Podracing and Research (Revised - The Hoth Cross Country Course)
One of the very first articles I wrote
was about a Star Wars campaign I ran that heavily featured Podracing. A lot of effort went into preparing the
campaign, from mapping out the courses from Racer’s Revenge to coming up with a
race schedule for the season.
I even made a
homebrewed track on Hoth for the group to race on and drew a map for it. (I really like how it turned out so I am
sharing it with all of you today. The
“published” ones from Racers' Revenge were cool and all but this one just
“felt” more lived in to me and my players).
For those of you who
have no interest in podracing or running a Star Wars campaign that features it,
this track could be used for a horse (or ostrich or giant lizard, etc) race with different obstacles that the player characters must win to gain the favor of some NPC or achieve
another goal they have been pursuing in your campaigns at home. Either way, I hope you all enjoy!
Details of the Hoth
Cross Country Podrace Course (1 lap)
Low visibility caused by swirling snow and wind imposes a -2 penalty to all pilot checks made along the course.
Low visibility caused by swirling snow and wind imposes a -2 penalty to all pilot checks made along the course.
Condition Game Mechanic
- Start/Finish No roll required
- Clear No roll required
- Clear No roll required
- Turn 90° turn left (DC15)
- Turn 90° turn right (DC15)
- Turn 90° turn right (DC15)
- Turn 90° turn left (DC15)
- Ramp A hardened mound of snow in the center of the track (to Jump, DC5; if the check fails, 2d6 hull damage, to avoid, DC10)
- Slick Ice Patch (Regain Control maneuver DC20)
- Turn 15° right (DC5)
- Turn 15° right (DC5)
- Debris Debris from the Imperial attack on Echo Base (destroyed snow speeder) in the field. (Avoid Hazard maneuver DC10 or 1d6 hull damage and lose one speed category)
- Chasm The track crosses over the trench the defenders dug around Echo Base. Attempt a Jump maneuver (add Defense modifier from speed to the check; DC15 or 4d6 damage)
- Clear No roll required
- Obstruction Shrapnel from the destroyed shield generator litters this section of track. Avoid Hazard maneuver DC5 or 1d6 hull damage and lose one speed category
- Clear No roll required
- Turn 135° left (DC20)
- Clear No roll required
- Turn 90° right (DC15)
- Chasm The track re-crosses over the trench. Attempt a Jump maneuver (add Defense modifier from speed to the check, DC15 or 4d6 damage)
- Single Lane After landing past the trench, the track drops into a narrow ice cave. The cave is unlighted so all Pilot checks suffer a -4 penalty. This penalty supersedes the Low Visibility penalty and applies to Stretches 21, 22, and 23
- Turn 90° right (DC10)
- Turn 90° left (DC10) and then emerge from ice cave
- Turn 135° right (DC20)
- Turn 90° left (DC15)
- Turn 15° right (DC5)
- Turn 135° left (DC20)
- Ramp Snow has been piled along the spine of an AT-AT hulk to form a ramp. The AT-AT rests on its neck with its rear legs still in the standing position. To Jump, DC15, if the check fails 4d6 hull damage. To Avoid, DC15 or treat as crash at appropriate speed (Low: 1d10 to pod/1d6 to pilot, High: 3d10 to pod/2d6 to pilot, Boost: 8d10 to pod, 3d6 to pilot)
- Clear No roll required
- Clear No roll required
- Turn 15° right (DC5)
- Turn 90° right (DC15)
- Turn 45° left (DC10)
- Clear No roll required
- Turn 90° right (DC15)
- Obstacle Escape pods ejected from a Gallofree Medium Transport that failed to make the jump to hyperspace. Avoid Hazard maneuver or treat as crash at appropriate speed (Low: 1d10 to pod/1d6 to pilot, High: 3d10 to pod/2d6 to pilot, Boost: 8d10 to pod, 3d6 to pilot)
- Clear No roll required
- Clear No roll required
- Clear No roll required
- Start/Finish No roll required
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