Introduction to Full Thrust Warlords

A club-tested house rules version shaped by long campaign play and local preferences.

Full Thrust Warlords

Full Thrust Warlords [Stephen Mulholland 2007] is the edition covered in this note.

Full Thrust Warlords is not a clean official edition in the same way as the GZG books. It is a club-shaped rules version, built from repeated play and a lot of local preference.

Full Thrust Warlords Table of Contents

What is not in this version

  • Xeno rules are still only in Fleet Book Volume 2

Ship Models and Playing Pieces

  • Dice
  • Other Equipment
  • Playing Area and Setup
  • Units of Distance
  • Terminology
  • A Note on Movement and Physics
  • Technology Types
  • Initial Deployment in Tactical Battles
  • Sequence of Play
  • Sequence of Play Explained

Core Rules

  • Movement
  • Sensors
  • Fire Control
  • Fire Arcs
  • Weapon Varieties
  • Ordnance
  • Fighters
  • Marines
  • Mines
  • Ships' Fire
  • Missile and Fighter Attacks
  • Ship Damage
  • Threshold Tests
  • Damage Control
  • Flotillas
  • Entering or Leaving the Table via FTL
  • Fleeing battles without FTL
  • Terrain
  • Hyperspace Battles and Terrain
  • Tugs and Tenders
  • Ship Design

Ships Systems

  • Hull and Drives:
  • Defenses
  • Direct Fire Weapons
  • Ordnance Weapons
  • Spinal Mounts
  • Fighters
  • Mines
  • Other

Campaign Rules

  • Campaign:
  • Natural Wormholes
  • Strategic Movement
  • Starting Resources
  • Income
  • Building
  • Supply Lines
  • Repairs and Resupply
  • Intelligence
  • Real Space in Campaigns
  • Wormhole Badlands
  • Strategic Turn Order
  • Victory Points (optional rule)
  • Quick Reference Sheet

That makes it interesting for a different reason. It shows what happens when a group keeps using Full Thrust for campaigns and starts sanding the rules toward its own table.

What it represents

The Warlords preface says the rules were modified and extensively playtested by the Wellington Warlords in 2005 and 2006. That matters. This is not a random pile of extra weapons, it is a club version shaped by repeated games.

The core rules are kept largely intact, but the surrounding systems are adjusted for continuity, balance, and a wider range of tactical and strategic options. The phrase that sums it up best is *simple but workable campaign rules*.

The modular approach is also important. Gunboats, fighters, spinal mounts, and similar groups of rules can be dropped when they do not suit a setting. That makes Warlords more useful as a working rules box than as a fixed doctrine.

When to read it

I would read Warlords for ideas rather than adopt it blindly. The campaign material and accumulated play assumptions are useful, but they reflect one group’s habits.

It is especially useful if your own group is already modifying Full Thrust and you want to see how another group handled the same impulse.

  • Good for campaign-minded groups.
  • Useful as a house rule comparison point.
  • Less suitable as a first contact with the game.

Useful sources