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GenCon 2003

Full Thrust Admiral's Tournament

 

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