SW5e racing rules
a loose adaptation of F-Zero RPG rules
Preface
These rules are intended for speeder and swoop bike racing, applying them for air speeder races might not work as well. If you are looking for racing beasts, consider using 5e rules from Tomb of Annihilation.
Using Ability Scores
Your vehicle’s statistics work slightly different on the track. Instead of the usual Ability checks you will use Ability Rolls. Ability Rolls are derived Ability Scores as shown in the following table.
Table 1. Vehicle Rolls
| Ability Score | Vehicle Roll |
|---|---|
| 20+ | d20 |
| 18..19 | d12 |
| 16..17 | d10 |
| 14..15 | d8 |
| 12..13 | d6 |
| 10..11 | d4 |
If any of the vehicle's physical Ability scores are less than 10, the vehicle is, usually, not qualified for racing.
Determining vehicle’s maximum speed
Best way to determine maximal vehicle speed for canon vehicles is to look it up in any canon source (subject to GM approval).
Alternatively, determine maximal speed for a vehicle using the following formula:
50 + (Strength Score + Dexterity Modifier - Constitution Modifier) x 25
Determining vehicle’s ceiling
Best way to determine vehicle ceiling for canon vehicles is to look it up in any canon source (subject to GM approval).
Alternatively, determine ceiling for a vehicle using the following formula:
25 + Strength Modifier x 25
Flying at high altitude
While speeder bikes and swoop bikes in Star Wars setting usually have considerable ceiling, races are often depicted happening in a particular echelon. To this end, it is suggested to introduce some kind of hazard that would threaten racers should they attempt to fly over obstacles, like heavy cross winds, lightning strikes or heavy traffic of air speeders. If racers still insist on flying high, see the rules for changing altitude.
Before the race begins
Racers may opt to tinker with their vehicle in order to fine-tune it for the race, if there is time available (as determined by GM).
Action - Fine-tune a vehicle
Make an Intelligence (Technology, Mechanic’s Kit) check vs. DC equal to 5 + Vehicle's physical Ability Score.
On success, the vehicle gains +1 bonus to respective Ability Roll for that race.
GM decides how many attempts players can make in the time available before the race.
Example: Racer A decides to fine tune his vehicle’s engine, represented by Strength ability score. His vehicle’s Strength score is 12. He would normally make Vehicle Roll (Strength) as d6, as per table 1. He succeeded on his Intelligence (Technology, Mechanic’s Kit) check vs. DC 12+5, so his engine is now fine-tuned. Now, if he makes Vehicle Roll (Strength), he rolls d6+1.
Starting the race
As soon as they hear the GO signal, racers do the following:
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Pilots roll their initiative as normal
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Racers are arranged in the move order according to their initiative
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If there is a tie, vehicle with higher strength gets the lead
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If there is still a tie, make Piloting checks until the tie is broken
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All racers accelerate to 300 km/h speed.
Write down the move order and vehicle’s current speed.
Describing the terrain
Racing track is presented in the form of separate sections.
Each section has a description, Piloting check DC and a description of consequence for failure.
Section can also have one or more features, which can be positive or negative. Each feature has a Piloting check DC associated with it as well as a description. If the feature is positive, then the listed DC is to make contact with it. Racers can opt not to attempt to make contact with a positive feature. If the feature is negative, then the listed DC is to avoid contact with it. Racers can opt not to try to avoid a negative feature.
Each section presents racers with an opportunity to act, as described below.
Section description sets the order at which features and action phase are resumed.
GM note: It is not recommended to use more than two features per section.
Traversing a section
GM describes the next section, without revealing actual DC values, just hinting at how difficult they are.
Racers can attempt to break before making their Piloting check for the section. See rules for breaking below.
Racers roll their Piloting checks to pass the section in the move order from first to last. Those who score below the section’s DC are subject to the section’s hazard. Those who score above can accelerate. If there are section features before the Racers action phase, racers resolve those features in the move order from first to last.
Racers get to use their actions during their action phase. Racers act in the move order from last to first. Possible racer actions are described below.
If there are section features after the Racers action phase, racers resolve those features in the move order from first to last.
Accelerating
In order to accelerate, make Vehicle Roll (Strength), multiply the result by 10 and increase the vehicle's speed up to that amount.
Breaking
In order to break, make a Vehicle Roll (Dexterity), multiply the result by 10. You can opt to reduce the vehicle's speed up to that amount.
Losing speed
At any point, if a vehicle's speed is reduced to less than 300 km/h, it is passed by the next vehicle in the move order and its speed is restored to 300 km/h.
At any point, should a vehicle’s speed be reduced by at least 10 km/h by any means, its pilot gets +1 bonus for his next Piloting check, unless otherwise noted. This bonus increases to +2 if their speed drops by 20 km/h or more.
If a vehicle suffers damage from any source, make a Vehicle Roll (Constitution), subtract that amount from the damage received and round the result down to a nearest 10. This is how much speed is lost due to damage.
Changing altitude
The following rules apply when racers wish to change altitude:
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vehicle gains altitude by spending 2 meters of speed for every 1 meter climbed
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racers may opt to gain altitude only when they are presented with opportunity to break or accelerate using their Vehicle Roll (Strength) or Vehicle Roll (Dexterity) respectively
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speed lost to climb does not count for bonuses to Piloting checks for speed loss
-
vehicle gains 1 meter of speed for every 2 meters of fall
-
racers may opt to reduce altitude before making any Piloting check
Going at high speed
For every 50 km/h of vehicle current speed above 300 km/h, all Piloting checks suffer a -1 penalty.
Table 2. Piloting checks penalty for speed
| Vehicle’s current speed | Piloting check penalty |
|---|---|
| 349 km/h or less | No penalty |
| 350..399 km/h | -1 |
| 400..449 km/h | -2 |
| 450..499 km/h | -3 |
| 500..549 km/h | -4 |
| 550..599 km/h | -5 |
| 600..649 km/h | -6 |
| 650..699 km/h | -7 |
| 700..749 km/h | -8 |
| 750..799 km/h | -9 |
| 800 km/h or more | -10 |
Racer Actions and Reactions
Action - Show off
Racer attempts to please the crowds by performing flashy maneuvers. Make a Piloting check vs. DC equal section DC plus your position in the move order. If you occupy the first place in your move order, you may attempt a Performance check for extra effects.
This action does not offer on-track benefits, rather off track rewards as deemed appropriate by GM.
Action - Savvy
Using the extra moments available you attempt to plot an optimized trajectory for the next section. Make an Intelligence check vs. DC of the next section. If you succeed, you get Advantage on Piloting check to pass the next section.
At GM’s discretion, force users can attempt to make Wisdom or Charisma check, instead of Intelligence.
Action - Patch
You attempt to quickly patch up your vehicle. Make an Intelligence (Mechanic’s Kit) check vs. a DC equal to 15 plus vehicle’s Tier. On success, roll vehicle’s Hit Die and add it to vehicle’s Hit Points.
You must have Mechanic’s kit on hand to attempt this action. Other kits and tools may serve for the purpose of this action, subject to GM’s approval.
Action - Turbo Boost
Racer attempts to push every bit of thrust out of his vehicle pushing it beyond redline. Make a Vehicle Roll (Strength) and Vehicle Roll (Constitution). Take the former, multiply the result by 10 and increase the vehicle's speed by that amount. Subtract the latter from the former result - the vehicle suffers the resulting amount as damage.
Damage received from boosting does not slow the vehicle down.
Action - Emergency Break
If there are racers behind you, you can force them to Pass you by breaking. Your vehicle's speed becomes equal to that of the next one after you in the move order. That vehicle is forced to make a Pass action against you with Disadvantage.
Action - Pass
You attempt to pass the vehicle ahead of you in the move order. Make a Piloting check opposed by the opponent's Piloting check made as a part of his reaction.
Racer you are trying to pass can attempt Block, Ram or Side Sweep reactions (his choice).
If your roll is higher, you pass the other racer and you switch positions in the move order.
If your roll is equal to your opponent’s, you do not pass him, but don't suffer any negative consequences from his reaction.
If your roll is lower, you suffer any consequences as described by your opponent’s reaction.
For every 10 km/h speed you have over your opponent, you gain +1 to your piloting check.
You can't attempt to pass an opponent if your vehicle’s speed is less than his.
Action - Ram
You attempt to ram the vehicle ahead of you in the move order. Make a Piloting check opposed by the opponent's Piloting check made as a part of his reaction.
Racer you are trying to ram can attempt a Dodge reaction.
If your Piloting roll is higher, you ram the opponent’s vehicle.
To resolve ramming damage, you make Vehicle Roll (Constitution) and your opponent makes Vehicle Roll (Constitution). If your roll is less than your opponent’s, you receive the difference as damage. If your roll is greater than your opponent’s, your opponent receives the difference as damage. In addition your opponent suffers 1 point of damage plus any damage bonus for speed you have over your opponent. For every 10 km/h speed you have over your opponent, you gain +1 to your piloting check and damage if you successfully ram.
You can't attempt to ram an opponent if your vehicle’s speed is less than his.
Ram action might be deemed illegal for a particular racing track. If a racer attempts the Ram action anyway, regardless if they succeed or fail, they must make Charisma (Deception) check vs. DC determined by GM for the track, representing the attentiveness of judges. On a failed check they are disqualified from the race.
Action - Side Sweep
You attempt to side sweep a vehicle behind you in the move order. Make a Piloting check opposed by the opponent's Piloting check made as a part of his reaction.
Racer you are trying to side sweep can attempt a Dodge reaction.
If your Piloting roll is higher, you side sweep your opponent into the section's hazard - opponent suffers the consequences as if he failed a Piloting check for the current section.
If your Piloting roll is equal to your opponent’s, you fail your side sweep attempt, but avoid hitting hazard yourself. Neither you nor your opponent suffers any consequences.
If your Piloting roll is lower, you yourself are side swept into the section's hazard and suffer the consequences as if you failed a Piloting check for the current section.
Whoever is side swept can attempt to stabilize the vehicle by breaking - immediately lose 20 km/h of speed and make a Vehicle Roll (Dexterity). If this is higher or equal to the initial Piloting roll, the vehicle stabilizes and does not hit the section hazard.
For every 10 km/h speed your opponent has over you, you gain +1 to your piloting check.
You can't attempt to side sweep an opponent if his vehicle’s speed is less than yours.
Action - Weapon Attacks
You attempt to use the weapons of your vehicle or your hand weapons against a vehicle ahead or behind you in the move order.
Hit or miss, as an immediate reaction after your attacks are resolved, provided your attacks were detected, the racer you were attacking gets to attack you back, if he so chooses.
You can't attack backwards with forward facing vehicle weapons and vice versa. When attacking with hand weapons you incur a penalty to your next Piloting check. Penalty is -2 if you shoot forward and -5 if you shoot backward.
For every 10 km/h speed difference you have with your opponent, the opponent gains +1 to Armor Class and Dexterity saving throws against your attacks.
Using weapons might be deemed illegal for a particular racing track. If a racer attempts it anyway, regardless if they succeed or fail, they must make Charisma (Deception) check vs. DC determined by GM for the track, representing the attentiveness of judges. On a failed check they are disqualified from the race. If the attacks were made with loud weapons, like blasters or sluggers, Charisma (Deception) check is made with disadvantage. Explosives count as loud weapons if they produce a visible effect or leave a trace.
Subject to GM’s approval, Weapon Attacks can be used as a reaction to being passed. In this case you can use vehicle’s weapons, if they can attack sideways, your personal ranged and melee weapons, as well as explosives that take 1 action or less to use. You still get -2 penalty check to your next Piloting check. Using this reaction does not prevent you from being passed.
Action - Feint
You try to mislead the opponent before attempting your next maneuver, which can be either Pass or Side Sweep. Make a Charisma (Deception) check opposed by the opponent's Wisdom (Insight) check. If you succeed at misleading your opponent, you gain Advantage on your Piloting check for the maneuver you are attempting, if you fail, your opponent gains Advantage on his Piloting checks (or attack rolls) for his reaction. You must proceed with the maneuver (this represents that your character does not know if he deceived his opponent or not).
Succeed or fail, proceed to resolve Pass or Side Sweep action as normal.
You can only attempt a feint action if you have an opponent eligible for pass, ram or side sweep action.
Reaction - Block
As a reaction to being passed, you can attempt to block the path with your vehicle. Make a Piloting check to oppose your opponent's action.
If your result is higher, your opponent fails his pass attempt and instead loses speed. His speed becomes equal to your speed minus 10 km/h.
If there is a tie, your opponent fails to pass you, and you match his speed.
Reaction - Dodge
As a reaction to being rammed or side swept, you can attempt to dodge the attack. Make a Piloting check to oppose your opponent's action.
If your result is higher, your opponent fails his attempt and suffers the consequence as per his attempted action’s description.
You can opt to break as part of this reaction to gain a bonus to your Piloting check.
Table 3. Racer actions and reactions summary
| Action | Target | Reaction |
|---|---|---|
| Fine-tune a vehicle | Self | None |
| Show off | Self | None |
| Savvy | Self | None |
| Patch | Self | None |
| Turbo Boost | Self | None |
| Emergency Break | Behind | Pass |
| Pass | Ahead | Block, Ram¹, Side Sweep, Weapon Attacks¹ |
| Ram¹ | Ahead | Dodge |
| Side Sweep | Behind | Dodge |
| Weapon Attacks¹ | Ahead or Behind | Weapon Attacks¹ |
| Feint | Ahead or Behind | Special² |
¹ Ram and Weapon Attacks may be illegal, using these actions is subject to GM’s approval
² reactions to Feint are described in Feint Action entry
Track sections and features
Section types
Sections can come in multiple shapes, generally falling under the following type:
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Straight, with base DC 0
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Curved, with base DC 5
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Twisted, with base DC 10
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Maze, with base DC 15
DC of a section can be impacted by weather conditions or reduced visibility, as described below. If there are no special conditions making it difficult to navigate (for example dense fog or darkness), a straight section should not prompt a piloting check to pass.
Section conditions
The following conditions affect difficulty of a tacks section:
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Wind. Wind increases the difficulty of a section and features on it by 2. Wind can apply at all altitudes or above a certain altitude.
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Strong wind. Strong wind increases the difficulty of a section and features on it by 5. Strong wind can apply at all altitudes or above a certain altitude.
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Storm. Storm involves strong wind, as described above, and some additional danger, like lightning strikes or flying debris, at GM’s discretion. Storm can apply at all altitudes or above a certain altitude.
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Fog. Fog increases the difficulty of a section and features on it by 2 or more, depending on its density, at GM’s discretion. Fog applies below a certain altitude.
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Dim light and darkness. Dim light and darkness increases the difficulty of a section and features on it by 2 and 4 respectively. Racers might possess an ability to see in poor lighting conditions through natural or technological means, but it's up to GM to decide if a particular ability is sufficient to reduce or avoid penalties for poor lighting.
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Extreme brightness. A section suffering from extremely bright direct light, from sun or some other source, that makes it difficult to see. Increase the difficulty of a section and features on it by 2. Racers might possess an ability to see in bright light, but it's up to GM to decide if a particular ability is sufficient to reduce or avoid penalty for bright light.
Hazard suggestions
These are some basic ideas of hazards that can await on racers who fail to follow the track. Track authors are encouraged to come up with their own twisted hazards. Basic hazards are as follows:
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Railing or smooth wall. Racer’s vehicle smashes at the vertical surface that fences the track. Vehicle suffers damage as appropriate for Setback for a particular tier of play.
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Cliffside or coarse wall. Racer’s vehicle smashes at the rock or other coarse surface bordering the track. Vehicle suffers damage as appropriate for Dangerous for a particular tier of play and loses some extra d4 x 10 km/h of speed.
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Spiked wall. Racer’s vehicle smashes at the border of the track that is made purposefully deadly with sharp spikes or other form of hazard. Vehicle suffers damage as appropriate for Deadly for a particular tier of play.
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Difficult terrain. Racer’s vehicle is thrown off the track into an especially rough or sticky terrain, like bush, jungle or even garbage bins. Vehicle loses d6 to d12 x 10 km/h of speed depending on density of the vegetation.
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Ditch or trench. Racer’s vehicle is thrown off the track and into a ditch. Not deep enough to crash, but getting out of it will cost a racer his position. Vehicle loses d8 positions in the move order and is back on track with speed equal to that of the vehicle it is set after. A particularly deep trench might warrant setting the racer to last position with a speed of 300 km/h.
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Deep trench. Racer’s vehicle is thrown off the track and into a deep trench. Even if the racer survives the fall, they are out of the race.
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Traffic or wild animal crossing. Racer’s vehicle fails to avoid traffic or animals running amok on the track. Hitting something like that should be deadly appropriate to the type of traffic or animals involved. Such an accident might also warrant off track trouble with law enforcement or altercation with the animal if, for example, animal hit is a rancor.
Features suggestions
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These are some basic ideas of section features that can offer advantages or pitfalls to the racers. Track authors are encouraged to come up with their own awesome features. Basic features are as follows:
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Mines. Mine fields vary in density and size, and can use multitude of mine types. This clearly negative feature can subject vehicles to damage or special effects.
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Magnetic rubble. Magnetic rock or technological repulsor traps can tractor vehicles down, reduce their speed and might force them to be passed. Sideways pull might even rip the vehicle from under its pilot, although that should be unlikely.
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Boost strip. This beneficial feature increases a vehicle's speed by a set amount. Racers should vary though, as added speed might prove too high.
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Boost trap. This twisted boost strip is set in a way that propels vehicles right into the section's hazard. Vehicle gains a set amount of speed and the racer must immediately make a Piloting check as at the beginning of the section at the new speed with a Disadvantage.
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Trampoline. Vehicle gains listed altitude and loses the same amount of speed. If the trampoline is set before a gap, the gap’s speed requirement is halved.
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Gap. Unless a vehicle has a listed amount of speed it falls down and is disqualified from the race. Make DC to avoid this feature sufficiently high, so it is hard to avoid, or make it unavoidable, add a trampoline or a boost strip before it.
GM note: It is not recommended to set feature contact DC higher than 10, unless the track author feels especially mean or that particular section is intended for low speeds, in which case players should be made aware of it.
Samples
Sample sections
Boost Run
Type: Straight (DC 0)
Hazard: Railing (height 2 m)
Condition: Strong wind (altitude 5 m)
Feature: Boost strip (DC 5, 50 km/h)
Feature: Boost strip (DC 10, 50 km/h)
Action Phase
A Boost Run is a straightaway, but has several boost strips built into the track. The first boost strip is relatively easy to contact, but successive boost strips are positioned to make them harder to reach.
Boost Trap
Type: Straight (DC 0)
Hazard: Coarse wall (height 3 m)
Condition: Strong wind (altitude 3 m), Fog (altitude 3 m)
Feature: Boost trap (DC 5, 80 km/h, DC 13 detect)
Feature: Boost strip (DC 10, 50 km/h)
Action Phase
A Boost Trap appears similar to a Boost Run but contains a boost trap to smash unwary pilots into the wall. Pilots with high enough passive perception might see the foul.
Gap Jump
Type: Straight (DC 0)
Hazard: Railing (height 1 m), Deep trench
Condition: Storm (altitude 10 m, 1d8 lightning damage, Dexterity save DC 15)
Feature: Boost strip (DC 7, 100 km/h)
Action Phase
Feature: Trampoline (DC 10)
Feature: Gap (400 km/h)
This section is a straight run on a bridge or other elevated track with low railing and one section missing. Pilots not careful enough can fall off track into the deep. Pilots not having enough speed to cross the gap can try to make contact with a boost strip or the trampoline. Falling into the gap ends the race, but using trampoline risks being hit by lightning.
Gentle Curves
Type: Curved (DC 5)
Hazard: Coarse wall (height 3 m)
Condition: Strong wind (altitude 3 m)
Action Phase
Feature: Magnetic rock (DC 5, 30 km/h)
This section consists of gentle curves that are easy to navigate. The presence of magnetic rock may slow pilots who fail to avoid it.
Hard Curves
Type: Twisted (DC 10)
Hazard: Jungle (d8, height 18 m)
Condition: Wind (altitude 18 m)
Action Phase
This section has tight, winding curves that virtually guarantee machines will not come through unscathed. Jungle vegetation slows even the best pilots.
Minefield
Type: Straight (DC 0)
Hazard: Railing (height 1 m), wild animal outside of track (Banthas)
Condition: Sandstorm (altitude 2 m)
Feature: Fragmentation mines (DC 7, 3d6 kinetic damage)
Action Phase
Sandstorm raging above, to the side of the track banthas run for their life while on the tracks sand people laid their mines to pray on silly offworlders.
Sample tracks
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