"As
the engines rev in anticipation, the lights go green, and
they're off..."
A race can
add a bit of sparkle to an adventure, the Pod Race in The
Phantom Menace is a good example. These rules are
designed to applied to the WEG D6 system primarily for
ground and repulsorlift vehicles from Blurrg pulled
chariots to Pod Racers.
Vehicle
codes
Speed - it
makes no difference if you are using 1st or 2nd edition
rules. Add the speed code onto any speed checks.
Maneuverability
- the maneuver code is added to any obstacle checks.
Character
skills
Vehicle
operation (Repulsolift, Beast Riding, Ground Vehicle,
etc.) - skill is used for speed checks, obstacle checks
and over-taking checks.
Heavy
Weapons / Vehicle Weapons - used to operate weapons
(usually by cheats)
1.
Initiative
For the
Race Start all drivers roll their Vehicle skill + Speed
code. This will determine the race order, with the
drivers moving the appropriate units forward. Drivers who
are level are not considered Over-taking.
After the
first round the driver in the lead has initiative, with
initiative granter in race order. Where two drivers
are level they are considered to have equal initiative
with neither driver requiring an over-taking check this
round on the level driver even if they remain level.
2. Speed
check
The driver
with the initiative makes a speed check and consults the
following chart to determine movement. A movement
cannot land on an obstacle. Any movement that would
land on an obstacle stops on the unit before with the
extra movement unit lost.
Dice
Roll |
Units
Moved |
2-5 |
1 |
6-10 |
2 |
11-15 |
3 |
16-20 |
4 |
21-30 |
5 |
31-40 |
6 |
41+ |
7 |
Obstacle
checks
Some units
of the course contain obstacles eg. sharp bends, caverns,
hazardous surface. Each Obstacle will have a
difficulty number. Roll the drivers Vehicle skill +
vehicle maneuver code. If the skill check fails the
driver must roll on the Crash Table. If this skill
check is passed the driver passes the obstacle but only
moves onto the unit after the obstacle. If the
original Obstacle check was successful the driver proceeds
with his full movement.
Crash
Table
Roll
1D12 |
|
1 |
Total
Engine failure - OUT OF RACE |
2 |
Crash
out - miss next turn |
3 |
Crash
out - Repair roll (20) or miss next turn |
4 |
Lose
Control - Vehicle skill roll (25) or miss next
turn |
5 |
Thruster
failure - Maneuver -1D |
6 |
Transmission
failure - Speed -1D (or -1 for 2nd Ed.) |
7-12 |
Lose
Control - Vehicle skill roll (10) or miss next
turn |
If a Wild
'1' is rolled during any skill check demanded by the Crash
Table the vehicle suffers total engine failure and the
driver is OUT OF THE RACE.
GM
Note - It may seem unfair that random dice
rolls cause a driver to be eliminated, but that's
life. Just watch Formula One or Indycar.
|
Over-taking
checks
When
passing another driver an over-taking check is made.
The two driver roll their skill Vehicle operation codes.
If the over-taking move is successful the rest of the turn
is completed. A failed roll and the over-taking
driver must stop on the unit before the vehicle he was
attempting to over-take. Should the skill rolls be
tied the vehicle over-taking wins. An over-taking
check is required if landing on the unit with another
driver. If the over-taking driver wins the two
vehicles are considered level.
Using
Weapons
Though
often illegal and cause for disqualification some drivers
cannot help but resort to cheating. Weapons can only
be used during an over-taking check. The weapon
skill roll replaces the vehicle skill roll. Should
the weapon check be successful then the targeted driver
must roll on the Crash Table.
Winning
The first
driver to pass the finish line is the winner.
Should two
drivers be level approaching the finish with both drivers
rolling the same movement points then the driver with the
higher vehicle roll + speed code is the winner. If
scores are still level the race is a dead heat.
|