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Crimson Skies inspiration?
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<blockquote data-quote="Bobitron" data-source="post: 2514684" data-attributes="member: 25479"><p>Spycraft's chase rules have some considerations for air chases, which I assume would work just fine for an air race with some changes. I don't know if you have seen the rules, but here's a quick step-by-step synopsis.</p><p></p><p>1: Choose Maneuver.</p><p>There's a list of moves you can make, and each vehicle chooses a maneuver. The maneuvers have names like Redline, Force Down, Roll Out, Afterburn, all sorts of goodness.</p><p>2: Maneuver checks</p><p>Opposed skill checks from all pilots.</p><p>3: Spend Action Dice</p><p>Spend action dice if you got 'em.</p><p>4: Resolve maneuvers and adjust lead</p><p>The winner of the role resolves the chosen maneuver.</p><p>5: Leads and Obstacles</p><p>Add in obstacles, intended as spice. This would represent the pylons in a race, and getting around them is determined by a Reflex save. I think in a race those who miss the save would get a speed penalty, or have those who make it extend their lead.</p><p>6: Other Actions</p><p>This would be the pilot's other actions, more important in a game where you are firing out a window/etc.</p><p>7: Crashes</p><p>Apply damage to the vehicle if needed and crash if needed.</p><p></p><p></p><p>In an Aircraft chase, Crash DC's are drastically reduced. I would also re-work the rules for a race so that some of the Maneuvers didn't automatically end the chase if successful, but gave a lead or speed penalty instead. You could also use Critical Failure rules; if you push the plane hard or roll 1's on your checks, the plane risks damage. Add in some ejection seat rules, and you are ready to rock. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Bobitron, post: 2514684, member: 25479"] Spycraft's chase rules have some considerations for air chases, which I assume would work just fine for an air race with some changes. I don't know if you have seen the rules, but here's a quick step-by-step synopsis. 1: Choose Maneuver. There's a list of moves you can make, and each vehicle chooses a maneuver. The maneuvers have names like Redline, Force Down, Roll Out, Afterburn, all sorts of goodness. 2: Maneuver checks Opposed skill checks from all pilots. 3: Spend Action Dice Spend action dice if you got 'em. 4: Resolve maneuvers and adjust lead The winner of the role resolves the chosen maneuver. 5: Leads and Obstacles Add in obstacles, intended as spice. This would represent the pylons in a race, and getting around them is determined by a Reflex save. I think in a race those who miss the save would get a speed penalty, or have those who make it extend their lead. 6: Other Actions This would be the pilot's other actions, more important in a game where you are firing out a window/etc. 7: Crashes Apply damage to the vehicle if needed and crash if needed. In an Aircraft chase, Crash DC's are drastically reduced. I would also re-work the rules for a race so that some of the Maneuvers didn't automatically end the chase if successful, but gave a lead or speed penalty instead. You could also use Critical Failure rules; if you push the plane hard or roll 1's on your checks, the plane risks damage. Add in some ejection seat rules, and you are ready to rock. :D [/QUOTE]
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