Introduction to Fleet Book: Volume 2
The alien Fleet Book, covering Kra Vak, Sa Vasku, Phalons, and their ship systems.

Fleet Book Volume 2 [GZG 2000] Published by GZG in 2000 is this is the second companion volume to Fleet Book Volume 1. It builds on the systems from Volume 1 and introduces the rules and weapons for the three alien xeno fleets the Kra Vak, Sa'vasku and Phalons. Fleet Book Volume 2 builds on the core rules in Full and More Thrust and Volume 1 so they are all required for reference.
The book is not just a list of unusual weapons. Kra'Vak, Sa'Vasku, and Phalons each need their own design assumptions and careful handling in battle. That is the real value of this volume, as it opens up the game a lot. The xeno rules can also be applied to other backgrounds. Again it may not be balanced, but anyone who knows the Shadows from Babylon 5, realises xeno encounters are not on an equal footing.
Fleet Book: Volume 2 Table of Contents
Core Rules
- Introduction
- Basic ship design
- Game balance
- Combining technologies
- Vector movement amendments
- Fighter rules
- Core systems
- Turn sequence summary
- Ship data panels
- Ship record charts
- Counters
Xeno file 1: The Kra'Vak
- Kra'Vak ship design system
- Kra'Vak systems summary
- Kra'Vak ship designs
- Kra'Vak ship record chart
Xeno file 2: The Sa'Vasku
- Sa'Vasku ship design system
- Sa'Vasku systems summary
- Sa'Vasku ship designs
- Sa'Vasku ship record chart
Xeno file 3: The Phalons
- Phalon ship design system
- Phalon ship designs
- Phalon systems summary
- Phalon ship record chart
- Background timeline
- Full Thrust starship miniatures list
Main differences from Second Edition:
- Rewrite of Kra'Vak
- Rewrite of Sa'Vasku
The important difference
Human fleets in Full Thrust can feel like variations on a common engineering language. The alien fleets break that pattern.
Kra Vak ships lean into railguns and a different combat feel. Sa Vasku ships are grown rather than built, with power and biological systems doing much of the work. Phalons add another organic technology line with its own strange flavour.
Using it well
I would not introduce all three alien systems at once. Pick one, play a few small games, and let both sides learn what the fleet is actually asking them to do.
The book is also a good warning against lazy faction design. These are not just human cruisers with a new coat of paint.
- Best for xeno fleet play.
- Useful when human ship duels start to feel too familiar.
- Needs Fleet Book: Volume 1 and the earlier rules in Second Edition and More Thrust underneath it.
Useful sources
- Full Thrust FAQ game editions for Fleet Book: Volume 2 contents.
- Full Thrust Fleet Resource for alien fleet SSDs and post-Fleet Book resource notes.
- Full Thrust overview for the broad alien fleet and 2.5 context.

