the engines rev in anticipation, the lights go green, and
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.
Speed - it
makes no difference if you are using 1st or 2nd edition
rules. Add the speed code onto any speed checks.
- the maneuver code is added to any obstacle checks.
operation (Repulsolift, Beast Riding, Ground Vehicle,
etc.) - skill is used for speed checks, obstacle checks
and over-taking checks.
Weapons / Vehicle Weapons - used to operate weapons
(usually by cheats)
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.
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.
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.
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.
Engine failure - OUT OF RACE
out - miss next turn
out - Repair roll (20) or miss next turn
Control - Vehicle skill roll (25) or miss next
failure - Maneuver -1D
failure - Speed -1D (or -1 for 2nd Ed.)
Control - Vehicle skill roll (10) or miss next
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.
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.
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.
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.
driver to pass the finish line is the winner.
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.