Tuesday, 7 January 2020

Battle of Telamon 2225BC using Ancients Battlelines Clash


Introduction
This is game 46 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in around 30 minutes on a 2'x2' table.


Battle of Telamon
One Roman army arrives and the Celts decide to retire from the war.  Thinking the advancing Roman  cavalry was a skirmish, it was soon realised there was another Roman army to their rear.  the Celts formed two lines facing front and rear to meet the two oncoming Roman lines.

Here are a few internet links of interest I used for this replay:
https://en.wikipedia.org/wiki/Battle_of_Telamon
https://www.karwansaraypublishers.com/awblog/the-battle-of-telamon-225-bc-part-2/
https://www.commandsandcolors.net/ancients/maps/59-celtic-war-225-222-bc/65-x07-telamon-225-bc.html
http://soawargamesteam.blogspot.com/2019/05/25th-april-northamptonshire.html


Troops

Roman

Line 1

Line 2

8 Legionaries, Heavy Infantry
6 Velites, Skirmish Infantry, javelins
2 Cavalry, Medium Cavalry

Leader with the Cavalry

Breakpoint: 10

Gauls
Line 1
Line 2

8 Warbands, Medium Infantry, warband
2 Chariots, Medium chariots, javelin
2 Cavalry, Medium Cavalry
Leader with warbands

Breakpoint: 12

Note that I had the Gauls with 4 chariots but only used 2 by mistake.  If I was playing again i would use 4 chariots.  This would have also made for a closer game!


Scenario changes
The Peter Sides scenario had the two Romans armies attacking on oblique angles to the Gauls.  I have gone with the Gauls between the two Roman armies.  I am in the Society of Ancients and the Slingshot magazine has all the Telamon Battleday 2018 information. It is all packed away and not very accessible so could not refer to it.

Deployment
Gauls are the inner two lines.

Game
Roman Infantry advances.  Both cavalry clash on the hill and both locked in melee.  The Gauls charge the Velites, who retire and then the Celts continue into the legionaries.  Disorder everywhere but no routs (other than the Velites).

All but the chariots in melee.
One more round of combat.  The cavalry is still in melee.  The Gallic chariots enter the fray but are disordered.  Four warbands rout, while one legionary unit routs.

The warbands get the worst of it, although one Roman unit is lost.
Another two warbands and a chariot rout

More Gallic losses.
One more warband routs, including the leader.  Romans win.

And the Romans win!

Verdict
A very fast game - 3 turns.  Fast as the opposing lines were very close leading to a lack of decisions required.  Maybe next time they should be further apart.  Forgetting the two extra Gallic Chariots also made the Romans stronger - they would have lost more legionary units if more chariots were present.   And also fast as there was only 4 battle infantry in each line.  I think extending the lines to be 6 or even 8 infantry would have made a longer game with possibly some more decisions. Maybe even include the camp on the other hill (which would be on the opposite edge to the cavalry clash hill).   It was fun, and the ideas here are only if I ever decide to run it again in the future.

Sunday, 5 January 2020

Machinas (post apocalyptic car racing) Race Game 04

Introduction
I solo play though another Two Hour Wargames Machinas (post-apocalypse car racing) game with 6 cars.

Background
I recently had a game of Machinas and decided to play another game with more cars.   I ran all but one as an NPC.  I did not do that well L

The game is run completely in a spreadsheet to automate many of the tasks.  I have reduced the narration as no one needs to blow by blow account like the previous one!  Room for improvement and will endeavour to make it more dynamic for the next game.

Game Start

Into the wasteland they come
Competing in dull steel boxes,
Coffins or victory trophies?
Decision with spikes and flames.

All Cars were randomly generated and then picked out some of the ones that seemed reasonable. I picked my car as an average one in the bunch.  Hopefully to run in a few more races.

The race takes place in the Wastelands.  The race is 3 laps, each with 6 zones to play out.

Lap 1 and Zone 1
The track is Straight.  The next zone track is Straight.

There are 6 vehicles in the race. Silver Bullet is the only PC car, the rest are run as NPCs:

  • Vehicle 1 Black Speed: Savvy-3 Tech-3 Speed-4. Sedan. Signature: Speedster (+1 to Speed). Attributes: Flamethrower (high shootng score may cause out of control), Power Steering (+1d6 when checking out of control), Spiked Wheels (+1d6 for bash), Deep Treads (+1d6 passing on curves). Starting Position 1.
  • Vehicle 2 Cobalt Hook: Savvy-3 Tech-2 Speed-3. SUV. Signature: Loner (-1 for wide pass not applicable). Attributes: AP Gun (1d6 becomes +1 on shooting), Power Steering (+1d6 when checking out of control), Nails (if attempt to be passed, opponent may go out of control prior to passing), Heavy Gatling (+2d6 when shooting), Oil (if attempt to be passed, opponent may go out of control). Starting Position 4.
  • Vehicle 3 Purple Rain: Savvy-3 Tech-3 Speed-3. Sports Car. Signature: Cruiser (+1 Bonus die each lap). Attributes: Fixed Forward Guns (+1d6 and +1 shooting), Rust Bucket (-1 for bashing), Smoke (+1d6 on passing), Defective Chassis (+1 for car damage). Starting Position 2.
  • Vehicle 4 Crimson Pirate: Savvy-3 Tech-2 Speed-2. Subcompacts. Signature: Gunner (Likes to Shoot). Attributes: Twin 50s (+1 when shooting), Lucky Charm (+1 Bonus die per lap), Angled Armour (+1 shot at), Clunker (-2 Bonus dice at start). Starting Position 5.
  • Vehicle 5 Silver Bullet (me): Savvy-3 Tech-2 Speed-2. Sedan. Signature: Loner (-1 for wide pass not applicable). Attributes: Heavy Gatling (+2d6 when shooting), Old Tires (-1 passing on a curve), Spiked Wheels (+1d6 for bash). Starting Position 6.
  • Vehicle 6 Green Solo Runner: Savvy-2 Tech-3 Speed-3. Sedan. Signature: Loner (-1 for wide pass not applicable). Attributes: Tail Gun (May shoot behind), Power Steering (+1d6 when checking out of control), Oil (if attempt to be passed, opponent may go out of control), Old Oil (-1 Bonus die on each lap). Starting Position 3.


Lap 1 and Zone 2
The track is Straight.  The next zone track is Curved.

Challenge
Cobalt Hook goes Out of Position.  Gain one Bonus die.
Purple Rain goes Out of Position.  Gain one Bonus die.
Crimson Pirate goes Out of Position.  Gain one Bonus die.
Silver Bullet goes Wide.
Green Solo Runner goes In Position.


Passing
Green Solo Runner attempts to pass Purple Rain. Purple Rain as Target wins and may act. Action is to Hold.
Silver Bullet attempts to pass Crimson Pirate. Crimson Pirate as Target wins and may act. Action is to Hold.

Lap 1 and Zone 3
The track is Curved.  The next zone track is Straight.

Challenge

Cobalt Hook goes In Position.
Purple Rain goes In Position.
Crimson Pirate goes Out of Position.  Gain one Bonus die.
Silver Bullet goes Out of Position.  Gain one Bonus die.
Green Solo Runner goes Out of Position.  Gain one Bonus die.


Purple Rain may attempt to pass now! Purple Rain attempts to pass Black Speed. Pass attempt fails.


Passing
Purple Rain attempts to pass Black Speed.  Purple Rain as Passer wins and may act. Action is to Shoot. Purple Rain attempts to shoot Black Speed using their Fixed Forward Guns. Black Speed damaged. Shooting has damaged the car. Damage inflicted is -1 Speed.  Black Speed Speed reduced from 4 to 3.

Cobalt Hook attempts to pass Green Solo Runner. Cobalt Hook as Passer wins and may act. Action is to Pass.
Cobalt Hook attempts to pass Purple Rain. Purple Rain as Target wins and may act. Action is to Hold.


Crimson Pirate attempts to pass Green Solo Runner. Green Solo Runner as Target wins and may act. Action is to Bash. Green Solo Runner has Oil and uses it. Crimson Pirate may go Out of Control. Crimson Pirate out of control? Retain control – stay in current spot and lane.

Lap 1 and Zone 4
The track is Straight.  The next zone track is Straight.

Challenge
Cobalt Hook goes In Position.
Purple Rain goes Wide.
Crimson Pirate goes Wide.
Silver Bullet goes Wide.
Green Solo Runner goes Out of Position.  Gain one Bonus die.



Random events
Purple Rain may attempt to pass now! Purple Rain attempts to pass Black Speed.Black Speed as Target wins and may act. Action is to Hold.


Crimson Pirate suffers the brakes locking up!  Drop back.


Silver Bullet is too close to another car.  Need to undertake a savvy check. to car in front; OK.


Passing
Purple Rain attempts to pass Black Speed. Purple Rain as Passer wins and may act. Action is to Shoot. Purple Rain attempts to shoot Black Speed using their Fixed Forward Guns. Black Speed damaged. Shooting has damaged the car. Damage inflicted is -1 Speed.  Black Speed Speed reduced from 3 to 2.

Cobalt Hook attempts to pass Purple Rain.  Cobalt Hook as Passer wins and may act. Action is to Bash. Cobalt Hook attempts to bash Purple Rain.  Target Purple Rain drops back. Target Drop back one lane.  Purple Rain drops back.

Cobalt Hook attempts to pass Black Speed. Cobalt Hook as Passer wins and may act. Action is to Shoot. Cobalt Hook attempts to shoot Black Speed using their AP Gun but for no effect. Both stay in current spot and lane.

Green Solo Runner attempts to pass Purple Rainfor a tail shot.  Green Solo Runner  is going for a tail shot.  Green Solo Runner as Passer wins and may act. Action is to Shoot.  Green Solo Runner attempts to shoot Purple Rain using their Tail Gun. Purple Rain damaged. Shooting has damaged the car. Damage inflicted is -1 Speed. Purple Rain Spped redcued from 3 to 2.

Crimson Pirate attempts to pass Silver Bullet. Silver Bullet as Target wins and may act. Action is to Shoot.  Silver Bullet attempts to shoot Crimson Pirate using their Heavy Gatling. Crimson Pirate damaged. Shooting has damaged the car. Damage inflicted is -1 Speed. Crimson Pirate Speed reduced from 2 to 1.

Lap 1 and Zone 5
The track is Straight.  The next zone track is Curved.

Challenge
Cobalt Hook goes Wide.
Purple Rain goes In Position.
Crimson Pirate goes Wide.
Silver Bullet goes Wide.
Green Solo Runner goes Out of Position.  Gain one Bonus die.


Passing
Cobalt Hook attempts to pass Black Speed. Pass attempt fails.

Purple Rain attempts to pass Cobalt Hook. Cobalt Hook as Target wins and may act. Action is to Hold.

Cobalt Hook has Oil and uses it. Purple Rain may go Out of Control. Purple Rain out of control? Drop back one lane. Purple Rain drops back.  Drops back into Green Solo Runner lane. Check both for out of Control.
Purple Rain out of control? Retain control – stay in current spot and lane.
Green Solo Runner out of control? Retain control – stay in current spot and lane.


Silver Bullet attempts to pass Green Solo Runner.  Silver Bullet as Passer wins and may act. Action is to Pass.


Silver Bullet attempts to pass Purple Rain. Pass attempt fails.

Lap 1 and Zone 6
The track is Curved.  The next zone track is Straight.

Challenge
Cobalt Hook goes Out of Position.  Gain one Bonus die.
Purple Rain goes In Position.
Crimson Pirate goes In Position.
Silver Bullet goes Wide.
Green Solo Runner goes In Position.

Passing
Green Solo Runner attempts to pass Silver Bullet. Green Solo Runner as Passer wins and may act. Action is to Bash.  Green Solo Runner attempts to bash Silver Bullet. Basher Green Solo Runner wrecked. Basher Flip back as Wreck.  Green Solo Runner has flipped back right and is now an obstacle.



Purple Rain attempts to pass Cobalt Hook. Purple Rain as Passer wins and may act. Action is to Pass.


Purple Rain attempts to pass Black Speed. Purple Rain as Passer wins and may act. Action is to Pass.



Silver Bullet attempts to pass Cobalt Hook. Cobalt Hook as Target wins and may act. Action is to Hold.
Crimson Pirate attempts to pass Silver Bullet. Pass attempt fails.

Lap 2 and Zone 1.
The track is Straight.  The next zone track is Straight.

Challenge
Black Speed goes In Position.
Cobalt Hook goes In Position.
Crimson Pirate goes In Position.
Silver Bullet goes Out of Position.  Gain one Bonus die.


Random events
Black Speed suffers the brakes locking up!  Drop back.


Passing
Black Speed attempts to pass Cobalt Hook. Pass attempt fails.

Silver Bullet attempts to pass Black Speed. Pass attempt fails.

Crimson Pirate attempts to pass Silver Bullet. Silver Bullet as Target wins and may act. Action is to Hold.

Lap 2 and Zone 2
The track is Straight.  The next zone track is Curved.

Challenge
Black Speed goes Wide. 
Cobalt Hook goes In Position.
Crimson Pirate goes Out of Position. 
Silver Bullet goes Wide.


Random events
Black Speed may attempt to pass now!
Black Speed attempts to pass Cobalt Hook. Pass attempt fails.

Passing
Cobalt Hook attempts to pass Purple Rain. Cobalt Hook as Passer wins and may act. Action is to Pass.


Black Speed attempts to pass Purple Rain. Purple Rain as Target wins and may act. Action is to Hold.

Silver Bullet attempts to pass Black Speed. Silver Bullet as Passer wins and may act. Action is to Pass.

Silver Bullet attempts to pass Purple Rain. Purple Rain as Target wins and may act. Action is to Hold.
Crimson Pirate attempts to pass Black Speed. Pass attempt fails.

Lap 2 and Zone 3
The track is Curved.  The next zone track is Straight.

Challenge
Black Speed goes Out of Position.  Gain one Bonus die.
Purple Rain goes Wide.
Crimson Pirate goes Out of Position.  Gain one Bonus die.
Silver Bullet goes Out of Position.  Gain one Bonus die.


Passing
Purple Rain attempts to pass Cobalt Hook. Purple Rain as Passer wins and may act. Action is to Pass.


Silver Bullet does not pass and so the Zone turn ends.

Lap 2 and Zone 4
The track is Straight.  The next zone track is Straight.

Challenge
Black Speed goes Wide.
Cobalt Hook goes In Position.
Crimson Pirate goes In Position.
Silver Bullet goes Out of Position.  Gain one Bonus die.


Random events
Cobalt Hook may attempt to pass now!
Cobalt Hook attempts to pass Purple Rain. Cobalt Hook as Passer wins and may act. Action is to Pass.

Passing
Silver Bullet attempts to pass Purple Rain.Purple Rain as Target wins and may act. Action is to Bash.

Purple Rain attempts to bash Silver Bullet. Basher Purple Rain drops back. Basher Drop back one lane.  Purple Rain drops back.


Black Speed attempts to pass Purple Rain. Purple Rain as Target wins and may act. Action is to Hold.
Crimson Pirate attempts to pass Black Speed. Black Speed as Target wins and may act. Action is to Bash. Black Speed attempts to bash Crimson Pirate. Both stay in current spot and lane.

Lap 2 and Zone 5
The track is Straight.  The next zone track is Curved.

Challenge
Black Speed goes In Position.
Purple Rain goes In Position.
Crimson Pirate goes In Position.
Silver Bullet goes Out of Position.  Gain one Bonus die.


Passing
Purple Rain attempts to pass Silver Bullet. Purple Rain as Passer wins and may act. Action is to Pass.


Crimson Pirate attempts to pass Black Speed. Crimson Pirate as Passer wins and may act. Action is to Bash. Crimson Pirate attempts to bash Black Speed.  Both stay in current spot and lane.

Lap 2 and Zone 6
The track is Curved.  The next zone track is Straight.

Challenge
Black Speed goes In Position.
Purple Rain goes In Position.
Crimson Pirate goes In Position.
Silver Bullet goes In Position.


Passing
Purple Rain attempts to pass Cobalt Hook. Purple Rain as Passer wins and may act. Action is to Bash. Purple Rain attempts to bash Cobalt Hook. Both stay in current spot and lane.

Silver Bullet attempts to pass Purple Rain. Purple Rain as Target wins and may act. Action is to Bash. Purple Rain attempts to bash Silver Bullet. Both stay in current spot and lane.

Black Speed attempts to pass Silver Bullet. Black Speed as Passer wins and may act. Action is to Bash. Black Speed attempts to bash Silver Bullet. Basher Black Speed drops back. Basher Drop back one lane. Black Speed drops back.



Lap 3 (last lap) and Zone 1
The track is Straight.  The next zone track is Straight.

Challenge
Black Speed goes Out of Position.  Gain one Bonus die.
Purple Rain goes In Position.
Crimson Pirate goes Out of Position.  Gain one Bonus die.
Silver Bullet goes In Position.


Random events
Silver Bullet suffers the brakes locking up!  Drop back.
Silver Bullet out of control? Retain control – stay in current spot and lane.
Crimson Pirate out of control? Retain control – stay in current spot and lane.

Passing
Purple Rain attempts to pass Cobalt Hook. Pass attempt fails.
Silver Bullet attempts to pass Purple Rain. Pass attempt fails.

Lap 3 (last lap) and Zone 2
The track is Straight.  The next zone track is Curved.

Challenge
Black Speed goes Out of Position.  Gain one Bonus die.
Purple Rain goes In Position.
Crimson Pirate goes Out of Position. Gain one Bonus die.
Silver Bullet goes In Position.


Passing
Purple Rain attempts to pass Cobalt Hook. Pass attempt fails.

Silver Bullet attempts to pass Purple Rain. Silver Bullet as Passer wins and may act. Action is to Pass.

Crimson Pirate attempts to pass Purple Rain. Crimson Pirate as Passer wins and may act. Action is to Shoot. Crimson Pirate attempts to shoot Purple Rain using their Twin 50s. Purple Rain damaged. Shooting has damaged the car. Damage inflicted is -1 Speed.   Crimson Pirate reduced from 2 Speed to 1.

Lap 3 (last lap) and Zone 3
The track is Curved.  The next zone track is Straight.

Challenge
Black Speed goes Out of Position.  Gain one Bonus die.
Purple Rain goes In Position.
Crimson Pirate goes Out of Position.  Gain one Bonus die.
Silver Bullet goes Wide.

Passing
Silver Bullet attempts to pass Black Speed. Black Speed as Target wins and may act. Action is to Hold.

Purple Rain attempts to pass Silver Bullet. Purple Rain as Passer wins and may act. Action is to Pass.


Purple Rain attempts to pass Cobalt Hook. Purple Rain as Passer wins and may act. Action is to Pass.


Crimson Pirate attempts to pass Silver Bullet. Crimson Pirate as Passer wins and may act. Action is to Shoot. Crimson Pirate attempts to shoot Silver Bullet using their Twin 50s. Silver Bullet damaged. Shooting has damaged the car.  Damage inflicted is -1 Speed.   Silver Bullet reduced from 2 to 1 Speed.

Lap 3 (last lap) and Zone 4
The track is Straight.  The next zone track is Straight.

Challenge
Black Speed goes In Position.
Cobalt Hook goes In Position.
Crimson Pirate goes Out of Position.  Gain one Bonus die.
Silver Bullet goes Wide.


Passing
Cobalt Hook attempts to pass Purple Rain. Pass attempt fails.
Silver Bullet attempts to pass Cobalt Hook. Pass attempt fails.
Black Speed attempts to pass Crimson Pirate. Black Speed as Passer wins and may act. Action is to Bash. Black Speed attempts to bash Crimson Pirate. Basher Crimson Pirate wrecked. Target Flip back as Wreck. Crimson Pirate has flipped back left and is now an obstacle.


Black Speed attempts to pass Silver Bullet. Pass attempt fails.

Lap 3 (last lap) and Zone 5
The track is Straight.  The next zone track is Curved.

Challenge
Black Speed goes Wide.
Cobalt Hook goes Wide.
Silver Bullet goes Out of Position.  Gain one Bonus die.


Random events
Cobalt Hook is too close to another car.  Need to undertake a savvy check. to car behind; both OOC.
Cobalt Hook out of control? Retain control – stay in current spot and lane.
Purple Rain out of control? Retain control – stay in current spot and lane.

Passing
Purple Rain attempts to pass Cobalt Hook. Cobalt Hook as Target wins and may act. Action is to Hold. Cobalt Hook has Oil and uses it. Purple Rain may go Out of Control. Purple Rain out of control? Retain control – stay in current spot and lane.

Black Speed attempts to pass Silver Bullet. Silver Bullet as Target wins and may act. Action is to Shoot. Silver Bullet attempts to shoot Black Speed using their Heavy Gatling. Black Speed damaged. Shooting has damaged the car. Damage inflicted is -1 Speed. Black Speed reduced from 2 to 1.

Lap 3 (last lap) and Zone 6 (last zone)
The track is Curved.  The next zone track is Straight.

Challenge
Black Speed goes Out of Position.  Gain one Bonus die.
Purple Rain goes In Position.
Silver Bullet goes In Position.


Random events
Purple Rain may attempt to pass now! Purple Rain attempts to pass Cobalt Hook. Pass attempt fails.
Black Speed is too close to another car.  Need to undertake a savvy check. to car in front; both OOC.
Black Speed out of control? Retain control – stay in current spot and lane.
Silver Bullet out of control? Retain control – stay in current spot and lane.

Passing
Purple Rain attempts to pass Cobalt Hook. Purple Rain as Passer wins and may act. Action is to Shoot. Purple Rain attempts to shoot Cobalt Hook using their Fixed Forward Guns. Cobalt Hook damaged. Shooting has damaged the car. Damage inflicted is -1 Tech.  Cobalt Hook reduced Tech from 2 to 1.

Silver Bullet attempts to pass Purple Rain. Purple Rain as Target wins and may act. Action is to Hold.

Race end
First: Cobalt Hook
Second: Purple Rain
Third: Silver Bullet (me)
Fourth: Black Speed


Wrecks:  Crimson Pirate, Green Solo Runner


Post Race
Fame
Currently 0 Fame (first race I have been in). All 3 vehicles I beat were not lower entry costs so Fame increased by 6. The two vehicles that beat me were higher entry cost so -2, for a total Fame of 4.

Salvage
I did not win so no salvage.

Verdict
Fun to play!   I think I still have a few more races in me before I try a chase.  I need to track down some cheap motorcycles.  I also want (or is that *need*) a semi-trailer if I am doing chases.

Sunday, 22 December 2019

Machinas (post apocalyptic car racing) Race Game 03

Introduction
I solo play though a Two Hour Wargames Machinas (post-apocalypse car racing) game with 4 cars.  Machinas does not seem to be currently available (December 2019) :-)

Background
It is early November and I am busy running with too many gaming projects when we as a family sit down to watch the Netflix seriesDaybreak.  The jocks tribe is a homage to Mad Max. And Australians have an affinity for Mad Max :-) I had played a little of Machinas a few years ago and so I was inspired me to give another go. And also the fact that the Car Wars Kickstarter launched.  I was a big 1st Edition Car Wars player and while I know the new one is not that, it is faster and streamlined and so could not help but back it.  Blame nostalgia.  In the meantime, Machinas is on my list of tertiary projects so I felt justified to give it a go.
The game is run completely in a spreadsheet to automate many of the tasks.  All of the car generation and turn narrative is generated by the spreadsheet.  This is third cut of the spreadsheet.  The games in 2017 used a very clunky spreadsheet.  I overhauled this one completely to version 2 and ran a lap before I realised it was too onerous - each task was too uniquely implemented and so was hard to use.  I shuffled things around, streamlined some of the attributes and now have a spreadsheet Version 3 that flows consistently and guides you through the zones.  I need to improve the generated narrative but it is a good start.

Changes to the rules
I tried to limit the changes to the rules as much as possible but here they are:

  • Shoot now has a vehicle size modifier that the target rolls. Cycles are more likely to be hit than rigs.
  • Damage nuance: If 2+ successes for shooting, roll 1d6: 1-3 -1 speed; 4 is -1 tech 5 is -1 savvy 6 is -3 Bonus Dice.  If Tech/Savvy=0 or Bonus dice left < 3 dice then -1 to speed.
  • Out of control has no vehicle mods but each vehicles gets a +1d6 to the Out of Control check (I found Out of Control occurring too often for my liking)..
  • Included Kaptain Kobolds decision for when an NPC will roll bonus dice when being passed.
  •  NPCs only use limited weapons (Molotov Cocktail) on a 4+ or automatically if it is the last lap.
  • A car will always have a weapon it can fire. I changed some of the weapon that are limited use to have less effect instead.
  • I changed some of the weapons and attributes that were very difficult to code into a spreadsheet.
  • Less Bonus dice at start.  Average start number is 3 dice rather than 9 dice.
I am indebted to the Kaptain Kobold’s proposed Machinas NPCchanges for some of these.

Game Start
Note: All Cars were randomly generated but I did pick the better ones. I also made no decisions for each car – all were run as NPCs and decisions randomly generated.  The spreadsheet does allow for player controlled cars but I just wanted to see how it worked.

It is Lap 1 and Zone 1
The track is Straight.  The next zone track is Straight.
There are 4 vehicles in the race.

Vehicle 1 RED: Savvy-3 Tech-5 Speed-4. Sedan. Signature: Scrapper (+1 to car weight limit). Attributes: Gun (standard gun), Clunker (-2 Bonus dice at start), Spiked Wheels (+1d6 for bash), Power Steering (+1d6 when checking out of control), Heavy Armour (+1 for bashing and shot at). Starting Position 1.

Vehicle 2 YELLOW: Savvy-3 Tech-3 Speed-3. RV. Signature: Evader (+1 if shot at). Attributes: Gun (standard gun), Reinforced Posts (-1 to car damage), Ad hoc Armor (+1d6 shot at), AP Gun (1d6 becomes +1 on shooting), Power Steering (+1d6 when checking out of control), Spiked Wheels (+1d6 for bash). Starting Position 4.

Vehicle 3 BLUE: Savvy-4 Tech-4 Speed-3. Sedan. Signature: Gearhead (+1 Tech). Attributes: Tail Gun (May shoot behind), Power Steering (+1d6 when checking out of control), Dropped Spikes (+1 if being passed), . Starting Position 2.

Vehicle 4 GREEN: Savvy-4 Tech-4 Speed-3. Sedan. Signature: Slow to React (-2 bonus dice at start). Attributes: Grenade Launcher (+2 when shooting), Tuned Up (+2 Bonus dice at start), Ad hoc Armor (+1d6 shot at), . Starting Position 3.



Zone turn – Lap 1, Zone 2
Challenge
YELLOW goes In Position.
BLUE goes In Position.
GREEN goes Wide.


Random events
YELLOW receives +1 Bonus Die.
BLUE suffers the brakes locking up!  Drop back.
GREEN receives +1 Bonus Die.

Passing
GREEN attempts to pass RED. RED wins and may act. Action is to Bash. RED attempts to bash GREEN. Both stay in current spot and lane.

BLUE attempts to pass GREEN. GREEN wins and may act. Action is to Hold.

YELLOW attempts to pass BLUE. BLUE wins and may act. Action is to Shoot. BLUE attempts to shoot YELLOW using their Tail Gun. YELLOW damaged. Shooting has damaged the car. Damage inflicted is -1 Speed.

Zone turn, lap 1 Zone 3
Challenge
YELLOW goes In Position.
BLUE goes Out of Position.  Gain one Bonus die.
GREEN goes Wide.


Random events
YELLOW lose 1 bonus die.

Passing
GREEN attempts to pass RED. GREEN wins and may act. Action is to Bash. GREEN attempts to bash RED. Both stay in current spot and lane.
YELLOW attempts to pass BLUE. BLUE as Target wins and may act. Action is to Hold.

Zone turn, Lap 1 Zone 4
Challenge
YELLOW goes Out of Position.  Gain one Bonus die.
BLUE goes In Position.
GREEN goes In Position.


Random events
YELLOW receives +1 Bonus Die.
GREEN may attempt to pass now!
GREEN attempts to pass RED. GREEN wins and may act. Action is to Shoot. GREEN attempts to shoot RED using their Grenade Launcher. RED damaged. Shooting has damaged the car. Damage inflicted is -1 Speed.

Passing
GREEN attempts to pass RED. GREEN as Passer wins and may act. Action is to Pass.


Zone turn, lap 1, zone 5
Challenge
RED goes Out of Position.  Gain one Bonus die.
YELLOW goes In Position.
BLUE goes In Position.


Random events
BLUE receives +1 Bonus Die.
GREEN receives +1 Bonus Die.

Passing
BLUE attempts to pass YELLOW for a tail shot. BLUE  is going for a tail shot. BLUE.Passer wins and may act. Action is to Shoot. BLUE attempts to shoot YELLOW using their Tail Gun. YELLOW damaged. Shooting has damaged the car. Damage inflicted is -1 Speed. YELLOW now at 1 Speed.

YELLOW attempts to pass BLUE. BLUE as Target wins and may act. Action is to Hold.

Zone turn, lap 1, zone 6
Challenge
RED goes Wide.
YELLOW goes In Position.
BLUE goes In Position.


Random events
RED may attempt to pass now!
RED attempts to pass GREEN. RED wins and may act. Action is to Bash. RED attempts to bash GREEN. Both stay in current spot and lane.
YELLOW suffers the brakes locking up!  Drop back.

Passing
RED attempts to pass GREEN. Pass attempts fails.
BLUE attempts to pass RED. BLUE wins and may act. Action is to Pass.


Lap 2 and Zone 1
The track is Straight.  The next zone track is Straight.
Challenge
RED goes Out of Position.  Gain one Bonus die.
YELLOW goes Out of Position.  Gain one Bonus die.
BLUE goes In Position.


Random events
RED suffers the brakes locking up!  Drop back.
BLUE receives +1 Bonus Die.
GREEN lose 1 bonus die.

RED Drops back.
RED out of control? Retain control – stay in current spot and lane.
YELLOW out of control? Retain control – stay in current spot and lane.

Passing
BLUE attempts to pass GREEN. BLUE as Passer wins and may act. Action is to Pass.

Lap 2 and Zone 2
The track is Straight.  The next zone track is Curved.
Challenge
RED goes Out of Position.  Gain one Bonus die.
YELLOW goes In Position.
GREEN goes Out of Position.  Gain one Bonus die.
OOPS - error in sheet means no bonus dice for Zone 2 when there should have been,


Random events
BLUE receives +1 Bonus Die.

Passing
YELLOW attempts to pass RED. RED as Target wins and may act. Action is to Hold.

Lap 2 and Zone 3
The track is Curved.  The next zone track is Straight.
Challenge
RED goes Wide.
YELLOW goes Wide.
GREEN goes In Position.


Random events
RED receives +1 Bonus Die.
YELLOW receives +1 Bonus Die.

Passing
GREEN attempts to pass BLUE. BLUE as Target wins and may act. Action is to Hold.
RED attempts to pass GREEN. GREEN as Target wins and may act. Action is to Hold.
YELLOW attempts to pass RED. RED as Target wins and may act. Action is to Hold.

Lap 2 and Zone 4
The track is Straight.  The next zone track is Straight.
Challenge
RED goes Out of Position.  Gain one Bonus die.
YELLOW goes In Position.
GREEN goes In Position.


Random events
BLUE lose 1 bonus die.
GREEN suffers the brakes locking up!  Drop back.
GREEN out of control? Retain control – stay in current spot and lane.
RED out of control? Retain control – stay in current spot and lane.

Passing
GREEN attempts to pass BLUE. BLUE asTarget wins and may act. Action is to Bash. BLUE attempts to bash GREEN. Both stay in current spot and lane.
YELLOW attempts to pass RED. RED as Target wins and may act. Action is to Bash. RED attempts to bash YELLOW. Basher RED wrecked. Basher Flip back as Wreck.
RED has flipped back right and is now an obstacle.


Lap 2 and Zone 5
The track is Straight.  The next zone track is Curved.
Challenge
YELLOW goes In Position.
GREEN goes In Position.


Random events
YELLOW receives +1 Bonus Die.
BLUE suffers the brakes locking up!  Drop back.
GREEN loses 1 bonus die.


Passing
BLUE attempts to pass GREEN. GREEN as Target wins and may act. Action is to Hold.

Lap 2 and Zone 6.
The track is Curved.  The next zone track is Straight.
Challenge
YELLOW goes Out of Position.  Gain one Bonus die.
BLUE goes In Position.


Random events
YELLOW may attempt to pass now!
BLUE receives +1 Bonus Die.
GREEN suffers the brakes locking up!  Drop back.

GREEN Drops back. BLUE in LEAD.


YELLOW attempts to pass GREEN. GREEN as Target wins and may act. Action is to Hold.

Passing
GREEN attempts to pass BLUE. BLUE as Target wins and may act. Action is to Shoot. BLUE attempts to shoot GREEN using their Tail Gun. Both stay in current spot and lane.
YELLOW attempts to pass GREEN. GREEN as Target wins and may act. Action is to Bash. GREEN attempts to bash YELLOW. Both stay in current spot and lane.


Lap 3 (last lap) and Zone 1
The track is Straight.  The next zone track is Straight.
Challenge
YELLOW goes Out of Position.  Gain one Bonus die.
GREEN goes Out of Position.  Gain one Bonus die.


Random events
BLUE receives +1 Bonus Die.
GREEN receives +1 Bonus Die.

Lap 3 (last lap) and Zone 2
The track is Straight.  The next zone track is Curved.
Challenge
YELLOW goes Wide.  Zone 2: 3 Bonus dice received.
BLUE.  Zone 2: 3 Bonus dice received.
GREEN goes In Position.  Zone 2: 3 Bonus dice received.


Passing
GREEN attempts to pass BLUE. GREEN as Passer wins and may act. Action is to Pass.


YELLOW attempts to pass BLUE. BLUE as Target wins and may act. Action is to Hold.

Lap 3 (last lap) and Zone 4
The track is Straight.  The next zone track is Straight.
Challenge
YELLOW goes Out of Position.
BLUE goes Out of Position.


Random events
None.

Lap 3 (last lap) and Zone 4
The track is Straight.  The next zone track is Straight.
Challenge
YELLOW goes Wide.
BLUE goes In Position.


Random events
YELLOW receives +1 Bonus Die .
GREEN suffers the brakes locking up!  Drop back.

Green Drops back


Passing
GREEN attempts to pass BLUE. Pass attempts fails.
YELLOW attempts to pass GREEN. GREEN as Target wins and may act. Action is to Hold.


Lap 3 (last lap) and Zone 5
The track is Straight.  The next zone track is Curved.
Challenge
YELLOW goes In Position.
GREEN goes Out of Position.  Gain one Bonus die.


Random events
None

Passing
YELLOW attempts to pass GREEN. GREEN as Target wins and may act. Action is to Bash. GREEN attempts to bash YELLOW. Basher YELLOW wrecked. Target Flip back as Wreck..
YELLOW has flipped back left and is now an obstacle.


Lap 3 (last lap) and Zone 6
The track is Curved.  The next zone track is Straight.
Challenge
GREEN goes In Position.


Random events
GREEN may attempt to pass now!
GREEN attempts to pass BLUE. GREEN as Passer wins and may act. Action is to Pass.


Passing
BLUE attempts to pass GREEN. Pass attempts fails.
GREEN Wins!


Verdict
That was actually loads of fun to watch being played out!  Even if I was not specifically running a car it was great to see what the random generator made the cars do. I was secretly hoping for Red to win but it crashed out in lap 2.  Running the game helped me fix a few errors and also helped with the narrative generation.  I am hoping to run a few more games with maybe more cars (the spreadsheet can handle up to 8) and then modify the sheet to be able to run both races and chases.