Turn Seven: Off we go
adwarf: Aggresive driving
Tiruin: Aggresive racing
Scelly 9: Boost+ Aggresive racing
Maximum Mc Dreight: Aggresive driving +Shortcut
Dariush:Drive aggresively and rise 6 levels
Toaster: Aggresive driving, shortcut. (Zeno device and shields ON)
Monk: Normal driving: Shortcut
Luke: Drive aggresively
The race starts and adwarfs Mustang immediatly races away, arcelerating at a breathtaking speed. Tiruin takes off to follow him, but simply isn't capable to keep up. Scelly flies past both of them, showing excellent racing and employing his rocket booster to increase arceleration speed. He quickly reaches his max speed and eventually has to brake to prevent damage to his vehicle.
Max and his Armadillo go off the track, employing the gravel to allow him to reach his top speed in seconds... He hits a few of the rocks, but his heavily armored vehicle plows through them without slowing down.
A dark shadow falls over the races as Dariush's world Conq MK.1 flies up into the sky. What nefarious plans will he think of next?
Toaster seems to be having some problems with his engines, as he slowly creeps over the Start line. Luckly he picks up some speed on the gravel. His mysterious machine seems to be driving through the rocks, hitting and not hitting them at the same time.
Much cheers are heard as Monk, The sky lord, and winner of on of the previous WDR's passes. He gallops away into the sunset, and a solid rock. His armor creaks and bends, and loses some valuable speed.
The Deathwing sets chase towards the other racers, but fails to pick up much speed.
Scelly[80] +40 speed
Max [74] +44 speed
Adwarf:[66] +36 Speed
Monk:[59] +29 speed
Camera car: 20 speed (Always at spot 50)
Toaster[48] +18 speed
Luke [48] +18 speed
Tiruin: [41] +11 speed
Dariush[35] +5 speed
Section 1: Start. Broad and clear of debris. Optionall pitstop (Requires complete stop, allows repairs and refueling).
Land vehicles can try to arcelerate quickly on this section. Requires a dodge or armor roll of 4 to avoid driving into something. Gains you 15 speed.
Section 2: The bridge: This magnificent hover bridge used to be the pride of the circuit. Now it's falling apart. ( 2 ways: the bridge or the pylons).
-The pylons: Requires a dodge roll. 2 or more needed. (Failure= Fallback). Unable to be hit by anyone on the bridge.
-Bridge: Use the bridge like normal people do. Sadly it's quite unstable, and being attacked on this section might cause it to collapse [30/30]
Section 3: The canyon.
-You are unable to pass each other in this section.
-Boarded of section: Leads to the armory. Players can attempt to drive through or blow it up [20/20 hp]
-Airplanes can fly over this section. They can pass others.
Section 4: The caves: Requires a 4 dodge or armor roll or better to avoid the stalactites.(Failure=Damage)
Section 5: The Cliff: There used to be a bridge here, but is long since gone. The WDR instead replaced it with a ramp and some anti aircraft turrets. Again there are 2 ways here.
The maintenance way: Slowly decend the cliff, this way will cut your speed by 20% but is perfectly safe.
The jump: Jumping is no problem, but failing to arcelerate will result in plunging your nose into the ground or getting hit by the AA.
Dive: Airplanes can dive to gain 10 extra speed. They need to get a dodge roll of 3 or better to avoid plunging into the ground though.
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:85]
Automated Drone Defense net: [8/8 ammo, d6 dodge roll, Returns Dodge roll-Acc roll damage to sender.]
Prototype Kinetic Reflective Shield:[d6+2-2 armor, 20 energy use. On a succesfull deflect has a 50% chance to rebound the attack to a random player]
Light HD armor plating [d7-2 armor roll, +5 max speed. Only works when the shield is off.]
Cloacking device:[30 energy use. +2 to dodge]
Spider Mines[3/3 ammo, Range:20 , Acc: d6, Dam d6. Always attacks the closest player.]
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:20
-Damage: d8
-Accuracy:d8
-Ammo:4/4
-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.
5,4,2
Player name: Tyrin Ferric
Cash: 900
Vehicle name: Banshee
Stats:
(+1 dodge,-1 armor,+10 max speed, flies)
Powercore:[20/20hp| 290/290 E(30 regen)]
Engine: [20/20hp|Energy use:20, Arceleration: d20, Max Speed:60]
Iridium armor: d6-1 armor
Defensive matrix: d7+1 dodge
LIDAR: +1 to search rolls
Regenerative nanites: [Uses 20 energy, Heals 0-3 hp on a succesfull search roll.]
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:[40 energy for a firelash rocket. 50 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))
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:[30/30hp| 125/170 E(40 regen)](hard to repair)
Engine: [20/20hp|Energy use:10, Arceleration: d20, Max Speed:40]
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
Player name: Connor Hasbin
Cash: 500
Vehicle name: The Armadillo MK2
(+2 to armor, +5 to engine power use)
Powercore:[20/20hp| 165/170 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: d5 dodge roll
Onboard Devastator Rocket Factory:[60 energy for a devastator rocket.]
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:50
-Damage: d6
-Accuracy:d6
-Ammo:4/4
-Misc: Air only
Player name: Dariush the Madder
Cash: 500
Vehicle name: WorldConq II Mk.1
Powercore:[20/20hp| 25/30 E(70 regen)]
Engine: [20/20hp|Energy use:15, Arceleration: d10, Max Speed:70]
-Altitude change: I can rise higher for N*100 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 for each turn flying after the first one)
-Dive: I lower myself by N*100 meters and increase speed by N*2. Costs 5*N. Increases Accuracy by N/2.
-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.
-Nuclear Meltdown:[Core takes d6 damage per turn used. Doubles energy production. Increases arceleration by d20 and gives a +2 to dam rolls.]
-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.
Player name: Toaster
Cash: 500
Vehicle name: The Paradox
Modules
(+3 to dodge,-1 Accuracy)
Powercore:[20/20hp| 30/30 E(70 regen)]
Engine: [20/20hp|Energy use:30, Arceleration: d50, Max Speed:70]
Shrödinger shield: d6+3 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 75% 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:d6-1
-Energy use:30
-Misc:
-Range:20
-Damage: d6+1
-Accuracy:d9+1-1
-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
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:[30/30hp| 170/170 E(35-55 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.
ENgine armor: adds a +3 armor bonus to any attack directed at the engine
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.
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:15, Arceleration: d20-5, Max Speed:50] Fragile
Armor: D8 Hard to repair
Engine armor: Gives a +5 to any attack rolls directed at the engine
Energy shield: d7 dodge: 15 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.
Harpoon gun [Range: 40, Energy use: 20, Acc:D6 Allows you to drag yourself forward or the enemy backward for 10 tiles/turn. 20% chance of linkbreak/turn. Also broken when out of range. ]
-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