RUNNING VEHICLE CONFLICT

Mounted Individual Move Individual Combat Individual Damage Individual Recovery Mass Combat
Animal
Vehicle
Piloted Individual Move Individual Combat Individual Damage Individual Recovery Mass Combat
Cars
Mecha
Boats
Submarines
Aircraft
Spacecraft
Capital Spacecraft

Running Races

COURSE
Create the race course:

  • Terrain: pavement, ice, dirt, sand, waterway, pylons, gates
  • Track Types: closed circuit, open road, off road, Gran Prix, drag racing strip
  • Start/Finish: closed loop or open ended with start at one end and finish at the other
  • (optional) Refuel / Repair Pit Road
  • Chutes / Straightaways
  • “Esses” / Corners / Curves / Switchbacks
  • Groove / optimum race line
  • Section spacing: spaces / lanes, narrow / tight
  • (optional) Jumps
  • (optional) Obstacles / Hazards
  • (optional) Tunnels
  • Include a section of the course for each Round of the race you want to run.
  • Decide a difficulty value for this section of the course
  • Decide a failure consequence for this section of the course such as loss of speed, loss of control, or crash
  • All sections of the course together constitute a lap of the course.
  • Decide how many laps to run.

RACE TRAINING

  • Autocross
  • Advanced Driving School
  • Amateur Drag Racing
  • Drift Clinic
  • 24 Hours of Le Mans
  • Kart Racing
  • Rally Racing
  • Demolition Derby
  • Land Speed Racing

CLUB RACING

  • Street racing
  • Track Days
  • Hot lapping
  • Time Trialing

EVENT QUALIFYING
If necessary run the racer(s) through one or more qualifying laps without adding difficulty modifiers.

INITIATE THE RACE

  • Gather course details
  • Gather pit crew stats if used
  • Gather vehicle statistics
  • Gather racer statistics
  • Arrange starting grid based on qualifying results
  • Roll 2d6-2d6 for the start / launch Degree of Success

COURSE SECTIONS
For each section of the course:

  1. Update racer positions based on speeds
  2. Update next obstacles / flags
  3. In Turn order, Racers choose actions / moves / maneuvers
  4. Resolve Degree of Success for the action
  5. Resolve any Reaction if needed
  6. Resolve failures for loss of control, damage, crashes, or injuries
  7. Continue to the next section of the race course

RACING MANEUVERS / ACTIONS

  • Boost or Jump start
  • Accelerate / Decelerate
  • Pitch Up / Down
  • Braking / Emergency Braking
  • Downshift
  • Parking
  • Cornering
  • Passing
  • Sideslip / Strafe
  • Blocking
  • “Trading Paint”
  • Heavy Contact
  • Ramming
  • Drafting
  • Slingshot
  • Inside or Outside Feint
  • Drifting
  • Bump and Run
  • Pit
  • Bootlegger Turn
  • Run Flat Out
  • Box In
  • Crowd In
  • Cut-off
  • “Gun It”
  • Herd
  • Jockey
  • Redline
  • Barnstorm
  • Hairpin Turn
  • Lure
  • Pull Ahead
  • Setup
  • Perform a Stunt
  • Vanish
  • Peel Out
  • Leap
  • Two-Wheeling
  • Zig-Zag / S-Curves

NAVIGATING

  • Extended course knowledge such as familiarity with city or terrain
  • Shortcuts

FLAGS

  • Green: full speed
  • Yellow: caution
  • Orange: mechanical
  • Red: danger
  • White: medical
  • Black: disqualified
  • Checkered: complete

VEHICLE CLASSES

  • Open Wheel / Single Seat like Formula 1, Formula E (electric), or Indy Car (Indy 500)
  • Enclosed Wheel like Sports car (Le Mans), Stock car (NASCAR, Daytona 500), or Touring Car

HANDLING

  • Loose
  • Neutral
  • Tight

CORNERING

  • Turn-in point
  • Apex point
  • Exit point
  • Flags

LOSS OF CONTROL

  • Understeer: cornering too tightly costing front traction
  • Oversteer: cornering too loosely causing fish-tailing
  • Tailspin: fish-tailing out of control into full spins
  • Rollover: flipping the vehicle entirely over one or more times

RACING EVENTS

  • Corrupt racing officials
  • Sabotage
  • Spying
  • Smuggling

RACE RECORDS

  • Lap Record by Track
  • Race Record by Track

Races

Running Chases

Guides can run chases much like races, but the pursued chooses the next section of the chase course turn by turn.

The pursued may have a destination goal in mind which pursuers can puzzle out and intercept, or the pursuer may simply flee in panic looking for any safety.

The pursued starts with a lead ahead of the pursuers and either reaches their escape goal, finds a safe place, or falls into the pursuer's grasp.

Prepare courses as with a race except plan each section as a possible decision point for the pursued.

Keep courses short with many options to quickly allow the pursuer to shake the pursuit or be caught resolving the chase quickly before it can become a boring slog.

If possible, create multiple paths to the same goal with different obstacles to prevent the decisions from branching too far to manage.

If the Guide runs the pursued, then these decision points can be set in advance but presented to the Adventurers in pursuit as possible intentions the pursued could take.

At each decision point, the Guide can remove any pursuers who fail their tracking rolls from the pool of pursuers, allowing more chance for the pursued to shake their pursuers through attrition.

Additional Resources

Running Starship Conflict

Spacecraft conflict wargames include hexagonal map with counters, example vehicles, movement and conflict rules, and scenarios.

Many also include, or are compatible with, vehicle creation rules as well as campaigns to link scenarios.

With the external “top-down” perspective provided by the map and counters, spacecraft wargames focus on strategy and tactics.

Bridge simulators focus on the role-playing the conflict from the player's perspective, rather than the ship perspective, as each specific crew member within a team acts together in turn to achieve the common goal.

While the Adventurers focus on bridge stations, the Guide can use a more traditional wargame “behind the screen” to track relative actions and drive the scene description turn by turn.

Turn Sequence and Initiative are between both crews involved in the conflict.

TASK EXAMPLE CREW POSITION Chronology TASK CHECK
Command Captain Charisma / Command
Tactical Captain / Pilot Ingenuity / Tactics
Navigation Bridge Officer Intelligence / Navigation
Piloting Pilot Reflexes / Pilot
Extreme Maneuvers All Endurance / G-Endurance
Short and Long Range Sensor Scans Sensor / Science Officer Intelligence / Sensors
Analysis Computer / Science Officer Ingenuity / Programming
Communications Communications Officer Intelligence / Computer Operation
Communications All Ingenuity / Fast Talk
Engine Control Engineer Ingenuity / Engineering
Shield Control Engineer Ingenuity / Engineering
Damage Control Engineer Ingenuity / Engineering
Weapon Fire Gunner Dexterity / Gunnery

Starship Conflict

Chronology :: ◢ References: Conflicts

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