"Full Thrust" is the name of a set of ship-vs-ship Space Combat rules.
They may currently be downloaded (in PDF format) for free from GROUND ZERO GAMES, the owners of the copyrights for the game.
For me, the major attraction of these rules is that they are dead simple but allow a surprising amount of tactical sophistication.
Shown here are the covers to "Full Thrust (2nd Edition)" and "More Thrust" (which adds onto the first volume.
There are also a pair of "fleet books" that substantially complicate things as they make them "more realistic".
Well, I'm not a huge fan of realism in tabletop gaming. I like the clean simple system of the first two books more than what I've been reading in the fleet books.
For me, one of the attractions of "Full Thrust 2" is that it IS so simple. Murdock, one of my gaming buddies, would like to play with his son (age 7 or 8, I think). Well the movement system of these first two books is easy . . . the changed "vector movement" system of the Fleet Books is (I feel) a harder concept to grasp than the former.
Also, I like the simpler ship designs of the original rules than the overpowered designs of "2.5" (as the fleet books are called).
So, I'm going to design my "Comox Cluster" senarios using "Full Thrust 2" and more or less ignore the fleet books.