Turn Ten: It's been a while
Notes: If you want me to use ammobased defensive systems, please tell me. Default state is off.
adwarf: Activate Shields, and drive aggressively
Tiruin: Fabricate 1 Firelash Rocket
Defensive driving!
TAKE THE RIFT! Yell: "Ride the Storm!"
Keep my Cloaking Device on. If that does not help me in anyway, turn it off. (It won't help you dodge the blasts. it's a hazard, not an enemy.
Use my ECM: Where X = 4 on the Imperial Soldiers and/or Wookies
Scelly 9: RACE + Defence turret + Rocket Boost
Maximum Mc Dreight: Aggressive driving normal route (assuming that acceleration, if good enough, can beat the 25% drop AND the 20% drop from the safer option as i can't accelerate anymore at top speed.)
UNLESS the pitstop's recharging is also on a dice roll, then use all I can to make devastator rockets. I can't remember if I have over 120 or not. I don't think so, so it'll just be 1 anyways. If it does require a dice roll, just 1 rocket made (yes, I know, a pointless comment, shush )
(+d2 acc bonus. 1 turn)Dariush:I'll choose the caverns.
I'll drive agressively (15), lower myself by 4 levels (20), restock 5 energy in pool and do a 6-shot barrage to whoever is going the fastest within 20 tiles. If there's nobody in range, spend 50 energy for +d2 to dodge for two turns.
Toaster: Agg drive through the rift! Turn on shield, Zeno, and activate Trousers of Time without overcharge.
Monk: Drive aggressively off the jump!
Luke: Into the rift! Fire harpoon gun at anyone else going in.
Max and Monk, having raced through the caverns are now nearing on the jump. The tensions are high as Monk is slowly catching on to Monk. Suddenly Monk turns away from the safe route, and drives of the cliff at full speed.(60*0.75=45 +35*1.25 arceleration= 89 speed). Monks sails through the air on his Cincinnati, and lands prefectly, gaining quite a lot of distance on Max, who's taking the safer route.(50*0.55= 37.5+13 arceleration= 40.5). Doing so slows him down a bit. Monk takes advantage of this situation to take the first place, preparing to escape next turn. After that he's forced to return to a slower speed, as his engines can't keep up with this one. Max manages to follow, but can't really keep up with Monks frantic sprint.
Suddenly, a rift tears open behind them, and through it they can see Tyrin, Toaster and Luke driving through a jungle like landscape.
Tyrin (10*0.75+10= 10(def driving)) manages to maintain his current speed. Toaster (19*0.75= 14.25+28*1.25= 49) manages to get his engines working decently and speeds away while Luke drives normally(9*0.75+ 7-5), carefully maintaining his current speed.
Tyrin activates his ECM, lowering the empires accuracy with 4, and manages to dodge all the wayward laser blasts without problems[4+1+2+4]. Toaster barely manages to avoid all the incoming laserblast [5+3-2]. In an alternate reality [2+3-2], Toaster is hit head on by a laser blast, taking [8+4] vs [4] 8 damage to his armor and gaining 16 speed. Luke also enters the rift, and is unable to dodge the laserblasts [1+4] [6] but takes no damage. He fires his harpoon gun[6] at Toaster[4+3-2], managing to gain a stable link and dragging himself forward.
Toaster races forward, breaking the harpoon link and taking over on the suprised Max. Luke and Tiruin follow to, but are having problems keeping up.
Meanwhile adwarf, Scelly and Dariush are playing safe and navigating the canyons. Adwarf(28*0.75= 21+(14+5)*1.25= 39 slowly arcelerates, and is slowly climbing up to his cruise speed. Jack activates his rocket booster(29*0.75=22+18+20) racing of at a tremendous speed. Meanwhile Dariush comes down from above (23*0.75=17+11+8). Sadly it seems there's nobody in range.
Adwarf bounces between the stalactites, taking no damage. Scelly manages to make it trough unharmed, using PD rounds to blast away smaller stalactites. While Dariush carefully flies between them [7-2+2].
After this Scelly manages to break of from the pack and catch up with the others, before being slowed down by the constraints of his engine. Adwarf is in a good position to pull ahead too, but Dariush position doesn't look that well.
The main pack is now finishing the first of six laps, and can now decide to take a pitstop. Landvehicles can also quickly arcelerate on the gravel.
Dariush and adwarf are tailing behind them, and are now approaching the Cliff.
Monk:[84] 60 speed
Toaster[81] 49 speed
Max [51] 41 speed
Camera car: 20 speed (Always at spot 50)
Luke [28] 9 speed
Tiruin: [11] 10 speed
Scelly[13] 40 speed
--------------
Adwarf:[82] 28 Speed
Camera car: 20 speed (Always at spot 50)
Dariush[51] 36 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 (Though you can hit them).
-Bridge: Use the bridge like normal people do. Sadly it's quite unstable, and being attacked on this section might cause it to collapse [21/30]
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)
-The rift: Leads to the planet of Khashykk, were Imperial soldiers are attacking the native wookies.(Players need to have a dodge roll of 6 or better to dodge or face d8+4 damage. Players choosing this way will end up at the Start.)
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 slowing down 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:[19/20hp| 20/50 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[5/20] 25%
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| 110/290 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:3/4
-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| 65/170 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)[12/20 75%]
Point defense turret: [7/8 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:3/4
Player name: Connor Hasbin
Cash: 500
Vehicle name: The Armadillo MK2
(+2 to armor, +5 to engine power use)
Powercore:[20/20hp| 30/170 E(30 regen)]
Engine: [20/20hp|Energy use:35, Arceleration: d40, Max Speed:50]
Land/Sea armor: d10+2. Increases engine 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:2/4
-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| 10/30 E(70 regen)]
Engine: [20/20hp|Energy use:15, Arceleration: d20, Max Speed:60]
-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. (Useable in turn 12)
-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| 25/30 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.] Used 1 turn ago
-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| 91/170 E(35-55 regen)]
Engine: [20/20hp|Energy use:20, Arceleration: d40, Max Speed:60] (Fragile)
Armor: D8 armor. Hard to repair though [12/2075%]
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| 144/170 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 against you]
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