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Racing
Blob Races
Speeder-Bike Races
Pod Racing
Pod Racing Maneuvers

Course Building Guidelines

Speeder Bike Race Tracks

 


 

Blob Races

 

Blob racing is a sporting event in which specially-bred Umgullian blobs race trough a blobstacle course. Betting is permitted. Cheating at a blob race is punishable by death. The Umgullian Racing Commission tests each blob before and after each race, and the results are made public quickly.

Umgullian blobs are used as racing animals for wagering, the Umgullian blobs resemble balls of phlegm more than a living creature. In reality, they are large, single-celled creatures with limited intelligence. There are many different kinds of blobs: domestic pets, racing thoroughbreds, and some with medicinal purposes. Their color and markings vary from one individual to another.

When a blob race is posted a character may place an amount of credits on a blob (Max bet of 5000 credits) and the generator will generate the results of the race (which as of now are completely random).

Should your blob take First, Second, or Third place you will receive the following rewards:

First

The number of blobs in the race multiplied by the amount of the character's bet.
Second Two times the amount of the character's bet.
Third The character's bet plus one third of the character's bet.

 

Purchasing a Blob

  • Purchasable for 500 credits a blob or a negotiated price between characters

  • A blob can have up to 3 owners if other owner/owners agree

  • Owners receive 1000 credits for a first place/500 credits for a second place/and 250 credits for a third place by their blob.

  • Blobs will be selected randomly to compete.

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Speeder-Bike Racing

 

 

A speeder-bike race consists of 5 sections of track each with a difficulty rating, a speed rating, a set amount of "race" points to complete, and obstacles.

 

Speeder bikes can only race. No land speeders.

 

Bets on Speeder-bike races will be treated identically to bets on Blob races (Max bet of 5000 credits).

 

If a racer does not "hit" he still receives 5 race points (i.e. he still moves 5) for that gen any points he scores in that gen are added to 5.

 

A generator will input a character's speed and experience and generate it against the section of track. A successful racer will score points against the track and when he scores enough he moves on to the next track. A racer may also have to generate against an obstacle and if he fails he may be injured.

 

There is no entrance fee for a speeder-bike race.

 

To rent a 74-Z speeder-bike a character must pay 200 credits.

 

If no one completes the race there is no winner.

 

Experience gained in a speeder-bike race is 5 xp minimum. The top two finishers receive 20XP, the next two receive 15XP, the next two 10XP, and everyone else 5XP.

 

Rewards are based on the overall difficulty of the race:

 

Place

Easy

Moderate

Difficult

1

3000 Credits

4500 Credits

6000 Credits

2

1500 Credits

2250 Credits

3000 Credits

3

500 Credits

750 Credits

1000 Credits

 

A racer receives 150 credits for participating in the race.

 

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Pod-Racing

 

Bets on Pod races will be treated identically to bets on Blob races (Max bet of 5000 credits).

 

Pod-racing is similar to Speeder-bike racing in all respects except the ones explained below:

 

Pod racers have to be custom built.

 

After each generation the generator will provide a small story as well as the exact results of the generation. The racers will post what maneuvers they wish to perform if any and the generator will generate the next round.

 

Rewards are substantially larger:

 

Place

Easy Race Overall

Moderate Race Overall

Difficult Race Overall

1

6250 Credits

8125 Credits

10000 Credits

2

3125 Credits

4065 Credits

5000 Credits

3

1065 Credits

1375 Credits

1750 Credits

 

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Course Building Guidelines

 

A pod race-track or a speeder-bike race-track will usually consist of up to 5 tracks  though variants can occur. Each track requires a Description, a Difficulty Rating in Experience, a Speed Rating, and may also have an obstacle.

 

 

Track Length

 

The length of a track is measured in the race points (“damage” scored against a track by the character) required to complete it. A racer automatically receives 5 points each generation and any “damage” scored against the track (1-10 points possible) is added to that 5 points. The following table should be used as a guideline for the points required to complete a track. In the track description include both the general rating (i.e. Short) and the exact number of race points required (i.e. 10).

 

Track Length in Race Points

Short

5-10

Moderate

10-20

Long

20-30

 

 

Track Difficulty

 

When assigning the difficulty of a track use the following table as a guideline. In the track description include both the general rating (i.e. Easy) and the exact difficulty (i.e. 55). A track can have a difficult experience rating and an easy speed rating. Obstacle difficulties, Speed Ratings, and Difficulty Ratings are all interchangeable and some tracks may or may not have obstacles at all.

 

Difficulty of Track in Experience

Easy

50-100

Moderate

100-200

Difficult

200-300

Very Difficult

300-

 

 

Track Speed

 

When assigning the speed of a track use the following table as a guideline. In the track description include both the general rating (i.e. Slow) and the exact speed (i.e. 550).

 

Difficulty of Track in Speed

Difficulty

Speeders

Pods
Slow 500-600 700-750

Moderate

600-700

750-800

Fast

700-800

800-850

Very Fast

800-

850-

 

 

Obstacles

 

When assigning the difficulty of an obstacle use the following table as a guideline. In the obstacle description include both the general rating (i.e. Easy) and the exact difficulty (i.e. 550). Obstacles use the speed of the track in which the obstacle is so there is no need to assign a different speed to an obstacle. Also a track does not have to have an obstacle.

 

Difficulty of Obstacle in Experience

Easy

50-100

Moderate

100-200

Difficult

200-300

Very Difficult

300-

 

 

Obstacle Damage

 

If an Obstacle has been deemed difficult then it will use the damage listed next to the difficult rating on the following table. When a racer fails an obstacle the racer and the speeder will receive damage according to the difficulty of the obstacle, the more difficult the more the damage. Failure of a moderate obstacle will result in 10-35 damage to the racer and the speeder, split evenly between the two.

 

Damage (to both racer and speeder) of Obstacle according to Difficulty

Easy

5-25

Moderate

10-35

Difficult

15-45

Very Difficult

20-55

 

 

Rewards

 

The track builder will rate the race course as from Easy to Difficult judging the average difficulty of each track and considering the number and difficulty of obstacles in the course.

 

All racers receive 150 credits for participating in this dangerous activity regardless of placing, this 150 credits is in addition to any rewards received from placing.

 

5 Experience points shall be awarded for each track completed before the first racer crosses the finish line or the last conscious racer receives near-death wounds for a maximum award of 20 Experience points in one race.

 

Speeder-Bike Race Rewards

Place

Easy Race Overall

Moderate Race Overall

Difficult Race Overall

1

3000 Credits

4500 Credits

6000 Credits

2

1500 Credits

2250 Credits

3000 Credits

3

500 Credits

750 Credits

1000 Credits

 

Pod Race Rewards

Place

Easy Race Overall

Moderate Race Overall

Difficult Race Overall

1

6250 Credits

8125 Credits

10000 Credits

2

3125 Credits

4065 Credits

5000 Credits

3

1065 Credits

1375 Credits

1750 Credits

 

 

Example:

 

The Malastare 2000

Overall Difficulty: Moderate

 

Track 1.

Length: Moderate (15 Race Points)

Difficulty: Moderate (150)

Speed: Slow (550)

Obstacle: Moderate (10-35 Damage)

 

The first few kilometers of the Malastare 2000 consist primarily of an abandoned junk yard. A rough path has been cleared out for the speeders to race in. “Junk slides” and a tribe of demented scavenger droids provide the only obstacles for racers.

 

Track 2

Etc…

 

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Speeder Race Tracks

Amateur League

Minor League

Professional League

Nerfherder 360

Merisee 530

Mon Calamari Swim

Tapani 360: Smog Run

Jupinaya Ruins

 

Tatooine Circuit

Suarbi Showdown 5.5k

 

Spira Amateur Circuit

   

The Undercity Extravaganza

   

 


 

Mon Calamari Swim

Created by Zipplon Adri

Length 1
This is basically the easiest part of this course. It starts out straight and well ends straight. The only catch is it's over a shallow reef where all kind of nasty little bogers can come out. But other than those guys this should be a walk in the park.

Length: Moderate  (15 points)
Difficulty: Moderate (190)
Speed: Fast (750)
Obstacle: Difficult (250)
Damage: (15-45)

Length 2
Now that the racers have come to the appropriate boats they will be escorted to the next reef. This one is no longer a drag race but it's depth makes it uninhabitable for those annoying little guys from the last section. Watch out though cause this reef is hard to see which means you've got to move slower.

Length: Short  (10 points)
Difficulty: Moderate (100)
Speed: Slow (550)

Length 3
For those who haven't been eaten we have a special little track for you that's a little harder than the last two. This one doesn't have any little guys and it's pretty shallow, but that's not the problem the problem is getting past the cave..... It might not sound that bad but we had two Mon calamari go down there last week. Well good luck you'll need it ;) .

Length: Moderate (18 points)
Difficulty: Moderate (170)
Speed: Fast (795)
Obstacle: Difficult (295)
Damage: (15-45)
                               
Length 4
Well this could be one of the easiest tracks you've ever been in if you made it past that last one. From here on out it's basically a straight stretch, well at least for this part of the reef. You don't half to worry about anything except moving at a high speed. So let the race begin.

Length: Long  (25 points)
Difficulty: Easy  (95)
Speed: Very fast (850)

Length 5
Now that you're to the last part of the race its time to face the ramp. This is what separates the men from the granite eating slugs. All you have to do is make it to over the ramp then to the finish where your crowd will be waiting.

Length: Short (5 points)
Difficulty: Easy (50)
Speed: Fast (750)
Obstacle: Easy (75)
Damage: (5-25)

 

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Nerfherder 360

Created by Bluesilver Bendan

Length 1
It doesn't get any easier than this. The Nerfherder 360 takes place on the planet agricultural planet Lorimax in Fakir sector. There's nothing to worry about on the first leg of the race its a straight shot through flesh plowed fields.

Length: Short (5 points)
Difficulty: Easy (50)
Speed: Slow (500)

Length 2
Things get a little trickier on the second leg but not by much. Beware stray nerfs, but don't worry too much we bought and paid for them before we set them loose on the course.

Length: Short  (6 points)
Difficulty: Easy (60)
Speed: Slow (525)
Obstacle: Easy (50)

Damage: (5-25)

Length 3
Yep those nerfs are getting a little thicker aren't they. Dodge the nerfs and don't hit that harvester as you wind your way through another longer field.

Length: Short (7 points)
Difficulty: Easy (70)
Speed: Slow (550)
Obstacle: Easy (70)
Damage: (15-25)
                               
Length 4
Alright we'll admit it the course goes right through a nerf ranch, but hey the rancher is on our payroll. You just focus on getting through there alive!

Length: Short  (8 points)
Difficulty: Easy  (80)
Speed: Slow (575)
Obstacle: Easy (90)
Damage: (15-25)


Length 5
Better scrape those nerf guts of your grille before you cruise into the finish. The crowd of farmers and ranchers waiting for you might not like it.

Length: Short (9 points)
Difficulty: Easy (90)
Speed: Moderate (600)
 

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Tapani 360: Smog Run

Created by Bluesilver Bendan

Length 1
Welcome to Aleron, a free world in the Tapani sector! The citizens of Aleron live in underground cities because the topside is fairly arid and clouded with smog. Guess where you'll be racing! What you can't see the course?

Length: Short (10 points)
Difficulty: Easy (75)
Speed: Slow (525)

Obstacle: Easy (75)

Damage: (5-25)

Length 2
This leg of the race is a little less hazy as we've set up some good sized fans to keep the smog clear. See race administrators aren't all bad.

Length: Short  (5 points)
Difficulty: Easy (75)
Speed: Slow (550)

Length 3
What da ya know we blew all the smog from the last leg right onto the next one. Well can't say we didn't try. Good luck finding your way through that mess.

Length: Short (7 points)
Difficulty: Easy (90)
Speed: Slow (550)
Obstacle: Easy (90)
Damage: (15-25)
                               
Length 4
The ground is pretty rough and rocky, but this is pretty much the closest to an easy straightaway you're going to get if you can keep your seat!

Length: Short  (9 points)
Difficulty: Moderate  (100)
Speed: Slow (575)


Length 5
This is it the finish. But several hazards stand in your way. The underground cities have to vent out hot air and industrial chemicals and we figured hey why not make it interesting and steer the course right through a vent or two. I suggest you avoid them as best you can.

Length: Short (5 points)
Difficulty: Easy (75)
Speed: Slow (575
Obstacle: Moderate (100)
Damage: (15-35)

 

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Merisee 530

Created by Bluesilver Bendan

Length 1
Merisee is without doubt one of the most civilized and enlightened planets in the galaxy and the first leg if this race is one of the most calm and unchallenging sections of track in the galaxy as well.

Length: Moderate (13 points)
Difficulty: Moderate (100)
Speed: Slow (595)

Length 2
Enjoy the lush view of the country side as you whisk along this seemingly casual course - its going to get worse.

Length: Moderate  (15 points)
Difficulty: Moderate (125)
Speed: Moderate (620)

Length 3
The Loag mercenaries are a remnant of the age of strife and chaos visited on this planet during the old republic and they don't take kindly to you racing right through their territory. Me? No I wouldn't design the course so that it went directly through the middle of a hostile area that would be well....good for ratings you have to admit. Good Luck!

Length: Moderate (13 points)
Difficulty: Moderate (125)
Speed: Moderate (650)
Obstacle: Difficult (200)
Damage: (15-45)
                               
Length 4
Well I'm surprised you made it through that but...ah...good for you. You've got a long curve here along the forest line and yeah probably some Loag snipers but hey you're almost to the finish.

Length: Short  (7 points)
Difficulty: Moderate  (135)
Speed: Slow (590)

Obstacle: Moderate (125)
Damage: (15-35)


Length 5
Go, go, go! You're almost there! The last leg is one of those straight shots where speeders end up neck and neck - also good for ratings!

Length: Short (5 points)
Difficulty: Moderate (135)
Speed: Moderate (675)

 

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Tatooine Circuit

Created by Bluesilver Bendan
 

Lengths 1,2,3,4,5
You want cutthroat you got it. The racing commission has consistently turned a blind eye to this circular track littered with the remains of speeder bikes and the bones of their owners. That's right you've got 5 laps to disintegrate the guy ahead of you - its legal for now.

 

(If a racer chooses to be violent at the sign-up whenever he comes within 5 or less race points of the guy ahead of him make a to hit check and fire all weapons.)

Length: Moderate (10 points)
Difficulty: Easy (80)
Speed: Slow (550)
 

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Jupinaya Ruins

Created by Zodiac Blade
 

Lengths 1,2,3,4,5
Welcome to the easier edition of the Jupinaya Run. As you race, be sure to watch the scenery as these ruins are some of the oldest in all the galaxy. Spires of hand carved rock rise up out of the mire of jungle and stand as monoliths in honor of the old races that built them. Curtains of vines continue to grow across the race course and often re-grow before the race finishes. The vines are not quite just plants, but also a type of animal growth. Anyway, back to the races.

This is also a wonderful opportunity for those who are relatively new to speeder bike racing to improve and perhaps have a slight chance of gaining a few credits. There is no disintegration to happen on this course because the local government would like to keep much of its history intact. Though this wish may seem to be rather contradictory to what is going on, the government is still unwilling to lose one of its best amateur courses even though every one that is run damages the stone structures and causes the archaeologists frothing fits.

 

Length: Short (8)
Difficulty: Easy (99)
Speed: Moderate (675)
Obstacles Moderate (175)
Damage: (5-35)
 

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Created by Kell Qorbin
 
Length 1
The race starts out easy. The only thing that should be biting the dust here is the dust itself after it is kicked up by the repulsorlift engines. A nice 1 kilometer stretch to see who would gain good position before entering the Maw.
 
Length: Short (10 points)
Difficulty: Easy (90)
Speed: Slow (500)
 
Length 2
This is where the course gets difficult. The Maw is a nickname for the cave this race course runs through. Racers entering the cave will have to start dodging stalactites and stalagmites. Not only will racers have to deal with these obstacles but also the Rancors and Shrylacks inhabiting the caves as well...and they don't like uninvited guests. Aren't you glad this is only 1.5 kilometers?
 
Length: Moderate (15 points)
Difficulty: Difficult (235)
Speed: Moderate (620)
Obstacles: Difficult (235)
Damage: (15-45)
 
Length 3
Things eases up here but there are still stalagmites and stalactites. Rancors and shrylacks are thinned out here but still be wary of them. This 2 kilometer stretch challenges those who have speed on their racers. After this stretch in the underground cave you exit back onto the surface.
 
Length: Long (23 points)
Difficulty: Moderate (190)
Speed: Fast (720)
Obstacles: Moderate (190)
Damage: (15-35)
 
Length 4
After the dank and dark cold cave the racers go through, they are rewarded with the sunlit finishing stretch. That is if the racers survived the caves. This last 1 kilometer run still has some nasty surprises such as sandworms and quicksand to trap the inexperienced or incautious.
 
Length: Moderate (11 points)
Difficulty: Moderate (180)
Speed: Moderate (660)
Obstacles: Easy (50)
Damage: (5-25)

 

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The Spira Amateur Circuit

Created by Red Runalian

 

On the vacation run-a-way planet of Spira in the Lytton Sector of the galaxy has been constructed the Spira Amateur Circuit. A circuit run for amateur and would be amateur racers! For hopefuls, this is an important event for building reputation and fans as vacationers from around the universe attend in record amounts. Just because of all of the resort hotels, don't think this is a vacation. This circuit will keep new racers on their toes.

 

Day One: Spira Beach Run

 

Length 1

A straight path along the beach to start this race, following by a wide right, and then left turn. With the ocean to your left and the beautiful tropical forest to your right your biggest obstacle will be not being stunned by the beauty! Racers should be a tight pack coming through this sections, so watch out for tricks from your neighbor!

 

Length: Moderate (11)

Difficulty: Easy (70)

Speed: Slow (600)

 

Length 2

Ocean to the left, ocean to the right? A track of sand runs out into the water here, taking our racers through some tighter turns. Boulders have been placed as obstacles, but racers should have clear sight of them. Be careful, and you wont end up wet.

 

Length: Short (9)

Difficulty: Easy (80)

Speed: Slow (580)

Obstacle: Easy (60)

Damage: 15-25

 

Length 3

With an easy wide turn the track comes back to the beach. A short straight-a-way brings racers to their next set of difficulties. An natural archway runs over the beach, and as racers pass under it in a comfortable right turn they face a wide debris filled section of beach. Take it slow, and be sure to pick out a good path. Try to rush through this leg, and you'll be beach kill (haw haw)

 

Length: Short (8)

Difficulty: Easy (90)

Speed: Slow (570)

Obstacle: Easy (80)

Damage: 5 - 25

 

Length 4

Once racers have navigated the debris field they make another wide turn into a short straight-a-way. At the end of the straight-a-way the beach runs dead into forest. Just before the forest, however, is a cave entrance, which angles steeply into the ground. Racers will run down into the man-made cave. Two wide right turns here. Watch out for the stalagmites! The cave spits our racers back out on beach again, a straight-a-way leads to the finish line.

 

Length: Moderate (11)

Difficulty: Easy (80)

Speed: Slow (590)

Obstacle: Easy (60)

Damage: 15 - 25

 

 

Day Two: The Spira Gap Run

 

Day two brings us to the Spira Gap Run, a course that takes racers from one island to the next. This is the longest race on the circuit.

 

Length 1

Racers start back into the tropical forest. An easy straight-a-way and a drop down into a left turn takes racers to the beach. A short ride along the beach, and it's time to cross. Nothing to worry about here, just keep your speeder straight.

 

Length: Moderate (11)

Difficulty: Easy (60)

Speed: Slow (590)

 

Length 2

Racers cut away from the beach, and out on to the water on wide floating bridges. Not to worry, along beside the bridges are catches placed just a little ways under the water, so no speeders (or racers!) will be lost to the ocean. A series of small islands rest between racers them and their goal on the neighboring large island, which are plainly visible. The waves and movement of the water makes this generally straight path harder to navigate. Racers will arrive at a small island, and a quick dart around the tight beach will put them on the other side of it, that is, if they don't hit any of the trees growing out in their way, once racers make it to the other side they'll turn and ride off on to more floating bridges.

 

Length: Moderate (12)

Difficulty: Easy (80)

Speed: Slow (580)

Obstacles: Easy (60)

Damage: 5 - 25

 

Length 3

Another shifting straight run along the bridges here. Careful racers will have nothing to fear. The bridges lead our racers to the largest of the small islands, which sits just off shore of their target island. Here racers will again start racing along the beach about a quarter of the way around the island. The track then leads into the forest. This is the hardest leg of the race, as racers fight to dodge trees (hey, we couldn't cut all of them down for ya). The ground is uneven, and racers run over small hills. A wide right turn here. The path runs straight, sloping downwards. The racers are spat back out on to the beach, and make a right turn, following along it.

 

Length: Moderate (12)

Difficulty: Easy (90)

Speed: Slow (570)

Obstacles: Easy (80)

Damage: 5 – 25

 

Length 4

The constant wide right the beach keeps the racers on vanishes here into a straight-a-way. Another chance to look at the wonderful scenery here. The straight-a-way ends with an easy right turn. An obstacle is present just after the turn which often throws unsuspecting new racers off: a small ramp. Racers will hit the small ramp, which has an easy landing back on the beach. Just after the ramp the beach is divided by a patch of forest, that appears to have decided to live on it's own. A right turn around the path of forest leads to a tricky tree to dodge. The left side welcomes a rock tucked in on the inside of the turn. After racers have navigated through the turn they run a short straight-a-way along the beach which leads to more bridges.

 

Length: Moderate (11)

Difficulty: Easy (80)

Speed: Slow (590)

Obstacles: Easy (60)

Damage: 5 - 25

 

Length 5

As racers ride along the bridges they can see their target island coming closer and closer. As the racers come closer to shore and the water becomes more shallow the bridges pick up, no longer floating, as the racers drive up a tiny incline, they are now racing on a solid straight-a-way, with the water no longer making things feel uneven. Watch out here, this is the best chance your neighbor will have to try to pull something before the end. A small decline brings the racers on to the beach, where they make a sharp right turn. A short jaunt along the beach brings them to path which leads up from the beach and on to a field. A short straight-a-way on the green grass brings this race to a close.

 

Length: Moderate (12)

Difficulty: Easy (60)

Speed: Slow (600)

 

 

Day Three: The Spira Forest Run

This is the final race in the Spira Amateur Circuit, and arguably the most difficult. Racers will have to be extra careful when navigating the tropical forest present in this course.

Length 1
A short straight-a-way through a field full of lush green grass starts his race. Ahead racers can see the forest grow closer and closer, warning of the difficulty ahead. The racers will enter the forest through a comfortable gap which closes on them, making the course tighter and harder to navigate. Only one right turn upon entry into the forest is all you need to worry about here. Some tress and foliage, but at this point they're light and shouldn't cause too many problems.

Length: Moderate (10)
Difficulty: Easy (50)
Speed: Slow (570)
Obstacles: Easy (40)
Damage: 1 - 25

Length 2
Things get sticky immediately as racers are forced to dodge trees, and slow down. After a wide left turn racers begin climbing up the side of a hill. Slow and steady is the key here on this deadly leg of the race.

Length: Short (8)
Difficulty: Easy (70)
Speed: Slow (550)
Obstacles: Easy (90)
Damage: 5 - 25

Length 3
The ground evens off as racers reach the top of the hill. The trees remain just as thick, however. A careful left turn, which leads into a wide right brings racers out along a shallow narrow stream. No more trees... but there are a couple rocks to watch out for. The stream stays relatively straight and narrow.

Length: Short (8)
Difficulty: Easy (60)
Speed: Slow (570)
Obstacles: Easy (80)
Damage: 5 - 25
 

 Length 4
The racers turn left from the stream at this point back into the forest. A quick right turn and they're climbing again. More trees to dodge here. The ground levels out much more quickly this time, and racers turn right again. A sharp left brings them on to another stream, this one much wider and deeper. Push those engines here, because nothing's going to get in your way (and you'll need the speed). A straight-a-way here, and the stream ends abruptly into a waterfall! Desperate glances at the course markers tell racers what they feared. It's time to make a jump. Luckily, the waters path below has been split, running to the left and to the right out into the ocean. Where it would have run now sits land! A soft grass landing awaits racers below their moderately high jump.

Length: Short (9)
Difficulty: Easy (70)
Speed: Slow (580)
Obstacles: Easy (70)
Damage: 10 - 25

Length 5
From here things are pretty straightforward. An easy wide left greets the racers after their landing which takes them on to the beach. Straight-a-way central here. Gun it down this beach. An incline on the left side of the beach takes racers up, and on to another lush green field. A wide left turn is all racers need to worry about here. Now we're at the final straight-a-way and it's a doosey. A long run across the green grass brings this circuit to a dramatic conclusion.

Length: 10
Difficulty: Easy (50)
Speed: Slow (610)
 

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The Undercity Extravaganza

Created by IG-9000

Description: A venture by a urban renewal company, it is a prize race in the underworld of Coruscant, hoping to put the vacant space to good use.


Length 1

A long first track, this is a long cleared out corridor in the under levels of Coruscant. Usually a simple track, lighting failures can seriously complicate things, and pitch the track into total darkness.


Length: Long (22)
Difficulty: Easy (43)
Speed: Slow (560)
Obstacle: Moderate (150)

Length 2

A short sprint, this leg of the track goes over a trio of small bridge over a tremendous chasm, the seemingly goes on into foreverness. Slowing down will likely push a racer of the edge, and the safety repulsor grids have been known to fail...


Length: Short (6)
Difficulty: Moderate (133)
Speed: Moderate (611)

Length 3

Those who make it off the bridges need to slow down to avoid the scattered junk along the next part of the course. An occasional loiterer is spotted in the dim light of glow lamps scattering the track.
 

Length: Moderate (12)
Difficulty: Easy (77)
Speed: Slow (510)
Obstacle: Easy (50)

Length 4

The final short leg goes up an incline toward a slightly more habitable level of Coruscant. Usually a short race to the finish, amongst those left.
 

Length: (Short) 5
Difficulty: Easy (67)
Speed: Slow (580)
 

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Pod Racing Maneuvers

Drafting
Difficulty: Moderate (100)
Duration: 1 round


Description: Drafting is the act of staying close behind an opponent and using the air currents coming off the back of their pod racer in order to maintain high speeds through less wind resistance. This allows the driver to maintain the same relative speed at the racer whom he is drafting behind, and on a straight path he can attempt a Difficult ground vehicle check to "slingshot" around the leader using a quick burst of momentum gained from the lack of wind resistance.

Heavy Contact
Difficulty: Versus opponent
Duration: 1 round


Description: This kind of rough racing is very common on the pod racing circuit. To use this type of maneuver, check the opposing pod racer's ground vehicle skill. If a driver should fail, she is thrown off course. If there are any immediate obstacles in the vicinity, she must make another successful ground vehicle check against the variable difficulty for the terrain or the Pod will crash for damage dependant on the terrain.

The "Skywalker Slip"
Difficulty: Very Difficult (250)
Duration: 1 round


Description: This refers to a type of maneuver first used by Anakin Skywalker in the Boonta Eve Classic race when he was but 9 years old. Since that time, many pod racers have adapted the technique with varying results. This move is accomplished only when there is an apparent rise in the track nearby; this can be anything from a service ramp to a small outcropping. By temporarily shunting power to the repulsorlifts, the pod can be "bounced" up over the pod in front of it. A successful Turbo Boost reduces the difficulty to Difficult.

Turbo Boost
Difficulty: Moderate (100)
Duration: 1 round


Description: This is a temporary boost of speed accomplished by flooding the engines with fuel in an attempt to create a quick burst of energy. However, if the boost is extended beyond its duration, the engines can overheat and cease to function. After a turbo boost is used, the engines require an additional 3 rounds before it can be attempted again.

 

+50 speed to the pod for 1 round

 

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