Full Throttle Construction

Construction is straightforward and very simple (just like Full Thrust). Just follow these simple steps below:

  1. Choose a mass for the mecha.
  2. Pay the cost for the mecha walker chasis (cost = mass).
  3. Buy the internal systems for the mecha from the Full Throttle Weapons Table. Remember that the total cannot excede ¾ of the total mass for a walker or ½ for a jumper. Remember that weapon cost is a base cost and that there is an added +1 for each hexside of arc that it covers.
  4. Your damage points are = (mass/2) rounding up. Divide the damage points into rows with mecha up to 10 points having 2 rows, 11 to 18 points having 3, 19 and over having 4 rows.
  5. Get out Full Throttle Bits and cute and paste yourself up a mecha sheet.

NOTE: An even easier method at times is to back engineer an existing design from another game. Build the mecha the way you think it should be and then multiply the combined mass of all the systems by 1 1/3 for walkers or 2 for jumpers to find the total mass of the mecha.

EXAMPLE: Conversion of the Wolfhound from BattleTech

SYSTEM

MASS

COST

1 x Pilot

1

-

1 x Fire Control

-

(Free w/chasis)

1 x Standard Armor

3

30

1 x C Class Beam (3 arc)

3

12

3 x D Class Beam (1 arc)

6

19

1 x Enhanced Sensor

1

15

1 x ECM

2

20

1 x D Class Beam (1 arc)

2

7

TOTALS

18

103

Total Mass for walker chasis = (18 x 1.33) = 24

Damage Points = (Total Mass/2) = 12

Drive System (we choose 9 movement points)

Drive Cost = [Movement Points x (Total Mass/2)] = [9 x (24/2)] = 108

Walker Chasis Cost = Total Mass = 24

Total Cost of the Wolfhound mecha = 235

You'll notice that the 3 C Beams only pay for their arc once instead of seperately. This is because they are grouped together in a weapons cluster. The advantages are the savings in cost and it only takes 1 Action to fire a cluster. (More on Actions in a minute.) The disadvantages are that all weapons in a cluster hit or miss together on a single die roll and that they take a single damage threshold check. And now for a few words about how we envisioned the game to be played. A random chit is drawn to determine which mecha (or unit depending on size of the scenario)has to perform its Actions. A mecha has 2 actions for each pilot/driver/gunner on board. A single system may only be used once and only one motive system may be used per turn. The Action Costs are Move:1, Jump:2, Fire Weapon:1, Attempt Repair:1. This was as far as we had gotten with the lists. Let me know what you think of the game and what additions or criticisms you have.