THIS RACE DOES NOT USE NORMAL DRIVING RULES FOR SR3rd ED |
- The Race starts with a base time of 1 hour and 20 minutes on the clock for each driver. That's 80 minutes.
Leg Flow Chart |
1 |
Initiative |
2 |
Random Events |
3 |
Maneuver Test |
4 |
Apply Maneuver Modifiers |
5 |
Combat Rounds as per Initiative |
6 |
Drive Test |
7 |
Calculate Leg Finish Time |
8 |
Return to step 1 |
- Initiative
- Initiative is calculated by your reaction + 1 d6. Cyberware, spells, VCRs, do not add initiative dice.
- I -will- allow the use of cyber/adept/quickened-enhanced Reactions for the base amount of initiative.
- These initiatives determine who goes first on the leg, giving you a chance to knock out the other racers first.
- Initiative is only used to determine how many chances you get to hurt or affect the other racers. Every pass of combat actions you take against another driver, is 45 seconds added to your leg-time as you divert attention from go-go-go to kill-kill-kill.
- Each leg of the race is one round, and one round only.
- Turn Format
- Each leg will consist of a drive test and a blocking/maneuvering/positioning test.
- The Maneuvering/Blocking Test
- The Maneuvering test represents skill at positioning your car or using the positioning of other drivers for your gain. It's base TN is 4, with other drivers positioning modifiers affecting the TN as per normal.
- Successes on a Maneuver test, divided by 2, equal a positioning modifier you can apply on a point for point basis, to other drivers, like reach. For example, if on a Car/Bike/Pogo-Stick test, you score 6 successes, you may apply 3 points of TN modifier your vehicle and other vehicles.
- You may apply only -1 to your own vehicle in this fashion, though other drivers can pile the modifiers on you as they gang up on you.
- If you add a maneuvering TN to another driver, you MUST pose aggressively blocking or harassing that driver.
- The Drive Test
- This test vs a TN of (Vehicle handling + mods).
- Failing a drive test results in the addition of 3 minutes on the clock, but you don't crash or fail out of the race automatically.
- Each success on the driving test removes 30 seconds from that drivers clock.
- Drivers taking route A, receive a 2.5 minute bonus representing the lower flow of traffic and the shorter route. Route A has a higher difficulty because its a lot of switchbacks and blind curves while Route B is a poorly maintained freeway.
- Comp Skills These will be handled on a case-by-case basis, but only the most specific skills will be allowed, such as 'Street Racing' or 'Denver Traffic Patterns'.
- Pools: No Control pool, No Hacking pool, No Spell pool and no COMBAT pool may be used in this race. It keeps things abstracted and slightly less leathal than it might be otherwise. Because everyone is similarly limited, no individual loses anything.
- Attacking Other Cars
- To attack another vehicle, a driver must have 2 initiative passes as per the initiative rules. That is, have an initiative score that is above 10. The first pass is always used for the operation of the vehicle. These attacks are abstracted, and do not represent the entirety of combat, but instead, those moments along the leg where vehicles come close enough to each other due to traffic or other conditions to strike.
- Attacks are resolved with full Maneuvering penalties applied. That is, if the racers give a driver a +3 TN mod from maneuvering, the +3 applies to attacking as well.
- Defaulting: A driver may only roll as many dice on the attack as he has vehicle skill. If a driver is defaulting to reaction for his driving, he is preoccupied trying to control the vehicle and may roll a maximum of three dice to attack. Driving at high speed and blowing shit up is hard work.
- Passengers: Passengers may fire weapons out of a vehicles window, using the initiative of the driver. Passengers do not act on their own. Some vehicles with specialized space for passengers may receive additional attacks for 'free', but unless otherwise noted, a vehicle only has as many attack opportunities per leg as its drivers initiative allows.
- Attacks may be dodged, provided the defending driver has an action available in which to dodge. To successfully dodge, a Vehicular test skill with all applicable TN modifiers must be made, and compared to the other drivers successes as per normal combat. If the dodging player has more successes, the attack is dodged entirely. If the attacking player has successes left after the dodge attempt, damage is staged as per normal combat rules.
- Vehicular Combat Damage: Attacks from specific weapons such as machine guns, flame throwers, ect, do the base weapon damage divided in half. Damage codes are reduced by one. A 10M attack, against a vehicle, becomes 5L. If a weapons remaining power is lower than the armor of a vehicle, no damage is done and no soak roll is required.
- Ramming
- To ram another car, a driver must place at least one maneuver modifier on the target vehicle then make a successful attack using the appropriate vehicular skill.
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- Speed: A single die will be rolled and multiplied by 5 to determine the differential in speed between vehicles who are engaged in Ramming Actions. Bonus die spent on the drive test add 50 each to the result, though dice spent by the defender cancel out the attackers dice on a one-for-one basis.
- Damage: Damage from a ram is calculated at (Speed differential/10)+1 in power. If a ram attack takes place and the speed differential is 50, then the power of the attack is 6. The damage code of an attack is a base of M. This damage applies to BOTH vehicles in a ramming attack.
- Vehicular armor does not lower the power of a ramming attack.
- Persons riding in a vehicle that has been rammed take damage as per crashing.
- Any vehicle that is damaged in a ramming attack must make an immediate crash test. The TN is the vehicles handling plus all maneuver, Terran and traffic modifiers in addition to the damage just taken in the crash.
- Crashing
- Crashes suck. Try not to crash.
- Crashing Speed: Everyone will be assumed to be traveling 150+(Bonus drive dice used*50)mps for the purposes of Crashing.
- Crashing Damage: All crash tests will be made against a wound level of S. Cars are designed to take a hit. Once. And not move again after that. This means your minimum damage test with a car will be 15S. Cars traveling in excess of 250mps by the above calculations, will take D.
- Passengers: In a vehicle that has been rammed or crashed, passengers must make a body check at a TN equal to that of the car, modified by personal impact armor and safety systems on the vehicle. This test is at a Wound-Level equal to what the vehicle took, minus one. A vehicle that takes D damage results in the passengers attempting to soak 'S' damage.
- Other Combat Notes
- Every pass of combat actions you take, be it to dodge or to attack, is 45 seconds added to your leg-time as you divert attention from flat out racing to combat considerations.
- All vehicles may ram, but only vehicles that have weapons that can be fired without jacking or robotic/drone control can fire their weapons.
- Damage modifiers from combat, crashes, ect, take effect immediately.
- Ammunition such as AV, Ex Ex, Super-de-dooper-whoopass-rounds-o-death are abstracted and have no game-effect. Weapons do base damage and stage as per normal. Specialty rounds are, like much of SR3, simply out of step with competitiveness.
- Other Stuff
- This is not about the car, but the driver. On a difficult course where super-cars cannot reach top speed, due to traffic and road conditions, it is skill that differentiates. As such, A vehicles individual speed/accell stats are irrelevant unless a driver rolls up in an Americar or something else not suited to racing, in which case you will receive a +TN mod for substandard equipment. Having superior equipment may result in a -TN modifier, but that requires individual judgment.
- No Magic. No launching fireballs or summoning air-spirits to speed up the car. This is about the driver and the car. No using a spirit to protect against or cause accidents. Nada.
- No Rigging or automation. No rigging mods. All vehicles must be manually driven, not data jacked. Hands on the wheel and foot on the pedal. No roboticly controlled weapons. No drones. Passengers are fine, but the driver must control his vehicle entirely.
- Karma Cap. No driver may use more than 10 karma total in the course of this race.
- Between each Leg, drivers will have 5 minutes to affect minor repairs, refuel or piss. Racers with support and tools at the end of the leg, can try to fix their cars with a Car B/R. Success will remove one box of damage. TN will be a base of 6+Boxes of Damage. No other TN modifiers will apply. This is sort of on the fly. At the rest break, Magic -CAN- be used to heal drivers who were personally wounded.
- No deviating from the route. The checkpoints will monitor for each car, and if a car misses a checkpoint, it is disqualified.
- In the scope of this race, a critical failure will result from rolling more 1's than successes on a drive test. This will cause a player to wipe out of the race, or 1 minute added to the clock, a crash test with all damage as per normal. A critical failure can severely damage or destroy a vehicle as it represents major incident involving the vehicle. A ROLL THAT RESULTS IN A CRITICAL FAILURE MAY NOT BE REROLLED WITH KARMA
- There are no other rules. Yes. You can shoot at people. Yes, you can ram people. Yes, you can run them off the road. Yes, you can wave your butt out the window as you pass them. Yes, NPCs may be trying to do this to you, too.
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