should move the ships
in the final round of the tournament.
The
Full Thrust Fleet Book: Volume 1
rules will be used, except that movement
will be "cinematic" and not
vector.
The
midpoint used for turning is the exact
midpoint (4.5" if current velocity is
9).
Each
turn a d6 for initiative will be rolled
(ties re-rolled) to determine which player
may fire a ship first. Firing will
alternate after that.
The
amount of thrust available for turning
when a ship has an odd number of thrust
points is rounded down (thrust of 3 allows
1 point of turning).
Fighter
movement is per Full Thrust Fleet Book,
Volume 1 (24" before ships move,
with an extra 12" available after
ships move at the cost of one endurance
point).
Launching
fighters is per Full Thrust Fleet Book,
Volume 2 (12" a ship may launch
as many fighters as it has hangar bays,
but it recovers fighters at half this
rate).
Damage
Control teams may be used to repair
damage.
Ramming
and going FTL to take out opponent's ships
will not be allowed.
Ships
that have left the area by FTL are
considered Destroyed.
Any
ship leaving the battlefield is considered
a "mission kill" and will be
treated as if it had used FTL to leave the
table (that is, it is considered
destroyed).
Measuring
the distance between ships will not be
allowed before firing is declared. Only
after firing is declared may the range
between the firing ship and the target be
measured.
Players
line up their ships on the long edge of
the table. That is, if the table is 6' by
4', the players lay down their figures on
the 6' long table edge, and the ships will
be at most, 4' apart. The ships may be set
up anywhere on that table edge. The ships
must be no more than 6" from the
table edge.
The
ships may begin the game with a starting
speed of between 0 and 10. This is
regardless of the thrust rating of the
ships in the fleet. Each ship can have a
different speed. The ships may have any
heading on the first turn, and the heading
can be different for each ship. Fighters
start the game on board the ships that
carry them. They may be launched on the
first turn as per the usual Full Thrust
rules.
Full Thrust
Tournament Rules:
Tournament
Overview
Tournament
Format
Tournament
Fleets
Full Thrust Errata
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