Full Throttle Systems Chart
This chart contains the mass and cost for systems added to your mecha during the construction process. After the chart are the notes for each system.
|
SYSTEM |
MASS |
COST |
|
LOW VELOCITY CANNON |
2 |
6 |
|
HIGH VELOCITY CANNON |
3 |
9 |
|
MAGNETIC LINEAR ACCELERATOR |
4 |
12 |
|
PLASMA CANNON |
4 |
12 |
|
DISRUPTOR |
5 |
15 |
|
SCATTER GUN |
6 |
18 |
|
LONG RANGE MISSILE |
1 |
1 |
|
SHORT RANGE MISSILE |
2 |
2 |
|
DRIVE (PER MOVEMENT POINTS) |
N/A |
MASS X .5 |
|
A CLASS BEAM |
5 |
15 |
|
B CLASS BEAM |
4 |
12 |
|
C CLASS BEAM |
3 |
9 |
|
D CLASS BEAM |
2 |
6 |
|
E CLASS BEAM |
1 |
3 |
|
FIRE CONTROL |
3 |
10 |
|
ANTI-PERSONNEL FRAGMENTATION CHARGE |
1 |
5 |
|
ANTI-PERSONNEL WEAPON SYSTEM |
2 |
10 |
|
ION CANNON |
4 |
12 |
|
PILOT/DRIVER/GUNNER |
1 |
N/A |
|
STANDARD ARMOR |
3 |
30 |
|
REACTIVE ARMOR |
4 |
40 |
|
ABLATIVE ARMOR |
4 |
40 |
|
HEAVY MECHA GRENADE |
- |
15 |
|
MEDIUM MECHA GRENADE |
- |
10 |
|
LIGHT MECHA GRENADE |
- |
5 |
|
MINE LAYING SYSTEM |
3 |
10 |
|
MINE SWEEPING SYSTEM |
5 |
20 |
|
SUBMUNITION PACK |
1 |
2 |
|
ENHANCED SENSORS |
1 |
15 |
|
SUPERIOR SENSORS |
2 |
30 |
|
ECM INDIVIDUAL |
2 |
20 |
|
AREA ECM |
4 |
40 |
|
FLAMMER |
6 |
18 |
|
SMOKE DISCHARGER |
1 |
5 |
|
JUMP JETS |
See notes |
MASS X .5 |
|
PASENGERS (5 CAPACITY POINTS) |
5 |
5 |
|
ENGINEERING EQUIPMENT |
3 |
30 |
|
FLOOD LIGHTS |
1 |
1 |
NOTES
Long & Short Range Missiles: each missile bought is a one shot round, you can fire any amount at one time
Fire Control: 1 free system with each chasis
APFC (Anti Personnel Fragmentation Charge): range of 1
APWS (Anti Personnel Weapon System): range of 3
Reactive Armor: -1 to be hit by missiles
Ablative Armor: -1 to be hit by beam weapons
Heavy Mecha Grenade: <3d6> dmg, range is 1 hex per every 20 tons (round up) of throwing mecha
Medium Mecha Grenade: <2d6> dmg, range is 1 hex per every 15 tons (round up) of throwing mecha
Light Mecha Grenade: <1d6> dmg, range is 1 hex per every 10 tons (round up) of throwing mecha
Mine Laying System: includes 3 mines
Enhanced Sensors: +1 to sensor rolls
Superior Sensors: +2 to sensor rolls
Area ECM: provides ECM to all mecha within 3 hexes
Jump Jets: reduces total mass available for systems from ¾ to ½