ON POSITIONS, ZONES,
AND SECTORS
Races courses are
pretty big. Here's the how big!
A Zone is the part
of the map you are in. It might have anywhere from 1 to 6 Sectors.
A Sector has 10
Positions, from 0 to 9.
A Position is just a
number.
So your car could be
in Zone 3, Sector 2, Position 9. Go forward 1 Position and you're in Zone 3,
Sector 3, Position 0.
ON THE WHAT HAPPENS
IN A ROUND
From first to last,
every car goes through the ACTION PHASE and the MOVEMENT PHASE. If two cars
share a Position, they take their actions concurrently.*
Action Phase: Decide
on which actions you take. You get one Driver action, and up to CR Crew
actions. Execute these actions in any order you please.
Movement Phase: Roll
1d10 + AC. You can add this number or less to your Position**. If your
Positions is now over 10, then move to the next Sector and subtract 10 from
your position.
At this point, here
we go again!
*As long they didn't
roll the dice on it, they can even
change their action based on what the other guy just said! And the other guy
can change it to! This shit can literally go back and forth.
**Why add less?
Maybe you wanna nuzzle up to another car to unload on their ass! And avoiding
hazards is a lot easier when you're moving slow.
ON THE ACTIONS YOU
CAN TAKE
The following is not
to be taken as a conclusive list, but rather as shit players keep asking me
about, so I figure I'd develop rules for it.
Driver Actions (Pick
1)
- Floor It: Get Advantage on your AC check in the Movement Phase.
- Evade: Get Advantage on all opposed CO checks this round.
- Bootlegger Turn or Rockford Turn: Roll CO. Make it and you car reverses direction while going full speed. Fail and you spin out, skipping your Movement Phase.
- Block: At the end of her round, your target has to beat you in an opposed CO check, or her maximum Position is 1 behind you.
- Ramming: Roll opposed CO checks. Win and he GETS REKT, D: RAd4, you GET REKT, D: Target's RA.
- Grapple: Roll opposed CO checks. Beat her and your cars are stuck together. REPAIR can pry you apart. In the Movement Phase, add your AC rolls and divide by two to determine your mutual Position.
- Use Weapon: For a target in range, roll a d10 plus accuracy vs their CO check. If you beat them they GET REKT, D: your weapon's damage.
- Whatever you make up!
Crew Actions (Pick
CR)
- Use Weapon: As above!
- Repair: Roll REPAIR. You do need to be on the vehicle you're repairing.
- Shoot: You need to be in a Position adjacent to you target. Roll SHOOT. If you succeed, your target must roll SURVIVE.
- Melee: You need to be on the same car as you target. Roll MELEE. If you succeed, your target must roll SURVIVE.
- Some other shit you make up!
Free Actions (Doing
these doesn't take up your action)
- Trick: Play a dastardly trick!
- Boarding: Get over on the other guys car! You need to be grappled to it.
- Jump: Boarding for the ungrappled. Destination needs to be adjacent to you. Roll 1d10 on the jump table!
*Jump Table
10 - 6
|
You made it!
|
5
|
You made it, then
tripped on your ass! You can't take any actions this round.
|
4
|
You're hanging on
by your fingers! HANG ON or fall off.
|
3
|
You fall off, but
manage to latch onto the next vehicle. HANG ON as above.
|
2
|
You fall off.
Stuck in the Position until picked up (or run over).
|
1
|
You fall RIGHT
INTO THE WHEELS OH GOD. Roll SURVIVE.
|
ON RUNNING THE RACE
Before the race, the GM shows everyone the map, describing the zones and general hazards found in them. The players then take turns telling the GM their course tricks, and the GM adds these to her secret list of hazards.
Everyone starts at
Zone 0, Sector 0, Position 0. Get your best announcer voice on and introduce
all the vehicles and drivers. The race begins with fanfare, cheering, and the
Movement Phase.
The race is won by
the first team member to cross the finish line, by any means possible. This
means:
You
can steal someone else's car and win in it.
By
keeping your old car, you can then finish in both first AND third place.
Two
teams can win by sharing the same car.
If
a car crosses the finish line with a melee happening on it, everyone on it
ties.
You're
only out of the race if your entire Crew dies.
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