This is my version of it which evens out most ships onto a level playing field so folks can just choose whatever ship they like to fly:
The Kessel Run ( Mario Kart X-Wing )
====================================---------------------------------------------------| | || | || | || ZONE 3 | ZONE 2 || |-----------------|-----------------| || | | | || LAP | | | |-------|--------------------------------------------|S | | | ||T | | | ||A |-----------------------------------| ||RL START ZONE | ZONE 1 ||TI | || N | || E | |---------------------------------------------------Track Size = 36"x72" + 5 sheets of 8.5x11 paper(to mark the centre track area and provide a place tostore cards, tokens,etc with the very centre section as the inventory pile.Players = 2 to 6Set Lap limit to your choosing based on time.Any small ship will do and have 6 shield tokens for each ship.Ship stats are as follows:Attack 2Agility 2Shields 6Hull 0All Ships can perform all normal turn(1,2 and 3), bank(1,2 and 3) and straight(1,2,3,4 and 5) maneuversthat are on their dials. All banks and turns are green regardless of what is on the dial. All straightsare white regardless of what is on the dial. No kturns, sloops, or talon rolls regardless of what is onthe dial.All ships can perform focus, target lock or evade actions after moving and are not stressed.6 sets of number id tokens6 asteroids6 debris6 ion tokensenough crit tokens for each ship to mark laps they have done. 1 crit token per lap completed.2 tractor beam tokens2 engine upgrade cards3 shield upgrade cards3 seismic bomb cards and tokens1 heavy laser cannon upgrade card1 mangler cannon upgrade card2 ion cannon upgrade cards2 tractor beam upgrade cardsRoll for initiative order and place number token on ship and card to match your order number.Each player rolls 6 red dice. Player with most hist/crits goes first. Ties go to the player withmore crits. If Ties have same number of crits they roll again. Lowest number of hits/crits goes last.No shooting during lap 1.ITEM DEPLOYMENT---------------Each player takes a turn deploying asteroids, debris and bonus items in the order of initiative.For each asteroid or debris, roll 1 attack die.Blank Result - place debris or asteroid in Zone 1Focus Result - place debris or asteroid in Zone 2Hit Result - place debris or asteroid in Zone 3Crit Result - place debris or asteroid in START ZoneWhen placing debris or asteroid, they cannot be within range 1 of another debris or asteroid but can be placed close to any edge.For each bonus item, roll 1 defence die.Blank Result - place item in Zone 1Focus Result - place item in Zone 2Evade Result - place item in Zone 3When placing items, they cannot be within range 1 of another item, asteroid or debris but can be placed close to an edge.---------------------------------------------------| | || | || | || ZONE 3 | ZONE 2 || |-----------------|-----------------| || | | | || LAP | | | |-------|--------------------------------------------|S | | | ||T | | | ||A |-----------------------------------| ||RL START ZONE | ZONE 1 ||TI | || N | || E | |---------------------------------------------------Ship Deployment---------------Starting in order of initiative, players place their ships within range 1 of the left sideof the START Zone.When you have 0 shields left, respawn at the start line and place 6 shields on your card and place allupgrade cards back into the inventory pile. You may enter the race when the next round starts.If you bump into another ship you each roll 1 attack die. On a hit or crit remove 1 shield.Bonus items on track--------------------Engine Upgrade - if you fly over or land on this, perform a free maneuver of the same speed you justperformed. You may change the direction if you like.Shield Upgrade - if you fly over or land on this, add 1 shield token to your ship even if it gives youmore than 6 in total to a maximum of 7. Return the card to the inventory pile.Heavy Laser Cannon - if you fly over or land on this, you get to equip it for 1 shot of your choosing.Once used goes back to inventory pile.4 attack dice as per card, range 1-3 in arc and if it hits target removes 2 shields and assigns 1 stresstoken to their ship.Mangler Cannon - if you fly over or land on this, you get to equip it for 1 shot of your choosing.Once used goes back to inventory pile.3 attack dice as per card, range 1-3 in arc and if it hits target removes 1 shield and each ship withinrange 1 of it also removes 1 shield. If it hits, the original target ship assigns 1 stress token totheir ship as well.Ion Cannon - if you fly over or land on this, you get to equip it for 1 shot of your choosing.Once used goes back to inventory pile.3 attack dice as per card, range 1-3 in arc and if it hits target is ioned for next turn.Tractor Beam - if you fly over or land on this, you get to equip it for 1 shot of your choosing.3 attack dice as per card, range 1-3 in arc and if it hits target is tractor beamed as normal.Attacking ship gets to boost it 1 forward or barrel roll it 1 to either side. May boost or barrelroll them onto asteroid or debris. Once used goes back to inventory pile.Obstacles on track------------------Asteroids are damage inducing based on a roll of 1 red die. Hit or crit - suffer 1 damage and skipactivation phase next turn.Can't shoot while on Asteroid.Debris Fields are damage inducing on a roll of a red die. Crit - suffer 1 damage and skip activationphase next turn.Can shoot while on Debris.Seismic Bomb are auto damage inducing. Suffer 1 damage and then return Seismic Bomb to inventory pile.Normal X-Wing phases apply.During Activation phase, ships may only perform 1 action(focus, evade or TL) if they are not stressed.During Combat phase you may attack someone in your arc up to range 3. No range bonus'.2 attack dice vs 2 agility dice unless using an upgrade card. If the attack hits, the target removes 1shield token from their card.During Combat phase instead of shooting someone in your arc up to range 3 you can choose to shoot someoneout of arc up to range 3.1 attack die vs 2 agility dice. If the attack hits, the target removes 1 shield token from their card.After the first ship completes each new lap the items from the inventory pile are randomly placed backonto the track using the same method for initial deployment. Bonus items may not be placed under anyship.Collect 1 crit token for each lap you complete. You complete a lap once you cross the LAP line.First Ship to collect required number of crit tokens wins the race.
Edited by YnotIf you fly off the mat or onto the centre area it is the same as if you just lost all of your shields.