((Pretty much finished the rules))
Wacky Death Races 3
It's a beautifull summer this year, and we're here for the fifteenth edition of what will probably be another exiting race. After Monk's, excuse, the Sky lord's fantastic victory last year, some minor chances have been made to the rules to increase excitement. We have word that the organisation has provided an extra large racing track, and some special suprises for this fifteenth edition.
Now, let's move on to the introduction of our contestants.
Building stage(Yes, still keeping this one)
Players roll a d6 to gradually build their vehicle. There are 3 rolls per turn, and players are allowed to reroll things, or repurpose rolls. A player can decide to skip a roll, which counts as rolling a 3 on the roll of choice. The specific order of the objecs is described later, though is actually freely changeable.
Racing stage
The actual game. Players can take up to 2 actions a turn. Usually, racing will be one of them. The other actions can be firing weaponry, gathering resources or doing repairs. Specifics later.
Here you roll a d6 to construct your vehicle. Below is the suggested order of building things, divided in 3 rolls per turn. You're allowed to ignore this order, and reroll things or auto rolls(which results in a 3). Some rolls are required, and when you don't roll for them it will be assumed you rolled a one. On average, rolling a one will have bad effects, and rolling a six might have bad effects on other parts of your ship.
The suggested order is here: (*=mandatory)
Turn 1
-Form*
-Engine*
-Money, favours, something else?
Turn 2
-Cargo*
-Crew quarters*
-Fuel tank*
Turn 3:
-Dodge*
-Armor*
-Other defensive item (any repair system, or something else)
Turn 4:
-Weapon
-Weapon
-Weapon
Turn 5
-Crew
-Food
-Amunition
Turn 6
-Reroll
-Reroll
-Reroll
Form: Is it a plane, is it a boat, is it a tank?
1:Bad effect
2-3: Nothing much happens
4-5:Bonus
6: 2 Boni, one bad effect
Engine: Determines how fast you're going. Speed is a determined by a d6 + an engine bonus, which is 1,2,3 or 4 based on your engines quality.
1-2:+1
3:+2
4-5:+3
6:+4
Fuel tank: An engine uses fuel, at a rate of 1 fuel per racing action.
The fuel tank's size is equal to the D6+2
Cargo hold: All your ammunition and food is going to be stored somewhere.
Cargo hold size = 20+ d6*10
Armor. Essential to avoid being blown to pieces.
Armor normally equals a d(2+X). With X being the roll. A player can choose to lower the dice with 2 for a constant +1 bonus
Dodging. Essential to avoid being blown to pieces.
Dodging normally equals a d(2+X). With X being the roll. A player can choose to lower the dice with 2 for a constant +1 bonus
Crew quarters
Holds d6 crew. Your character is included in this.
Money:
d6*500
Crew
You get d6 points.
Bad: 1
medium:2
Good:3
Veteran: 6
Weapons
You get d6*3 points to be divided amongst these stats
Accuracy: d(4+a)+b (Increasing a costs 1 point, increasing b two )
Damage: d(4+a)+b (Increasing a costs 1 point, increasing b two )
Ammunition size: 10 (Can be decreased by 2 for each point. Getting bonus points this way is possible.)
Range: +4 for every point spend
Special traits:
-WMD(Hits all targets in range): 6 points
-Splash damage:( When this weapon fails to beat the dodge roll of the enemy, the difference is subtracted from the damage roll): 2 points
-Persistent projectiles (Projectiles try to find another target after a near miss): 4 points
-Aoe:(Hits all targets in a range of 2X points, with x being the amount of points invested): X points
-Quick attack: This attack is rolled at the beginning of the phase
-Melee (Limits range to 1. Gives 1 point)
-Grapple(Allows you to grab onto another race. This results in the racerolls being averaged between you two.) Cost 3 points
-Other (Suggest things, and I provide)
Racing happens in racing turns. There are 2 phases each turn (The first and the second phase). These are completely interchangeable. The order of individual turn order is useually this:
Phase 1
-Searching and repairing
-Attacks
-Racing
phase 2
Racing
attacks
Searches and repairs
The map is made of a total of 250 tiles. There are special things about these, but the map's not quite finished.
Weather can and will influence the game. First there's a general weather roll and the individual rolls for the 3 vehicle types.
Your vehicle has a modular health system, each part has 10 hp, and as damage is added it's functionability decreases.
9-10(Dented)
7-8: Light damae (25%)
5-6 Medium damage (50% of roll results)
3-4: Heavily damaged (25% of roll results)
0-2: Non functionall
-2: Destroyed (not for all parts)
Attacks are rolled using 2 opposing rolls.
First is the accuracy roll, where the attacker's accuracy is rolled against the Dodge of the victim. If the victim manages to dodge succesfully, the attack misses. Should the attack hit, then we proceed to the damage roll.
The damage roll is an opposed damage vs armor roll. The result is subtracted from the targetted part of choice.
A couple of modifiers apply:
Every missed attack against a single player adds a -1 dodge modifier, that last untill the end of the action phase.(Weapons fired in phase 1 do not contribute to phase 2)
If the accuracy roll exceeds the dodge roll by more than 4, a +2 modifier is attached to the damage roll. An extra +1 modifier is added for every 2 above.
Crew are an important asset, but not really needed. They give you several benefits, such as allowing you to repair faster, search for more things and even boarding actions but also have significant drawbacks. They require quarters, and use food, which much be paid for. Adding to that, they can also be killed in battle.
Rolls are as follows:
Bad crewmember: -1
Normal crewmember: 0
Good crewmember: +1
Veteran: +2 and a +1 bonus to another roll
You: +3