From: Larry Pryor, Jr. <tihald@e...>
Date: Mon, 10 Feb 1997 23:48:59 -0500
Subject: Full Throttle Mech Game (long)
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