Punknaught Racing

by meanswell

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The 'Naught Race

Punknaught Racing

A Pre-Mission Briefing Sheet for use with Cyberpunk Red

Regulations.info

Racing 'Naught frames are limited to smaller personal vehicles compared to their larger siblings. These 'Naughts reduce the base stats from what is given in RTG-CPR Dreaded Punknaught to: SDP40; 5 Seats; combat speed of 10 MOVE; narrative speed of 40MPH/65KMPH. The following parts are also impacted: Extra Chassis only provides +10 SDP and +3 seats; Turrets: Up to two turrets can be installed per chassis.

In Night City 'Naught Racing operated races the crew have 14 days to salvage and construct their punknaught. Primary sponsors are able to provide Punknaught Options equal to the amount bonus of Salvage Days. For this qualifier, a Primary Sponsor can provide 4 days worth of Punknaught Options for a total of 18 days worth of Vehicle Options in the final construction.

It is recommended to wear Heavy Armor in case your Punknaught suffers a catastrophic failure. If the crew has excess salvage time available they can find a tech to upgrade a component. Many participants find sponsorships to exotic weaponry to install in turrets, fund Cyberchip installations, or provide ample drugs for the racers.

Building a Racing 'Naught requires a team of five, including one serving as the Construction Boss and one crew member acting as the Salvage Boss. Additional muscle and brains just get in the way, making the job harder, not easier. Team members can’t engage in other activities when working on a Punknaught, and they cannot stop until the project is either completed or abandoned.

Construction takes time. One part of the team salvages, bringing back parts while the other part kitbashes them together into something resembling a vehicle.

The amount of time needed to build a Punknaught depends on its complexity. All parts salvaged, including the Core, are non-functional until mashed onto the Punknaught and cannot be used for any other purpose. Normal vehicle upgrades can’t be added to a Punknaught under any circumstance.

Step One

The salvage boss leads their team and finds the parts needed. A Skill check, using the boss's Basic Tech Skill, must be made for each part they hope to acquire.

Step Two

The construction boss totals up the time it takes to gather options and the Construction Modifier.

Step Three

The Construction Boss makes a Land Vehicle Tech Skill Check against a DV of 13. The DV increases by the Construction Modifier of each part attached. A Tech's Field Expertise applies to the check.

The 'Naught Race

Punknaught Racing

A Pre-Mission Briefing Sheet

Racing

This race will use a variation of the Vehicle Chase/Race rules from Starfinder: Starship Operations Manual.

  • A chase/race takes place over a set number of rounds.
  • Each round, the Referee presents an obstacle the PCs must overcome, and the PCs select a single chase action for their vehicle and attempt any associated skill check.
  • After the rounds complete the chase ends in success or failure. Success is dependent on the PCs completing successful chase actions. Other effects, such as damage to SP or SDP, also depend on this outcome. A chase can also end in failure early if a vehicle takes enough damage.

The roles for a vehicle during a chase are: Driver, Navigator, Operator, and Technician.

Chase Basics

At the beginning of every round each character can swap to a different position. A pilot position can only be swapped into if it would otherwise be vacant.

Once the roles have been selected the GM has the opportunity to present an obstacle. The players will then decide together which chase action the vehicle will take this round and which characters will attempt the skill checks associated with both the obstacle (if present) and the chase action, in that order.

Chase actions are available to a vehicle's crew during each round of a chase, after the Referee has presented an obstacle. No chase action can be taken two rounds in a row. Characters also can't attempt an obstacle check and take a chase action in the same round.

Each action in the next section notes the vehicle positions that can attempt the action and can use a relevant skill check. Each action includes any consequences for success or failure. Referees can also create their own chase actions tailored to a particular setting or chase, selecting crew roles appropriate for those actions.

Chase Actions

No chase action can be taken two rounds in a row. Characters cannot attempt an obstacle check and take a chase action in the same round.

Covering Fire (Operator)

An available character makes a weapon attack against an enemy ship forcing them to take suboptimal evasive maneuvers. This applies a -2 check to Land Vehicle Checks in the next round. Can stack up to a -4 check.

Create Obstacle (Operator, Technician)

An available character can make a weapon attack or Land Vehicle Tech check to create an environmental obstacle or jettison junk to put a dangerous hazard in the path of their opponent.

Environmental Cover (Driver)

A driver can choose to use advanced driving skills to leverage the environment to their advantage. On success, gain one success. On failure, take 5d6 damage.

Evaluate Weakness (Navigator, Technician)

A character can zero in on a target’s vulnerabilities through intuition of equipment. Grant a +2 bonus to the next chase action and receives 2 successes on a successful check.

Negotiate Obstruction (Gunner, Navigator)

A character can try to blast or hack their way through an obstruction. Gain a success on a successful skill check. Take a hit on failure.

Outmaneuver (Driver)

A driver can make a Maneuver with a Drive Land Vehicle check to gain a success. On a failure, they take 1 hit.

Outspeed (Technician)

A character can attempt to give the engines all they’ve got and gain just enough distance to outpage or close-in on their opponent. On a success, gain 1 success. On a failure this action cannot be selected again during this chase.

References and Addendums

Addendums and References

R. Talsorian Homebrew License

The ‘Naught Race is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.

R. Talsorian Resources

If I have leveraged a pre-made item, character, or similar from an official R. Talsorian Product I will include the references to this document for your reference. You can purchase these resources from your preferred merchant, or download DLC materials directly from R. Talsorian's Website

Red Chrome Catalog

The Red Chrome Catalog is a Homebrew Items Document for their living server. If I have presented an item from this document that catches your interest please reference this reddit post for more information

Senjak’s Neon Red Catalog

Senjak’s Neon Red Catalog is a Homebrew Items Document for the Neon Red living server. If I have presented an item from this document that catches your interest please reference this reddit post

Halkuonn’s Handout Templates

Halkuonn has created PSD templates for handouts that are perfect for a cyberpunk game. These are not allowed for commercial or for-profit use. If you would like to use these please visit their shop https://ko-fi.com/halkuonn/shop

Valency Graphics

If there is a canon logo in this document, it likely came from Valency Graphics.

Document Components

CSS theming as given by /u/thefinalslowdance on Reddit . Background graphics are also sourced a purchased components being used for a non-commercial purpose.

Say Thanks!

Thank you for taking the time to read this far and making it to the very end of the document!

If you would like to get me a coffee or similar snack as a thank you for any use you get from this document you can do so on Ko-Fi.

If you have a cause to get a hold of me you can do so via meanswellttrpg@gmail.com

Non-Referenced Items

Non-referenced items or pieces not present in the above resources are created by me using an AI generator. Screamsheets are genereated leveraging templates provided by R Talsorian Games and editing within photoshop by me and often leveraging components from Valency Graphics in addition to my mediocre graphic design skills.

 

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