Full Throttle Mech Game (long)
From: tihald@i...
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
(Larry Pryor) here at tihald@ix.netcom.com
Happy Gaming and Good Hunting.