A d10 is kept next to the racer each turn. This is the racer's "Velocity" rating.
Each turn the racer gets an automatic Movement, and 3 "Actions".
Actions can be "spent" on the following:
- Extra Movement
- Hard Turn
- Attacking other racers.
Handling Rolls - All handling rolls are a d10 attempting to roll less than the Racer's Handling score. If ever a Racer fails a Handling check and collides with something, their activation immediately ends. Additionally failed Hard Turns also end the Racer's activation.
1."Gear Shift" - The racer may change their Velocity rating by 1 up or down to a maximum of their Racer's Speed, and a minimum of 0. A racer at a Velocity of 0 floats to the ground at the end of it's turn.
1a. Drafting - If the active Racer has the same Velocity as a racer up to 2" in front of them, they can declare Drafting and hold their turn. When the other player's Racer goes (now the "Lead" racer), both Racers will go, with the first playing as normal, and the Drafting player recieving a +1 Handling as they Mimic the lead car's turn. If the Lead Racer fails a Drift or Maneuver (Hard Turn or Shift) that the Drafting player succeeds, the Drafting player may finish any actions they had left. (If the Lead attepts to Drift in their first Extra Movement and hits a wall instead, the Drafting Racer moves past and may make their other two actions immediately...)
2. Automatic Movement - Movement is generally in a straight line. The racer is moved 3 inches times it's Velocity Rating. During any movement the Racer may attempt to Drift, Climb, or Dive by 2" by rolling a d10 Under their Handling Rating. Each time they attempt to Drift during a movement, their Handling suffers a cumulative -1 Penalty for the rest of the Movement. If the Handling roll fails, the racer continues moving forward. If the Drift
succeeds, the Racer may move up to 2" Left, Right, Up, or Down during its movement but maintains the same facing during the movement.
If the Racer's movement brings it into contact with another racer, both racers make Handling checks to avoid collision and the active Racer applies appropriate Drift Penalties. If the Racer contacts a wall or obstacle it makes a normal Handling check with any Drift penalties. If the Handling check is failed, the Racer's action ends and they move on to "crashing".
3. Additional Actions
- Extra Movements follow the same rule as #2.
- Turn - With a basic Handling check, the Racer may turn up to 45 degrees. Each normal turn must be followed by a Movement or the end of the racer's activation.
- Hard Turn - Thrusters are fired hard to the side causing the racer to turn up to 180 degrees. For a turn of 90 degrees or less, the Handling check takes a penalty equal to its current Velocity. (A racer moving at Velocity 4 would take a -4 check) For a 180 degree turn, the penalty is twice its current Velocity. If the Handling check fails, the Racer manages to make half the turn, but ends it's activation.
-Overshift - The racer tries to slow rapidly, or speed up excessively. The racer may shift their speed up to 3 (up or down) by making a Handling check at an equal penalty. (Thus a Up Shift of 3 is a -3 penalty. A Down Shift of 2 is a -2 penalty) Failure does not change gear but moves the racer forward half a normal movement with a -1 to Drifting.
- Attack Others - The driver tries to bump, push, kick, or otherwise directly hinder the other pilots. If within 2" of another Racer, the active player makes a Handling check at -2 to Drift into the other racer forcing them to make a Handling check at a penalty equal to its Velocity immediately or be forced away. If the active player succeeds (meaning the attacked model fails it's check) the targeted model is moved away from the active racer a number of inches equal to both Racer's Velocities. (A Velocity 6 Racer hitting a Velocity 4 racer would push the hit racer 10" away)
In basic racing Crashing (hitting something) simply causes the loss of a turn. (your turn ends) and makes the model "grounded" ... Grounded models land, reducing their current velocity to 0.
DASH system - Intermediate Racing
Rather than use a default 10 points distributed between Speed and Handling, the Racer now
has 20 points to distribute between 4 stats. the Speed and Handling ratio stays the same,
but now Drive and Armor are added.
Drive - Drive represents the racer's Energy score. Drive is determined by using "left
over" points from the Ratio construction. Drive "recharges" each time the Racer is
activated (once each round).
Armor - Armor is the sheer bulk of the Racer, maximum Armor is determined by the ratio of
Engine to Non-Engine mass. (The Average Racer with a 2:1 Wing/Engine ratio usually has
about a 2:1 Armor ratio) The Racer can be declaired to be made of "Lightweight" parts
reducing the Armor side of the ratio by 1.
The Drive Rating can be reduced to raise any of the other ratings an equal ammount.
Back to the example racer, it would have an A:S:H ratio of 2:1:2 ... which means maximum
ratings of 6:3:6 leaving 5 points left for distribution. If the Racer was "lightweight"
the ratio would be 1:1:2, 4:4:8 leaving 4 points for distribution.
As a standard racer, this would leave the default DASH rating at 5:6:3:6...
As a lightweight racer, a default DASH of 4:4:4:8...
Using Drive -
- Crash Avoidance - If the Racer has Armor left, and fail a Handling check resulting in a
crash, 1 Drive point may be spent to instead cause the racer to glance off the obstacle,
wall, or other racer. The racer "bounces" off the crash object at a random angle a number
of inches equal to its current velocity (taking a new facing of the direction it bounced),
then reduce the Racer's Armor and Velocity by 1 and continue its turn.
- Adaptive Handling - Before rolling a handling check, any number of Drive points can be
spent to reduce a Handling penalty (from drifting, shifting, or the like) by 1. The
adjustment only affects that one roll.
- Boosted Speed - During a Movement action, any number of Drive can be spent for an
additional 1" of movement forward.
- Maneuvering Thrusters - During a Movement Action, up to 2 Drive can be spent to extend a
Drift. Each 1 Drive gives half an inch of Drift.
When the Racer fails a handling check and collides with something, and cannot use Drive to
avoid the crash, roll a d6. and consult the table.
1 - Drive is permanantly reduced by 1.
2 - Armor is permenantly reduced by 1.
3 - Speed is permanantly reduced by 1.
4 - Handling is permanantly reduced by 1.
5-6 - Racer shaken off, lose next turn and reroll ignoring 5,6.
The racer is reduced to Velocity 0, but may have any facing on its next activation.
If any aspect of the Racer is reduced to 0 the result of the crash is a firery explosion,
removing the racer from the game.
Users browsing this forum: loafofcheese and 2 guests