So Here’re basic rules for racing (from player’s point of view – there’s much more for me :P)

car stats are:
Maximum velocity [Vmax] (quite self-explanatory – can be affected by a lot of factors but mostly car’s engine and efficiency)
Acceleration [acc]- how much velocity can be increased in one round (again – engine, efficiency but also gearbox)
Brakes [brk]- opposite of acceleration
mobility [mob]- bonus or penalty to driving skill during the race
efficiency [eff]- the condition of car and its sub-assemblies. Affects car’s Vmax,acc and if it reaches 0 it means car is not running
Durability – car’s “pain resistance” and endurance
class – car’s “reputation” – determines whether the crowd favours you or not etc.

in general:
1 pt of efficiency → 50 gambles OR 20 gambles+ mechanics check OR 2x spare parts+check
fixing brakes → 30 gambles OR 10 gambles+check OR spare parts+check
Improving visuals:
10 gambles/pt – from –x to 0
15 gambles/pt – from 1 to 3
20 gambles/pt – from 4 to 5
50 gambles/pt – from 5 to 7
100 gambles/ pt from 8 to 10
11+ – special effort has to be made

Checks difficulties for repairs are:
18+ – b. hard (-11) Time = 3 hours per point
15-17 – v. hard (-8) Time = 2 hours per point
10-14 – hard (-5) Time = 1 hour per point
4-9 – hard (-5) Time = 2 hours per point
0-3 – v. hard (-8) Time = 3 hours per point

In order to win you have to reach finish line with at least one "bumper: over your opponent.
At the end of each round bumpers are calculated – each 10 km/h of difference between you and the last racer gives you 1 bumper. 4 bumers=1 length

1. reputation test – all make a special check of reputation+car’s class. If suceeded allows to subtract from the dice the number equal to succes point (spread among all tests and dice however you like). In case of failure you suffer -3 to driving skill for 3 rounds
2. Personality test → those who suceed outdistance losers by 1 length.

3. Sum up the modifiers to driving skill for terrain, obstacles etc. Decide what speed are you going to take
4. Special actions and its effects
5. Test of driving skill (in case of sucess go to point 8 )
6. In case of failure you lose 1 length and drive into hard shoulder. Make another test applying modifiers from the shoulder instead of main track. In case of succes you get back on main track and proceed to point 8
7. In case of another failure you lose another length and drive off-road and usually hit some object which means getting damage and slowing down. In next round go to 3a
8. Calculating bumpers
Start next round with points 3→8
3a if you’re driving off-road adjust your speed and proceed to points 3-5. Sucess allows you to get back to hard shoulder and failure means you are still driving off-road and you take damage etc. again.

if hard shoulder is wide enough you dont have to make a check – you can drive normally on the shoulder and in the next round test to get back on the main road.
in case of car damage you test car’s endurance as in case of pain resistance for human. light wound means -0/-1 to driving skill and -1/-2 to efficiency, heavy wound means -2/-4 to drive and efficiency and cause speed to be halfed. critical wound usually endes the race for you. 5 light wounds = heavy wound and 5 heavy wounds=critical. Reaching 0 efficiency is equal to critical wound.

Special manouvers

Over the top: go + 10 km/h over maximum limit. Make a test of car efficiency (3k20 vs efficiency score). In case of failure car looses 1 efficiency. In case of success you increase the speed by 10 km/h but car takes – 1 to efficiency for every round of driving over the top. You can repeat the manouver in every round to reach up to + 30 km/h over the limit but for every + 10 km/h car takes + 1 more efficiency damage.
handbrake: only at turns of – 2 or harder and only on main track. Get extra 10,20 or 30 km/h brakes but you have to score 3 successes instead of 2. In the next round this speed redution does NOT apply (ie you keep the velocity from before applying handbrake) IF final speed was higher than safe speed for the turn.
180 turn – reduce your speed by brakes value + 30 (handbrake)+ 20(180 turn). If your velocity reaches 0 you stop and face opposite direction. If v>0 test driving skill applying – 2 per each 10 km/h of speed. In case of failure you crash.
dodge- take – 3 to driving skill but enemy has – 2 to all his tests against you

Obstacles – make an extra driving check (penalty may apply). If you fail you hit the obstacle (dustbin, fence, horse)
Narrowing – when the road suddenly narrows cars must drive so that there is 1 length between each of them. It means that even 1 bumper of difference must be made into 1 length. The order is determined at the end of the round (after driving skill checks), it is possible to take over on hard shoulder (if its wide or if you want to risk going off-road). If 2 cars have the same number of bumpers and none of them is going to slow down the drivers test drivind skill. The loose goes into hard shoulder (note that both drivers might loose)
flat tire – -10 Vmax, -5 acc, -2 mobility for EACH wheel
night – from -0 to -4 penalty for visibility and no information on next part of track (can be reduced by reflectors)
rain– from -1 to -2 to driving skill from -10 to -20 to brakes
oil spill – can be avoided, -1 to -3 to test, if not avoided reduces brakes by 20 for next round
fire – hard (-5) dricing testusing personality instead of agility. Failure means -5 to driving skill in this round and may result in damage
co-driver’s help – + 1 to driving test per each 8 points of summed driving, spot and sense direction. Co-driver may test spot (sometimes sth else) to increase the bonus to up to 1+1/4 points of sum. In case of failure no bonus is given. Giving +2 is a problematic (-2) test, +3 → hard(-5), +4 v.hard (-8), +5 b. hard (-11) etc. Moreover the co-driver can read track’s map to predict further segments of the race (normally the driver sees only current segment and the next one)

Combat actions:
0. decide what kind of action you want to perform
1. Initiative – sum of personality and skill used for action. If you want to take 2 actions (jump and attack etc.) take -5, three actions -10.
2. Action → most actions are possible, shooting, jumping etc. By default most actions are at least hard (-5), v. hard (-8) if 2 actions are performed or b. hard (-11) in cae of three.
For cars all kinds of damage automatically go 1 lvl down and cars usually have armor of 1 or more. However it is enough to deal a light woound to pierce a tyre.
Shooting modifiers: (only possible if car is within 2 lengths)
car is under fire -2
car is under light fire -1
bike is under fire -4
target is moving -2
target is covered (leaning out of the door) -4
target is well covered (sitting in drivers cabin) -6

Ramming – only if car is within 1 length. Both drivers make extra drivin checks.
size difference – -2/point of difference (bike→car→truck→TIR)
being under fire – -2 (light → -1, bike→ -4)
+ modifiers from road surface etc.


Neuroshima Krackus