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Full Throttle..the mecha game based on Full Thrust

13 August 1990: The Full Throttle page now has a new look and corrected my email address. If you're playing these rules or would like to see more let me know. And if you have any mecha constructed with these rules email them to me and I'll post them here. Hopefully soon I'll have Jack's All the Galaxy's Fighting Mechs on here with the listing of the ones we have created.

One day at the sprawling complex that is the Aresian Military Academy we were lamenting the fact that we did not have a  simulation of our liking to test out our advanced theories of Mecha tactics.  This need along with a successfully completed day of simulations using Full Thrust led to the most obvious conclusion of combining the two.  Thus was born Full Throttle. The following rules are just an outline to be used in a Full Thrust mecha game. The construction and weapon systems rules are here. You will be on your on with such matters as movement and combat modifiers for terrain. Also note that Full Throttle Bits is a bmp image to be used in a paint program to cut and paste creating your own mecha sheets and that it may contain some weapons system icons that there are no rules for at the present time.

Select each link below to find out about that segment of
Full Throttle

Master Combat Chart

Damage Chart
Weapons Table
Quick and Dirty Construction
Full Throttle Bits
: based on Ship Bits by Adam Delafield and modified by Ron Kehir.

We would like to thank Ground Zero Games for producing the wonderful game Full Thrust on which Full Throttle is based and urge you to run out and get a copy at your nearest game store or from the American distributor Geo-Hex.

Credit for Full Throttle goes to Ron Kehir with kibitzing by Brian Gladden, Chad Kehir, Jim Kehir and Larry Pryor
(author of these pages).  Contact me if you have questions or comments.