Search found 4 matches

by sinestus
Thu May 08, 2008 8:47 pm
Forum: Bricks
Topic: Cave Racers
Replies: 46
Views: 18882

thrust = drive speed = speed agility = handling simple enough... without the Lightweight rules, 6 is the best you can realy hope for (really, you could then drop the rolls to d8s or d6s, but d10 makes the game so much more dangerous...) but whatever... twas a basic idea... once i have more time i'll...
by sinestus
Thu May 08, 2008 3:06 pm
Forum: Bricks
Topic: Cave Racers
Replies: 46
Views: 18882

but with all those, that speed is with the ability to change direction at any time... (unless I'm remembering rules wrong...) these racers, by the system I'm throwing together, move in straight lines...they can slide to the sides a little... but not notably enough to be considered turning... continu...
by sinestus
Thu May 08, 2008 2:20 pm
Forum: Bricks
Topic: Cave Racers
Replies: 46
Views: 18882

the 48" is on a total straightaway... (something that's rather unlikely on a race track in the first place) at maximum speed... at a race start, you're at Velocity 0, so turn 1 you're getting about 12" if all you do is race straight ahead... each turn of more than a couple degrees drains basically 1...
by sinestus
Wed May 07, 2008 11:55 pm
Forum: Bricks
Topic: Cave Racers
Replies: 46
Views: 18882

i stumbled on the Cave Racers just recently and my mind went into overdrive on the idea of statting it out... (to be specific, I started remembering the fun of the 40k racing game that was fan-made ages ago, and the mods that i tried with it...) before i got pointed here, i had a couple ideas on the...