Power Projection lets you run fast, exciting space battles and strategic conflicts between star-spanning empires. Power Projection combines the rich sic-fi universe of Marc Miller’s Traveller and Ground Zero Games renowned Full Thrust space combat system. Also included are sheets of counters for everything from starships and planetary gravity wells to sand caster clouds, nuclear detonations, a turning circle and movement markers … Power Projection: Fleet focuses on capital ships and campaign based combat. In addition to the secondary weapons seen in Power Projection: Escort, spinal mounts, black globes, fighter squadrons and planetary defences are detailed. Larger engagements are supported with a dice based quick statistical resolution system for dice rolls. There is a scenario engine, which allows you create double blind missions (where neither side knows the other’s objectives). There is a campaign system built around a melding of the Fifth Frontier War engine with Trillion Credit Squadron.There are 25 ship designs and 6 types of fighter squadron described covering both Imperial and Zhodani forces. Conversion rules are given to allow you to take any High Guard, MegaTraveller or Traveller T20 design and convert them to a Power Projection design. There are two pages of colour starship counters, plus two black and white counter pages. Power Projection grew out of a fun demonstration game BITS ran at Gencon UK, with support from Ground Zero Games. The demo was a fleet engagement between Zhodani and Imperial ships using a conversion for GZG’s fun Full Thrust starship miniatures game. We all had a lot of fun but it didn’t feel quite like Traveller. Over the next 5 years we tinkered with the game at conventions until, in 2000, we realised we had a potential winner on our hands (after several people asked could they buy the game)! After getting GZG’s blessing, the next 3 years saw a lot of hard work to pull together the core rules together. We released the small-scale quick play Escort rules in 2002, and followed these up with the campaign and capital-ship orientated Fleet in 2003. The game movement is a vector based system, with simultaneous movement and initiative based fire. High Guard, Battle Rider, Mayday and Full Thrust were the significant design influences. The games are completely standalone, and have everything you need except dice and a ruler/tape measure in them. Power Projection has its own support site at Powerprojection.net and we are currently working on Power Projection: Reinforcements, a fleet book for the game. Source.