i stumbled on the Cave Racers just recently and my mind went into overdrive on the idea of statting it out... (to be specific, I started remembering the fun of the 40k racing game that was fan-made ages ago, and the mods that i tried with it...)
before i got pointed here, i had a couple ideas on the matter (started with the Racing enging, then was gona work backwards to spec out the Racers...)
dunno how well these fit into brikwars engine, but here's was the idea...
A d10 is kept next to the racer each turn. This is the racer's "Velocity" rating.
Each turn the racer gets an automatic Movement, and 3 "Actions".
Actions can be "spent" on the following:
- Extra Movement
- Hard Turn
- Attacking other racers.
Handling Rolls - All handling rolls are a d10 attempting to roll less than the Racer's Handling score. If ever a Racer fails a Handling check and collides with something, their activation immediately ends. Additionally failed Hard Turns also end the Racer's activation.
1."Gear Shift" - The racer may change their Velocity rating by 1 up or down to a maximum of their Racer's Speed, and a minimum of 0. A racer at a Velocity of 0 floats to the ground at the end of it's turn.
1a. Drafting - If the active Racer has the same Velocity as a racer up to 2" in front of them, they can declare Drafting and hold their turn. When the other player's Racer goes (now the "Lead" racer), both Racers will go, with the first playing as normal, and the Drafting player recieving a +1 Handling as they Mimic the lead car's turn. If the Lead Racer fails a Drift or Maneuver (Hard Turn or Shift) that the Drafting player succeeds, the Drafting player may finish any actions they had left. (If the Lead attepts to Drift in their first Extra Movement and hits a wall instead, the Drafting Racer moves past and may make their other two actions immediately...)
2. Automatic Movement - Movement is generally in a straight line. The racer is moved 3 inches times it's Velocity Rating. During any movement the Racer may attempt to Drift, Climb, or Dive by 2" by rolling a d10 Under their Handling Rating. Each time they attempt to Drift during a movement, their Handling suffers a cumulative -1 Penalty for the rest of the Movement. If the Handling roll fails, the racer continues moving forward. If the Drift
succeeds, the Racer may move up to 2" Left, Right, Up, or Down during its movement but maintains the same facing during the movement.
If the Racer's movement brings it into contact with another racer, both racers make Handling checks to avoid collision and the active Racer applies appropriate Drift Penalties. If the Racer contacts a wall or obstacle it makes a normal Handling check with any Drift penalties. If the Handling check is failed, the Racer's action ends and they move on to "crashing".
3. Additional Actions
- Extra Movements follow the same rule as #2.
- Turn - With a basic Handling check, the Racer may turn up to 45 degrees. Each normal turn must be followed by a Movement or the end of the racer's activation.
- Hard Turn - Thrusters are fired hard to the side causing the racer to turn up to 180 degrees. For a turn of 90 degrees or less, the Handling check takes a penalty equal to its current Velocity. (A racer moving at Velocity 4 would take a -4 check) For a 180 degree turn, the penalty is twice its current Velocity. If the Handling check fails, the Racer manages to make half the turn, but ends it's activation.
-Overshift - The racer tries to slow rapidly, or speed up excessively. The racer may shift their speed up to 3 (up or down) by making a Handling check at an equal penalty. (Thus a Up Shift of 3 is a -3 penalty. A Down Shift of 2 is a -2 penalty) Failure does not change gear but moves the racer forward half a normal movement with a -1 to Drifting.
- Attack Others - The driver tries to bump, push, kick, or otherwise directly hinder the other pilots. If within 2" of another Racer, the active player makes a Handling check at -2 to Drift into the other racer forcing them to make a Handling check at a penalty equal to its Velocity immediately or be forced away. If the active player succeeds (meaning the attacked model fails it's check) the targeted model is moved away from the active racer a number of inches equal to both Racer's Velocities. (A Velocity 6 Racer hitting a Velocity 4 racer would push the hit racer 10" away)
In basic racing Crashing (hitting something) simply causes the loss of a turn. (your turn ends) and makes the model "grounded" ... Grounded models land, reducing their current velocity to 0.
The idea here is it would have Speed, Handling, Energy, and Durability stats...
Speed and Handling are covered here,
Energy would cover "extra actions" and/or fuel (as in, the racer would have a set number of "bonus" actions it could use out of turn or the like that would have a limited supply and was recharged on a pit-stop) and Durability would cover its reliability and ability to withstand crashes... (Energy might play into crashes if shield generators are used...)
I'm thinking, "basic" statting would look at the Wing:Engine ratio... to determine the Handling:Speed ratio...
So a racer with 2 wings (both the size of the engine) would have wings:engine 2:1...
then we divide 10 points into that ration (thus our example would go 6:3) and put any remaining points wherever the creator wants (prolly engines here, so Speed 4, Handling 6.)
making the default racer capable of covering up to 48" in a single turn on a straightaway