Hello everyone
I have not had access to the net in awhile and I am very interested in the
full throttle rules and it appears that I have missed the post about it.
So if anyone has a copy of the rules could you please e-mail them to me.
thanks
Rick, Here are to different sets that recently appeared on the FT mailing
list:
Full Throttle
Here are the rules conversions for Full Thrust into a mech based game that
we're calling Full Throttle. Sorry it's taken so long since the original post
to get them on. These rules are primarily the work of Ron Kehir and besides
the Full Thrust rules there have been rules adaptations and variations taken
from numerous sources. These people and Jon Tuffley all have our thanks.
These rules are meant to be just a quick and simple beer & pretzles mech
game and to be used with Full Thrust for a combined land-space
campaign. If you use these rules and have any comments or suggestions let us
know at tihald@ix.netcom.com
CONSTRUCTION RULES:
The construction rules are fairly simple. We take a look at the miniature and
just start adding components and weapons untill we feel that the mech has been
justly described. All of these systems (weapons and components) are labeled in
terms of their tonnage and cost. After outfitting the mech we add up all of
the tonnage and this is the Structural Mass of the mech. The Total Mass of the
mech is determined by this formula:
Non-jump military mech SM x 1.25
Jump military mech SM x 2 Civilian mech SM x 10 Note that this is the minimum
that the Total Mass must be. It can be higher in order to have more Damage
Points. Speaking of Damage Points this is how they are calculated: Military
Mechs Total Mass x.5 Civilian Mechs TM x.25 The next step is to determine how
the mech moves (hull type) and how fast it can go: Hull Type Max Speed Hull
Cost low mobility wheeled 10 TM x.25 high mobility wheeled 10 TM x.5 slow
tacked 8 TM x.75 fast tracked 12 TM x 1 slow gev 12 TM x 1.25 fast gev 15 TM x
1.5 grav 15 TM x 1.75
VTOL/copter 24 TM x 2
walker 12 TM x 1 Note that the Hull Cost is in addition to the cost of the
other systems. The actual drive itself costs (Damage Points x Speed).
SYSTEMS:
Now for a look at the actual component and weapon systems.
Component Spaces Cost Weap Abrev.
Pilot/Gunner/Crewman 1 --
Fire Control (first free) 3 10 Armor 3 30
Reactive Armor (-1 v missile) 4 40
Ablative Armor (-1 v beams) 4 40
Enhanced Sensors 1 15 Superior Sensors 2 30 ECM 2 20 Area ECM (3 hex rng) 4 40
Mine Sweeper 5 20 Mine Layer (3 mines) 3 10 Jump Jets see above TM x.5 Smoke
Discharger 1 5 Passengers (5) 5 5 Flood Lights 1 1 Low Velocity Cannon 2 6
(lvc) High Velocity Cannon 3 9 (hvc) Magnetic Linear Accel. 4 12 (mla) Plasma
Cannon 4 12 (pc) Disruptor 5 15 (d) Scatter Gun 6 18 (sg) Long Range Missile 1
1 (lrm) Short Range Missile 2 2 (srm)
A class Beam 5 15 (a-)
B class Beam 4 12
(b-)
C class Beam 3 9
(c-)
D class Beam 2 6 (d-)
E class Beam 1 3 (e-)
Ion Cannon 4 12 (ic) Flammer 6 18 (f)
Hvy Mech Grenade - 15 (hmg)
Med Mech Grenade - 10 (mmg)
Lt. Mech Grenade - 5 (lmg)
AND NOW FOR A WORK ABOUT COMBAT:
Damage Points are allocated just as in Full Thrust with system checks taken as
normal at the end of the row. Here are the rows and the range of Damage Points
in that row:
1 1-6
2 7-10
3 11-18
4 19+
Most weapons fire like Batteries in Full Thrust with Armor acting as Shields.
Listed below are weapons and how many d6 you get to throw on the Combat Chart
at the particular range.
Weapon 1-3 4-6 7-9 10-12
13-15
lvc 2 1 - - -
hvc 3 2 1 - -
mla 4 3 2 1 -
d 3 3 3 - -
lrm 1 1 1 1 1
srm 2 2 2 - -
a- 5 4 3 2 1
b- 4 3 2 1 -
c- 3 2 1 - -
d- 2 1 - - -
e- 1 - - - -
And now for the oddball weapons.
ic [3] [2] [1] - -
each roll of a 6 means opponent must make a sys check
pc 4-6 5-6 6 - -
if you roll within the number range then roll 1d6 dmg
These following weapons roll x amount of d6 and do the total roll as damage.
Weapons 1 2 3
f 3 - -
sg 2 1 -
sp 3 2 1 hmg 3 2 1
mmg 2 1 -
lmg 1 - -
These following weapons are one shot weapons for each system purchased: lrm,
srm, hmg, mmg, lmg, sp
Now for the ranges that mechs are able to throw mech grenades:
hmg TM/20=range in hexes
mmg TM/15=range in hexes
lmg TM/10=range in hexes
And now for the dreaded Combat Chart:
Armor Level
die roll None 1 2 3
1 - - - -
2 - - - -
3 1 - - -
4 1 1 - -
5 2 1 1 -
6 2 2 1 1
7 3 2 2 1
8 3 3 2 2
9 4 3 3 2
10 4 4 3 3
The d6 die roll is modified by the following:
Superior Sensors +2
Enhanced Sensors +1
ECM (max of -2) -1
Flank Shot +1
Rear Shot +2
The roll would also have negative modifiers based upon terrain. These
modifiers and the terrain cost of movement will be forthcoming after more
playtesting if anyone cares and if no one does then feel free to come up with
your own values. Any comments can be directed to me (Larry Pryor) here at
tihald@ix.netcom.com
Happy Gaming and Good Hunting.
Well, I wasted a portion of my life watching the pointless and empty Robotech
II: The Sentinels last night. As disappointing as it was (even when viewed
through the haze of a 6 pack), it didn't stop me from sitting
down and hammering out preliminary Robotech-type fighters for Full
Thrust. These are pretty rough, and I haven't figured out pricing yet. They
also tend to make the mechs significantly more powerful than your standard
figheter, so stock up on your PDAFs. Comments, critisisims, and further ideas
would be greatly appreciated. Bear in mind that I'm pretty much a novice in
the world of Anime, so go easy on me.
Mecha rules:
Mecha can be targeted by fighters, ADAF, PDAF, and C batteries (operating in
PD mode) exactly as per standard fighters. Command Armor gives Mecha the same
advantages as Heavy Fighters.
Transforming: Switching from one form to another takes 1 turn, during which
the mech has a maximum speed of 10. While transforming, mecha cannot attack,
although they can defend if attacked as per the rules for fighters attacked
with spent
endurance (MT 11): on a roll of 1-2, they suffer the attack from the
enemy
but may not return fire at all, 3-4 they manage to evade the enemy and
continue on course, 5-6 they may engage in dogfighting as normal.
Transformable mecha have three forms in which to chose from:
Fighter Mode: In this form, the mech looks like an advanced fighter plane,
and behaves exactly as per standard fighters (FT 16-17).
Guardian Mode: Halfway between Fighter and Battloid modes, the Guardian gains
the speed of the fighter with the agility of the Battloid to give the group
the abilities of an interceptor group. Movement speed is 10.
Battloid Mode: The traditional humanoid robot form, Battloid Mode gives the
group the ability to behave as if they had an Ace. While in Battloid mode,
movement is slowed to 8 instead of 12, but otherwise the group behaves as if
they were in standard fighters. While in this mode, Battloids can engage in
boarding party actions. Each battloid which ends its turn within 2" of an
enemy ship may attempt to board the ship. On a roll of 3 or better on a d6,
the Battloid has made it aboard
and can fight as if it was a 4-man boarding Team (MT 7). If the
Battloid fails the roll, it is assumed that the pilot couldn't find a large
enough entrance for his mech and must remain outside for the remainder of the
turn. Battloids can attempt to destroy any one system on board a ship; The
attacker must roll a d6. If he rolls lower or equal to half the amount of
Battloids involved in the attack (rounded down), he suceeds, and the system is
downed as if hit by a needle beam attack. Battleoids attempting such an attack
cannot otherwise attack during that turn. Battloids cannot take over a ship or
serve as a prize crew; they can only attack its crew and systems. While
serving in boarding actions, Battloids do not expend endurance points.
Defending ships may use their own Mechs for internal defense; each
group acts as 6 defense factors (with each Battloid operating as a 4-man
defensive team). A ship can commit all of its mecha groups to internal
defense, but can only move them from the hangar bays to the hallways as fast
as it launch them normally (1 group per turn for normal craft, 2 for
carriers). However, this does not count against the number of mechs the ship
can launch. For example, a carrier can launch 2 mecha groups AND divert two
groups to internal defense.
Enjoy