Pod racing anyone?

By KILODEN, in X-Wing

I'd rather see a fleet scale version of the system.

Agreed! I would prefer too chose a maneuver for a Star Destroyer, and for my special action I'm gonna launch tie squadrons ;D

The only mechanics I have been trying for this are using the same X-Wing dice and templates. There is no reason to make a racing game that uses the exact same system as X-Wing. Then it would just be X-Wing with different models. Pod-Racing is all about pushing the pod and racer to their limits, modifying each of these with upgrades and racing a circuit.

The use of multiple maneuver templates in a single round works very well. Has anyone heard of "Robo Rally"? They use program cards for movement such as "2 forward, left turn, 3 forward" which are executed in sequence based on a priority system. This is one idea that could work to show simultaneous and continuous movement. A move could consist of up to 3 templates that are programmed with movement cards. Speed would be a key attribute for the pods and may be a number around 8-12 so a pod moving at speed 10 could use a 4 straight, 3 left bank and 3 straight in one move.

Racers are activated and all perform their first template. It could then be possible to try and change a maneuver template as a reaction to someone else which could require a "skill check". Likewise if you attempt a sharp turn at high speed this should not be automatic like in X-Wing and should have an element of risk.

Maneuver templates can still be divided into "green, white and red" categories for stress. Basically all sharp turns generate stress while all straights are treated as green. The faster the turn the more stress tokens generated using a simple formula:

Stress tokens = Speed of Racer - Sharp Turn Value

So a pod moving at Speed 8 attempting a 3 sharp turn would generate 5 stress tokens. The Stability or Traction of the pod could reduce this number. For each uncancelled stress token roll a red "Hazard" die to generate a number of outcomes ranging from speed loss to sliding out of control. Each straight maneuver done reduces the stress by an equal value, so a 3 straight reduces 3 stress.

Different maneuvers like drifting, veering and sideswipes are possible.

So key attributes for the pods could include:

Speed, Boost/Thrust, Stability/Traction, Structure, Handling

The drivers could have a "Pod Skill" for initiative purposes as well as special abilites and access to "dirty trick upgrades".

Edited by DB Draft

Movie doesn't suck.

Oh yes, the writing was so good. Jar-jar was such a great character (along with the rest of the gungans). Jake Lloyd's acting was incredible. The droid army's personality wasn't just a giant running joke. They didn't turn the force into a 'symbiotic parasite'. Etc etc /sarcasm

You can't look me in the eye and say that compared to the original trilogy that Episode One was a good film. If you try, you're just deep in denial.

The only good parts of the first film were the soundtrack and the final lightsaber duel.

Oh yes, the writing was so good. Jar-jar was such a great character (along with the rest of the gungans).

Actually, the Gungans are a really cool race, they are just tainted by jar jar, who I very annoying. Not as annoying as ewoks, but annoying. Which is why he all but disappears in the other two movies, allowing eps 2 to be a reasonably decent movie and eps 3 to be a downright good one, better than Jedi really.

I was considering using the old Krash! rules for some pod racing. I picked up a bunch of racers off ebay for my son too.

Loving DB Draft's ideas. :)

Not loving the general movie dumping. :(

As for the OPs original question, it seems DB has proved that the Flightpath system can be adapted to pod racing and I'd give it a go. Sounds like fun. After all, isn't that why we play games?

I've got all the MicroMachines Pod Racers and have run quite a few games with them over the years using the Future Race rules -- http://futureracegames.com/

Made canyon terrain out of pink foam, and lay out the course on a fuzzy orangey-pink blanket. Lot's of fun!

As for the prequel hate, just watch these three 'fixes':

As to pod racing, my first thought was a Formula D type board (so good to see another poster thinking on the same lines :-) but I'd use the existing XW ships, even allowing upgrades, etc, and fielding, say 50pts. The aim of the game is to get one or more of your ships across the finish line; like teams in F1 racing where one car is there to cause grief to the other teams, maybe. Getting out ahead exposes your ship to attack from the rear, especially on those straights. Planning a course change for tight corners requires green prep moves (no stress) and ion cannons just before a corner could cause big time penalties. Collisions between ships and where there are environmental hazards, such as asteroids, should cause damage but the penalty for crossing the edges of the "track" shouldn't; it being Space and all. The best way not to have artificial boundaries, as exhibited by force fields in a Buck Rogers episode that never made sense - would be to have gates to go through, or obstacles to fly round defining the course. This would serve a few good purposes:

1) we have an alternative to jousts and direct conflict games, where upgrades are focused on winning a race instead of doing/avoiding damage

2) we get a wonderful training ground for learning ship manoeuvres that is less about firing arcs and more about navigating tight spaces

3) we could develop a league with official tracks, say the Kessel Run, Death Star Trench, etc, that would all be about pilot skill, not luck of the dice

4) we have something that's not about combat, which can involve those who don't want direct conflict games that involve death

All in all, I think this is such a good idea I'm going to put some time into it if others are interested. Let's not speculate on future FFG wish lists, and just do it now.