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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.

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