marshborn-confederacy crusties

JANE’S FIGHTING
STARSHIPS
The Marshborn Confederacy
“Crusties”
version1.0
FIRST CONTACT WITH HUMANITY 2171
Full Thrust- Fleet Book 4
The Alien Menace
http://emeraldcoastskunkworks.wordpress.com/
Credits and Thanks
Original FULL THRUST designed and written by: Jon Tuffley
CROSS DIMENSIONS developed by: Hugh Fisher
CONTINUUM: THE CROSS DIMENSIONS SUPPLEMENT by: Jim Klein and the E.C.S.W.
THE GAME SPACE of Pensacola, Florida: without whose generous support and
encouragement this work would not be possible
Thanks to the Gang at Emerald Coast Skunk Works for their diligence in
editing this, and everyone who contributed ideas or feedback, and to Jon Tuffley and GZG
for permission to distribute this book and for his most gracious support. This version
would not exist without the earlier inspiration and hard work of Jon Tuffley and all the
previous contributors to FULL THRUST.
This publication has been produced as a free, non-commercial project with
the agreement of Ground Zero Games. All original text and rules taken from GZG’s Full
Thrust rules and supplements are copyright of Jon Tuffley and GZG, additional new
material is by Emerald Coast Skunk Works.
None of the original Full Thrust material used in this publication may be reused or further modified in any form without the express permission of Jon Tuffley and
GZG. Full Thrust is a trademark of Ground Zero Games, and is used here with permission.
Owners of this publication are hereby granted permission to print any
required System Status Displays or record sheets for personal use only.
All artwork and images in this book were found on the internet and are
assumed to be in the public domain however they are property of their creators and in no
way is claimed by the producers.
History and Society:
The Marshborn Confederation or ‘Crusties’, as humans tend to call
them, are bipedal crustaceans. The Marshborn have been a space
faring civilization centuries longer than humans.
Several centuries ago they came into conflict with a highly aggressive
species and were thrust into a war that lasted decades. The final
outcome was the conquest and destruction of all their colonies
including the Marshborn home world itself. The Crusties of today
are all refugees living a nomadic life and have an almost feudalistic
society with at least 6 distinct clans identified.
The Marshborn once had an extraordinarily developed high tech
society. The ships we see today are all that is left of that technology
and some are centuries old.
State of the fleet and military:
Marshborn ships were once technological marvels but are now
cobbled together and heavily jury rigged. Despite this they are not to
be underestimated. Their ships, particularly their capital ships, tend
to somewhat larger class for class than their human counterparts.
The ships employ screens that function in a similar fashion to humans
screens. However these defenses are augmented by gravity
generators that create powerful force fields around the ship. These
fields can regenerate to a small degree during a battle making the
ships difficult to destroy. Once these fields are penetrated, however,
the Marshborn ships are remarkably fragile mainly due to their age
and state of repair.
The weapon systems of Marshborn ships tend to fall into two
categories: variable fusion beam weapons and expendable rapid fire
‘sprint’ missiles (submunition packs). At one time these weapons
had far greater capabilities but centuries of constant repair have
taken their toll. Lastly the Marshborn are capable of limited
teleportation and almost all their capital ships have teleporters. In
most cases these are used to retrieve whatever resources the fleet
needs from a planetary surface but it is not unheard of for these to
be used in space combat as well.
In most clans all of the smaller ships had their Fusion weaponry
stripped out ages ago and used to repair lager vessels. The Beam
batteries shown in this fleet book were obtained after contact with
humanity. Most were obtained in trade while others were captured
in raids.
Contact with humans:
Humanity’s initial contact with the Marshborn occurred over two
decades ago. So far most incursions have taken place at the edge of
ESU and FSE space. Some of the Clans have been friendly while
others downright hostile.
the 5 row ships prevents them from mounting overloaded pulse
torpedoes.
The Regenerative Armor boxes represent the force fields of the
Crustie ships. As with all armor it will not protect the aft arc of the
ship.
The next thing to consider is the Crustie lack of carriers. Utilizing high
attrition units (fighters) would be counterproductive for a species
that has severe ‘man power’ shortages. It makes sense therefore
they would develop a method for dealing with fighter and missile
attacks without having significant fighter cover. This is the reason
for ‘Grape Shot’ launchers. They will give a Crustie fleet significant
protection against ordinance but only for a limited amount of time.
Finally it would not be unusual for Crustie ships to go into
battle with some, or all, of their expendable munitions
depleted. Players should feel free to cross off Grape Shot or
Submunition Packs as expended and deduct those points from
the cost of the ship.
Authors notes:
The Crusties were originally developed by GZG for their 15mm
Stargrunt range of figures. Ambush Alley Games utilized them in
their Tomorrow’s War game and developed much of the back ground
for them. GZG then produced a line of star ships to go with them. It
is this background that formed the basis for this fleet book.
Players will note many ships have 5 rows versus the usual 4. This is to
represent ships that are in bad shape with extensive jury rigged
equipment. While equipment in this condition may function
perfectly well even under stress, it is usually more easily damaged
and thus the reason for the 5 row hulls. The structural weakness of
MARSHBORN CONFEDERACY
CANADASPIS CLASS SUPER DREADNAUGHT
(Compromised hull)
740NPV/1004CPV (+Marines)
220 Mass
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
PULSE TORPEDOES (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
6 mu 12 mu 18 mu 24 mu 30 mu DP 1D6, ignores shields
TRANSPORTERS
Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player
to send one Boarding party or Marine unit.
MARSHBORN CONFEDERACY
SHELLACK CLASS LIGHT CARRIER
608NPV/629CPV (+ fighters)
167 Mass
Hangar Bays DO NOT use the Critical Hits to Hangar Bays rules
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
PULSE TORPEDOES (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
6 mu 12 mu 18 mu 24 mu 30 mu DP 1D6, ignores shields
SUBMUNITIONS PACKS
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
*Ship may upgrade its Pulse Torpedoes to fire Overload Torps for +10 points
MARSHBORN CONFEDERACY
SHELLACK CLASS MEDIUM CARRIER (compromised hull)
591NPV/612CPV (+fighters)
167 Mass
Hangar Bays DO use the Critical Hits to Hangar Bays rules
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
PULSE TORPEDOES (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
6 mu 12 mu 18 mu 24 mu 30 mu DP 1D6, ignores shields
SUBMUNITIONS PACKS
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
MARSHBORN CONFEDERACY
SESSILIA CLASS BATTLECRUISER
478 NPV/517 CPV (+Marines)
130 Mass
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
PULSE TORPEDOES (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
6 mu 12 mu 18 mu 24 mu 30 mu DP 1D6, ignores shields
SUBMUNITIONS PACKS
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
TRANSPORTERS
Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player
to send one Boarding party or Marine unit.
*Ship may upgrade its Pulse Torpedoes to fire Overload Torps for +10 points
MARSHBORN CONFEDERACY
SESSILIA CLASS BATTLECRUISER (compromised hull)
463NPV/502CPV (+Marines)
130 Mass
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
PULSE TORPEDOES (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
6 mu 12 mu 18 mu 24 mu 30 mu DP 1D6, ignores shields
SUBMUNITIONS PACKS
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
TRANSPORTERS
Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player
to send one Boarding party or Marine unit.
MARSHBORN CONFEDERACY
CRAB CLASS STRIKE CRUISER
398NPV/410CPV (+Marines)
111 Mass
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
SHORT RANGE PULSE TORPEDO (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
4 mu 8 mu 12 mu 16 mu 20 mu DP 1D6, ignores shields
SUBMUNITIONS PACKS
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
TRANSPORTERS
Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player
to send one Boarding Party or Marine unit.
MARSHBORN CONFEDERACY
CRAB CLASS STRIKE CRUISER (compromised hull)
386NPV/398CPV (+Marines)
111 Mass
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
SHORT RANGE PULSE TORPEDO (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
4 mu 8 mu 12 mu 16 mu 20 mu DP 1D6, ignores shields
SUBMUNITIONS PACKS
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
TRANSPORTERS
Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player
to send one Boarding party or Marine unit.
MARSHBORN CONFEDERACY
MORAY CLASS HEAVY CRUISER (compromised hull)
303NPV/290 CPV (+Marines)
85 Mass
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
PULSE TORPEDOES (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
6 mu 12 mu 18 mu 24 mu 30 mu DP 1D6, ignores shields
SUBMUNITIONS PACKS
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
TRANSPORTERS
Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player
to send one Boarding party or Marine unit.
MARSHBORN CONFEDERACY
CRITTER CLASS LIGHT CRUISER
246NPV/224 CPV
66 Mass
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
PULSE TORPEDOES (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
6 mu 12 mu 18 mu 24 mu 30 mu DP 1D6, ignores shields
*Ship may upgrade its Pulse Torpedo to fire Overloaded Torps for +6 points
MARSHBORN CONFEDERACY
CRITTER CLASS LIGHT CRUISER (compromised hull)
239NPV/217CPV
66 Mass
REGENERATING FORCE FIELDS
Roll 1D6. 1-not repairable, 2-4 no effect, 5-6 field regenerates
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
PULSE TORPEDOES (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
6 mu 12 mu 18 mu 24 mu 30 mu DP 1D6, ignores shields
MARSHBORN CONFEDERACY
PRAWN CLASS HEAVY DESTROYER (compromised hull)
130NPV/106CPV
42 Mass
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
SHORT RANGE PULSE TORPEDO (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
4 mu 8 mu 12 mu 16 mu 20 mu DP 1D6, ignores shields
BEAM BATTERIES
Dice at range:
0-12 12-24
Class 2 Battery
2
1
MARSHBORN CONFEDERACY
CRAWFISH CLASS DESTROYER (compromised hull)
82NPV/62CPV
28 Mass
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
SHORT RANGE PULSE TORPEDO (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
4 mu 8 mu 12 mu 16 mu 20 mu DP 1D6, ignores shields
BEAM BATTERIES
Dice at range:
0-12 12-24
Class 2 Battery
2
1
Submunition Packs
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
Note: 4 mass not used to show portions of the ship cannibalized to repair
larger vessels
MARSHBORN CONFEDERACY
HERMIT CLASS FRIGATE
42NPV/31CPV
12 Mass
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
BEAM BATTERIES
Dice at range:
0-12
Class 1 Battery
1
MARSHBORN CONFEDERACY
GOBI CLASS ASSAULT FRIGATE
41NPV/30 CPV (+ Marines)
12 Mass
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
TRANSPORTERS
Range 12MU Roll 1D as for beam batteries. Every HIT generated allows player
to send one Boarding party or Marine unit.
MARSHBORN CONFEDERACY
MINNOW CLASS CORVETTE
35NPV/26 CPV
10 Mass
GRAPESHOT (ONE SHOT) PDS (POINT DEFENCE SYSTEM)
Each shot roll 4 PDS. Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no
effect, 4-5 kills ONE fighter or missile, 6 kills TWO and allows a reroll (reroll
kills are same as for first die roll).
SHORT RANGE PULSE TORPEDO (Semi Armor Piercing)
Hit 2+
3+
4+
5+
6
4 mu 8 mu 12 mu 16 mu 20 mu DP 1D6, ignores shields
BEAM BATTERIES
Dice at range:
0-12 12-24
Class 2 Battery
2
1
SUBMUNITIONS PACKS
3BD* hits to 6 mu, 2 BD* to 12 mu, and 1 BD* to 18 mu.
By passes standard shields. Advanced shields work as standard shields
Marshborn Star Fighters
Standard Fighters 18 points
Attack Fighters 24 points
Heavy Attack Fighters
Heavy Torpedo Fighters
42 points
54 points
Crusties Model Range
http://www.groundzerogames.co.uk/index.php?_a=category&cat_
id=129
FT-1606
Crusty LIGHT CRUISER, Sss'Ka'Tk'Tk class (UNSC codename
"CRAKE"). Single 3-part model, incl…
FT-1603
Crusty Attack Craft (Corvette-sized), K'Knn'TK class (UNSC
codename "CATFISH"). Pack of THREE m…
FT-1620
"CRUSTY" HEAVY BATTLESHIP Vk'ca'tk'Knn class (UNSC
codename "CROWBAR"). Includes meta…
FT-1618
"CRUSTY" HEAVY CRUISER, Tk'ch'ch'Ksss class (UNSC
codename "CUTLASS"). Includes stand…
FT-1612
"Crusty" Dreadnought…
FT-1611
"Crusty" Light Carrier…
FT-1609
"Crusty" Battle Cruiser…
FT-1608
"Crusty" Strike Cruiser…
FT-1605A
"Crusty" Heavy Destroyer (pack of 2)…
FT-1605
"Crusty" Standard Destroyer (pack of 2)…
FT-1604
"Crusty" Frigate (pack of 2)…
FT MYSTERY FLEET DEAL
FT "Mystery Fleet" Deal - our as-yet-unnamed new ships Contents:
pack of 2 x Battlecruiser, 1 x Light Carrier…