Turn Four: Special edition
Player name: adwarf
Cash: 500
Vehicle name: The Destructor
Stats:
(-2 armor)
Powercore:[20/20hp| 50/50 E(20-40 regen)]
Engine: [20/20 hp| Energy use:20, Arceleration: d20+5, Max Speed:80]
Automated Drone Defense net: [8/8 ammo, d6 dodge roll, Returns Dodge roll-Acc roll damage to sender.]
Prototype Kinetic Reflective Shield:[d6+2 armor, 20 energy use. On a succesfull deflect has a 50% chance to rebound the attack to a random player]
Cloacking device:[30 energy use. +2 to dodge]
Drone swarm: [Ammo: 1/1, Range: This section. Unleashes a d8 Acc, d8 damage weapon on every player in range]
Nuclear Warfare:[Ammo:4/4, Gives a +3 Damage bonus to all weapons for one turn. Weapons get an AoE of 5 and cause irradiation of the section they are in]
-Range:40
-Damage: d7
-Accuracy:d6
-Energy use: 30
-Range:40
-Damage: d8
-Accuracy:d8
-Ammo:8/8
-Misc: In case of a miss(But with acc roll higher then 3) it homes in on another closeby player. This can be you.
-Range: N/A (Only the section they are in)
-Damage: d8
-Accuracy:d8
-Ammo: 4/4
-Misc: Can deploy sentries in your current sector. Sentries have 10 health and continue firing until destroyed.
[2]Special: Cloaking Device
[6]Special: Drone Swarm - A large swarm of aerial assault drones burst forth from somewhere, and attacks all racers but me.
[6]Special: Nuclear Warfare - My munitions are temporarily switched with prototype nuclear munitions.
Player name: Tyrin Ferric
Cash: 500
Vehicle name: Banshee
Stats:
(+1 dodge,-1 armor, flies)
Powercore:[20/20hp| 290/290 E(30 regen)]
Engine: [20/20hp|Energy use:20, Arceleration: d20, Max Speed:50]
Iridium armor: d6 armor
Regenerative nanites: [Uses 20 energy, Heals 0-3 hp on a succesfull search roll.]
Defensive matrix: d7 dodge
ECM: X*25 power to lower enemy accuracy with dX
Cloacking field: [Energy use: 60/turn, Prevents the ship from being targetted directly(Ie only hit if someone shoots an Aoe attack at a person near you)]
Missile fabricator:[10 energy for a firelash rocket. 20 for a Long range cruise missile. Has a 10% chance to make faulty missiles.]
-Range:40
-Damage: d10
-Accuracy:d7
-Ammo:4/4
-Misc: Has range 5 splash damage
-Range:80
-Damage: d6
-Accuracy:d6
-Ammo:2/2
-Misc: Can shoot between sections. (Range in the next section = 80+(Position-100))
[1]Special: Cloaking Field - Installed in the cockpit and activated by only a push of a button, using the primary power source and possibly a secondary power source if the first is not available (on good rolls), the field extends to the whole of the aircraft and aids in evasive maneuvers, in so much as making the Tactical-Strike Aircraft invisible to casual observers.
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[6]-Special: Missile Fabricator - Inspired by the multi-chambers of a reaction plant and munition factory, Tyrin decided to invent his own diagram of it, only modified to be easily portable on aircraft. This Fabricator is able to create missiles designed to be used by the Banshee, at the cost of power. Though, he hid a hidden technique in the copy, for if the mechanics were good enough, the Fabricator would take even less energy to do it's work.
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[6]-Special: If the Cloaking Field rolled lower than 3, reroll and take the higher number. If not:
Player name: Jack Dendy
Cash: 500
Vehicle name: Starhopper
Bio: After failing to win the last race, Jack decided to enter again. This time with a slightly more weapon-based vehicle.
(+1 to armor, +5 to speed )
Powercore:[20/20hp| 110/110 E(20 regen)]
Engine: [20/20hp|Energy use:15, Arceleration: d10, Max Speed:20]
Light armor: D5+1 armor. +5 to speed (Bonusses are already acounted for)
Point defense turret: [8/8 ammo, d6 defense roll, Returns Dodge roll-Acc roll damage to sender.]
Rocket Booster: [Uses 75 energy to give a 20 boost to speed]
Mines:[4/4 ammo. (Accuracy/dam= d6) Remain in place if dodged]
Repair nanobots[Heals 2 hp, [4/4 uses] 50% failchance]
-Range:20
-Damage: d5
-Accuracy:d5
-Ammo:1/1
-Range:30
-Damage: d7
-Accuracy:d7
-Energy use:30
-Range:40
-Damage: d7
-Accuracy:d7
-Ammo:4/4
-Special: Rocket Booster [5]
-Special: Mines [4]
-Special: Repair Nanobots [2]
Player name: Connor Hasbin
Cash: 500
Vehicle name: The Armadillo MK2
(+2 to armor, +5 to engine power use)
Powercore:[20/20hp| 170/170 E(30 regen)]
Engine: [20/20hp|Energy use:35, Arceleration: d40, Max Speed:50]
Land/Sea armor: d10+2. Increases reactor energy use.
Point defense turret: [8/8 ammo, d8 defense roll, Returns Dodge roll-Acc roll damage to sender. Air only]
Camouflage: d2 dodge roll
Devastating volley: Allows you to fire up to 4 missiles. For each missile fired add a +2 to damage and a -1 to accuracy. Volleys have 5 area damage
-Range:40
-Damage: d10+2
-Accuracy:d8+1
-Ammo:4/4
-Power use: 20
-Misc: Rolling below 2 on accurace causes the missile to explode near you.
-Range:40
-Damage: d5
-Accuracy:d5
-Ammo:4/4
-Misc: Air only
[6]Special 1: Devastating Volley. You know when you JUST HAVE TO take out that particular guy? Well, this is how! This special launches all 4 Devastation Rockets at a single target! When one hits, the second hit will have a damage boost to represent how the first weakened the area.
[3]Special 2: If Devastating Volley rolled less than 4, re-roll. If not, re-roll Core.[4]Special 3: If Devastating Volley re-roll OR the Core's re-roll was less than 4, re-roll.
Player name: Dariush the Madder
Cash: 500
Vehicle name: WorldConq II Mk.1
Powercore:[20/20hp| 30/30 E(70 regen)]
Engine: [20/20hp|Energy use:15, Arceleration: d10, Max Speed:70]
-Altitude change: I can rise higher for N*10 meters (I specify N when doing the action) at the cost of 10*N. Raised dodge by N but lowers Acc by N. (-5%*N speed debuff during flight)
-Dive: I lower myself by N*10 meters and increase speed by N. Costs 5*N.
-Razor sharp wings: Does damage equal to speed/3(Cap:20). Targets dodge and armor roll are subtracted from this. If the result is negative, apply damage to user.
-EMP: Reduces speed by 15%*d6. Uses 40 energy. Can be used every 4 turns.
-Sonic destabilizer: Range:20 Target gets a -1 to armor and dodge. Every 3 turns. (10 energy use)
-Power armor[d7 armor, Can spend 25*N energy to increase armor by dN for 2 turns)
-Trajectory predictors[d7 dodge, Can spend 25*N energy to increase dodge by dN for 2 turns)
-Range:20
-Damage: 1
-Accuracy:d6 (Rolled per shot)
-Energy use:30(Full barrage)
-Misc: Can fire between 1-6 shots. Unable to target specific parts whitout accuracy bonus.
[1]Roll 1: reroll Dive;
[5]Roll 2: powered armor: no dodge or speed penalty, small bonus, I may spend energy to increase the armor for 1-2 turns proportional to the energy spent (though if I roll badly, the variable effect may be scratched). If I roll badly, get 'can only be used every N turns' effect.
[5]Roll 3: fire predictors: increase dodge, I may spend energy to increase the dodge for 1-2 turns proportional to the energy spent (though if I roll badly, the variable effect may be scratched). If I roll badly, get 'can only be used every N turns' effect. If I roll VERY badly, won't be able to use predictors and armor in the same turn.
Player name: Toaster
Cash: 500
Vehicle name: The Paradox
Modules
(-1 to dodge)
Powercore:[20/20hp| 30/30 E(70 regen)]
Engine: [20/20hp|Energy use:30, Arceleration: d50, Max Speed:70]
Shrödinger shield: d6 dodge. 5 Energy use
Imovable object armor: d6 armor
Unstopable force device: Any taken damage results in a speed increase equal to 2* damage. (Going over max speed requires a d6 roll to prevent you from barreling into something).
Zeno device:[Energy use:10, Has a 10% chance of stopping pass attemps.Stopped passerby's don't lose momentum, and will be able to pass whitout roll next turn]
Paradoxal Stunner: Energy use: 50. Range: 40. Target rolls d6. (1-2: Speed -20, 3-4: -10, 5-6: 0)
Chewbacca defense:[Energy use: 100. Tears a hole in time and space to summon chewbacca. Or something else, depends on a d10]
Trousers of time: [Game effect- Roll the chosen action twice, and take the better roll. Once every 3 turns. [10 energy] Safeties can be overridden to increase the effect to the whole turn, but SpaceTime continuum intergrety can not be ensured.]
-Range:20
-Damage: d6
-Accuracy:d6
-Energy use:30
-Misc:
-Range:20
-Damage: d6+1
-Accuracy:d9+1
-Ammo: 2/2
-Misc: The target doesn't exist during one turn after being hit, rendering him invulnerable.This is because the universe has to figure what the hell is happening
[2]Special Roll 1: The Zeno Device: When any other racer attempts to pass the Paradox, the Zeno Device informs the other vehicle that doing so is, in fact, impossible. Reality then adjusts itself to the case that the Paradox is still in the lead.
[6]Special Roll 2: The Chewbacca Defense: "Chewbacca is a Wookiee from the planet Kashyyyk. But Chewbacca lives on the planet Endor. Now think about it; that does not make sense!" The Chewbacca Defense focuses the nonsensicality and triviality of this argument to tear a hole in reality and summon Chewbacca himself to the race track! He won't appreciate this, and will then proceed to attack any racer near him. Designed to deploy as a mobile track hazard.
[6]Special Roll 3: The Trousers of Time: Before heading down the Trousers of Time, this device allows the driver to attempt the same action two different ways, and choose which reality to pursue and future to seal. [Game effect- Roll the chosen action twice, and take the better roll.]
Name: Sky King
Cash: 500
Vehicle Name: Cincinnati
Bio: Having won the first Death Race, Monk changed his name to Sky King, and now seeks to add a new moniker- Horse Lord!
(Jetboost: Uses 100 energy. Produces a 20 speed boost and allows the Cincinnati to fly.)
Powercore:[20/20hp| 110/110 E(35 regen)]
Engine: [20/20hp|Energy use:20, Arceleration: d40, Max Speed:60] (Fragile)
Armor: D8 armor. Hard to repair though
Powercore armor: adds a +3 armor bonus to any attack directed at the core.
Power leech: [Range: 20. Accuracy: d8. Can suck up to 20 power/turn. Link will remain untill the 2 races distance more then 20 from each other.(If the victims reactor runs dry, the power stream may reverse.Overcharging your own reactor is not a good idea.)]
Oil slick: [[4/4 ammo] Players must roll dodge above 1 or lose 25% speed. Non persistent.]
-Range:40
-Damage: d6
-Accuracy:d6
-Energy use:70
-Range:0
-Damage: d4
-Energy use:0
-Misc:Only but automatically workds when you do a ram attack
-Range:20
-Damage: d10
-Accuracy:d6
-Energy use:50
-Misc: Splash damage: 5 tiles. Damage spreads over parts.
[6]Special 1- Power Leech! The Cincinnati has a unicorn horn that, when activated, fires a beam of energy that creates a conduit between the Cincinnati's Powercore and a single target opponent. This conduit drains Power from the target and funnels it directly to the Cincinnati's Powercore.
[1]Special 2- Oil Slick! The Cincinnati can spew oil onto the track from its... nether regions. All following racers must dodge the slick or lose significant speed. If the race is multi-lap (I forget) the slick may persist.
[6]Special 3- If Power Leech was 3 or less, reroll. Otherwise, reroll Engine.
Player name: Jim Hawkes
Cash: 500
Vehicle name: Death wing
Bio: A military officer and pilot who has been sent to join the WDR in order to get inside the organization and spy on the sponsors who have a stranglehold on the nation. Winning is a side benefit
Stats:
(+1 armor,-5 arceleration. Overcharge: Route power from the engines to a single weapon system. (Engine offline that turn. +2 to damage.))
Powercore:[20/20hp| 170/170 E(0-60 regen)]
Engine: [20/20hp|Energy use:20, Arceleration: d10-5, Max Speed:10]
Armor: D8 Hard to repair
Engine armor: Gives a +5 to any attack rolls directed at the engine
Energy shield: d5 dodge: 20 energy use
Auto repair system: [Uses 20 energy, Heals 0-5 hp on a succesfull search roll. Automatic]
Military recon sats: Can Pm the GM about incoming hazards. [Active targetting. Can spend N*10 energy to get a D(N) bonus to accuracy. Enemies recieve the same bonus]
Army saboteurs: Can submit any hazard to the GM(including location). The Gm will need to put it in. (Rebalancing may occur). Sadly you can fall into your own traps.
-Range:40
-Damage: d10
-Accuracy:d5
-Ammo: 2/2
-Misc: Splash damage: 10 tiles. Damages track (random effect)
-Range:30
-Damage: d9
-Accuracy:d6
-Ammo: 6/6[2/2 AA]
-Misc: Can fire antiarmor shells that do +3 damage. Forward only
-Range:30
-Damage: d8
-Accuracy:d8
-Energy use:40
[6]Special 1: Auto repair systems, mechanisms inside the Death Wing can fix and replace parts on the fly and if necessary reroute power from one system to another
[5]Special 2: Access to military recon satellites, giving picture perfect intelligence on incoming hazards, enemy position, and weather predictions
[6]Special: Reroll if any of the two above are roll of 1 or 2. if not, army commandos and saboteurs that can rig the track with booby traps and ambushes (one use only per race and target must be chosen before race starts, to be fair to the other players)