My thanks to Roger Sanger, the copyright holder, for granting me
permission to host this article on my web site. To quote him, "I was looking
for a new home for DGP's 2300 AD articles, and naturally I picked the best fan
sites on the Web for that purpose. Kudos to Pentapod's World! Enjoy!"
- Kevin Clark
- February 18th, 2001.
Disclaimer required by Far Future Enterprises: This item is not authorized or endorsed by Far Future Enterprises ( FFE) and is used without permission. The item is for personal use only. Any use of FFE's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. In addition, this item cannot be republished or distributed without the consent of the copyright owner ( DGP).
In this adventure, player characters have a chance at excitement in a wild
and woolly cross-country race over Kingsland's untamed frontier. Playtesting
of this adventure was done by members of the Tidewater Traveller club.
The government of Kingsland recently decided to build some interest in
the colony and get some creative trailblazing done at the same time.
In typical competitive spirit, they decided to sponsor a race, to be run
from the town of Hogan to Quarry Corner and back. The distance between
the two points is 250 km cross-country, or roughly 500 km by trail ( see
the map located later in this adventure). Using the cross-country
distance, the officials decided to call the race the Hogan 500. To
enter the race, teams must apply to the Ministry of Transport at Hogan
and pay a Lv3,000 entry fee. First prize in the race is Lv100,000.
There are also several smaller cash prizes ( as the referee sees fit).
Each vehicle entered in the race must have a team of at least two members, a driver and a mechanic. The vehicle must be a stock rock buggy ( as detailed in the appendixes at end of the article), and is required to carry a load of one metric ton. The race is to Quarry Corner, where the teams rest overnight, and then back. The team with the shortest total elapsed time wins.
Each team may use any course it chooses, but it is responsible for any property damage done, including damage to crops and herds.
Due to the isolation of communities in the area, there are several rules of the road to be followed. These apply to vehicles in the race as surely as to normal traffic.
First, when vehicles meet along a trail, the group with the fewer vehicles
must pull off the road and let the other pass. If a team encounters
a disabled vehicle, the team must stop to assist. If a vehicle radios
a distress call, any vehicles in the area must go to assist. Any
team that violates the rules of the road or makes a false distress call
will be disqualified from the race.
It is possible that, on their own initiative, player characters at Kingsland
might want to get involved in the Hogan 500. If not, there are several
ways that a referee can get them involved. A company that they work
for could ask them to enter the race as its representatives. Or one
of the sponsors, particularly one with a vehicle, could hire the PCs as
a racing team. If the PCs are troubleshooters, you might convince
them to enter the race to monitor the activities of a suspect they are
tailing ( perhaps the crew of the Midnight Express, as will be explained
later). Or the race could be presented as an opportunity for the
PCs to make money they need to start a project or to get off planet.
The referee need only exercise a little imagination, and the PCs should
willingly join this race.
The primary plot of this adventure is fairly straightforward. The PCs get involved in the race. During the first half of the journey, they travel to Quarry Corner by whatever route they might choose. During the rest period, the team of vehicle #13, the Midnight Express, attempts to sabotage the lead vehicles. This will probably include one or more of the player characters' vehicles, given the typical PC advantages. The next day, the return trip becomes more treacherous as sabotaged vehicles begin to break down.
If, however, the sabotage attempts were thwarted, the team of the Midnight Express turns to foul play and their Rockwell 12-81 to disable the lead vehicles.
If the referee just runs the adventure as a race, it could end rather
soon. It is the events that surround the race which give the adventure
its excitement and opportunity for roleplay.
There are several approaches that the referee could use in running this adventure. If there are fewer than four PCs, they should all form the team of a single vehicle. If there are more than four characters, they should form two or more teams. Each team needs at least one driver and one mechanic.
There are two NPCs detailed in this adventure, the crew of the Midnight Express. They are the villains of the story. The referee should also add several other NPCs as red herrings. These NPCs could be working for companies that did not sponsor the player characters, or whose sponsorship the PCs did not accept.
If more than one PC team competes in the race, the referee must keep a close tabulation of all contestants' progress in the race, in order to be fair. He should discourage the PCs from playing dirty tricks on one another. He should also give them a fair chance to catch the NPC villains in the act, if they are prepared and alert.
If there is only one team of PCs, the referee can handle the contestants' times in one of two ways. He could simply invent the results, using the progress of NPC teams to push the plot of the adventure. Or he could actually make the task rolls for all of the NPC teams and keep track of the actual time results. In either case, it is to be expected that, given the fact that PCs tend to have higher task modifiers than NPCs, the PCs should win the race, unless they have some sort of catastrophic encounter.
One device that the referee could use to make this scenario more intense is to limit the time that the PCs have to prepare before the race. They must then decide which activities they wish to engage in first: finding sponsors, preparing their vehicles, or participating in pre-race events. The PCs might even have to split into several smaller groups, each pursuing a different goal.
The referee can establish the dates of this first Hogan 500 to fit his
own campaign's timeline. In the playtest session, the race's first
running took place in the spring of 2301.
If the characters come to Kingsland from a different planet, they arrive
at Hogan by way of Kingsland's only spaceport. It is also possible
that they might already live in Hogan. Or they might be native to
some rural region of Kingsland, in which case their journey to Hogan will
provide them with some familiarity with the terrain over which the race
is to be run.
If the PCs do not already own a rock buggy, and if they do not have enough funds to purchase one ( or they simply do not wish to), they must find a sponsor. This is an excellent opportunity for roleplaying. The referee should not reveal the conditions that a particular sponsor requires until the PCs actually meet with that sponsor's representative. This is especially important if the PCs have a limited amount of time in which to prepare for the race. Time limitations may force them to accept an offer which they might otherwise refuse.
In order to convince a sponsor to sign their characters on as a racing team, the players must roll for the task in the appendix.
The referee can add to the list of sponsors described later in this
adventure as he sees fit. As well, the sponsors' requirements might
suggest to the referee some sub-plots, diversions, or special roleplaying
opportunities to take advantage of in this adventure. In particular,
remember that those who break contracts must suffer the consequences.
Each rock buggy comes with a standard issue of equipment. The PCs
may wish to add more. Also, the PC assigned as the racing team's
mechanic might wish to fine tune his vehicle ( have the player roll for
the task in the appendix). Obtaining parts for this tune-up can create
another subplot for this adventure.
There are a multitude of sponsors available for this first running of the Hogan 500. Those that do not sponsor the PCs will almost certainly find someone else to sponsor. Each of the sponsors is listed with what it desires from a racing team, and what it is willing to offer in exchange. Company slogan and logo are also identified.
Crystal Cola Company: This sponsor is looking for one team only, and it wants its company logo to be displayed on the front of the vehicle's driving bubble. The company is offering Lv1,000 for the privilege. Slogan: Clearly Different. Logo: Red and white cola can with a large red "C" on a white circle.
Kangaroo Creek Cooperative: The Kangaroo Creek Cooperative will provide a vehicle for its racing team, but it wants that team to drive through Hogan during the race, and to sign a six-month delivery-driving contract. Also, the vehicle remains the property of the cooperative. Slogan: Getting there with care! Logo: A female kangaroo astride a river. In her pouch is a baby kangaroo holding a package.
Kingsland Metals and Mining: This mining company is offering Lv20,000 for a single racing team. In exchange, it wants the team to place the company logo on both sides of its vehicle, and to carry a corporate official and his prospective client from Hogan to the company mine ( about 200 km northwest of Hogan) during the race. Slogan: Building blocks of the future. Logo: A white circle with blue letters ( a "K" over two joined "M"s), the whole superimposed on crossed pickaxes.
Kingsland Rubber Corporation: The Kingsland Rubber Corporation is offering Lv10,000 and a set of tires to up to four teams. In exchange, they want the company's name and slogan on the team's vehicle, and they insist upon the company's tires being used in the race. In addition, if the team takes any place above 4th, they must make three commercials for the company, for which they will receive an additional Lv1,000 per person, per commercial. Slogan: Tire us on for size. Logo: A smiling king, the base of whose crown is a rubber tire.
Mabuto Imports: This company is looking for one team, to which it is willing to donate Lv15,000. The company's requirements are that its logo be placed on the vehicle's sides and that the team drive through at least two settlements on its way from Hogan to Quarry Corner ( a sixgoat station counts as a settlement) Slogan: Bringing you all the good things of Earth. Logo: An illustration of Earth and Kingsland joined by a multicolor banner that bears the company name.
Outback Oil: Outback Oil is willing to give Lv5,000 to any team that will carry the company logo on both sides of the vehicle's cab and use the company's oil during the race. Slogan: We're Oil Right. Logo: A garish orange oil can with the word "Outback" in a yellowish brown. The company slogan is across the can's bottom.
Red 'Roo Trucking: Red 'Roo is looking for one team, to which it will give Lv30,000. In exchange, the team must carry the company logo on its vehicle's sides, and it must agree either to turn 50 percent of its winnings over to the company or contract to work as company drivers for six months. Slogan: A jump ahead of the competition. Logo: A red kangaroo in full jump. He has a bundle on his back.
Royal Tea Corporation: Royal Tea is willing to sponsor any number of racing teams, in the amount of Lv5,000 per team. The corporation's one requirement for giving out this money is that the racing teams must deliver complimentary shipments of Royal Tea to at least three settlements during the race. A station counts as a settlement, for this purpose, but Hogan and Quarry Corner do not. Slogan: Taste fit for a king. Logo: The company name in decorative gold letters.
Smythe's Sixgoat Station: Smythe is willing to donate Lv10,000 to one team, provided that the team complies with three requirements: ( 1) The team vehicle must carry the company logo on its sides; ( 2) During the race, Smythe must be transported from Hogan to his station; and ( 3) The vehicle must bear the number "23". Slogan: Smythe sells the best. Logo: Smiling Bill Smythe in full range gear, holding up a steak.
Southern Cross Shipping: This company is seeking a single racing team, to whom it will lend a rock buggy. The company requires that the team pay Lv1,000 to cover insurance for the vehicle and that if the team wins a prize, 10 percent of the winnings go to the company. After the race, the company retains possession of the vehicle. Slogan: The star of the shipping industry. Logo: A dark blue field with the company's name and the southern cross constellation in white.
Taylor Transport: Mr. Taylor will donate Lv20,000 to a single
team, provided that the team's vehicle bears no other logos except his
company's. The Taylor Transport logo must be borne on the vehicle's
sides. Slogan: Taylor made to fit your needs. Logo:
The name, "Taylor", in large, green letters.
Since the Hogan 500 is shaping up to be a big event on Kingsland, a lot
of ceremony has begun to develop around it. The local media will
want to interview each of the teams involved, asking questions, particularly,
about team strategy. Several schools, companies, and civic groups
will want teams to appear as special guests at their events. The
biggest event before the race, however, is a banquet to be held for all
of the teams the night before the race. The referee can use this
and other events to pass on to the players information about the region
and different route options. He can also use the events to familiarize
the PCs with some of their competition.
The day of the race will finally arrive, perhaps with some midnight oil
being burned to prepare the vehicles. To begin the race, all of the
vehicles will be lined up at the starting line, which is at the southern
end of Hogan. After the race starts, all of the contestants are on
their own. To head due north, or to get on any of the trails, the
vehicles must travel through the city. To leave the area any other
way will require travelling on paths through cultivated regions.
The players should remember that their characters' sponsor ( s) may dictate
part of the route travelled.
The actual mechanics of refereeing the race itself involve nothing more than a series of task rolls. However, the referee should not allow the scenario to devolve into a dice-rolling session. The referee needs a means of adjudicating random events, and dice serve that end, but to maintain player interest, he should mingle encounters and descriptions with those rolls.
Each driver should have to conduct a driving task roll for each 100 km travelled in the same type of terrain. If a vehicle does not cross a complete hex, count the distance travelled as 50 km. To determine the time interval for those 50 km, simply divide the time interval for 100 km of that terrain by two. For example, the distance from Hogan to the edge of the next hex just north of it counts as 50 km ( the reduced distance is necessary because the terrain changes from cultivated to wasteland at that point). With the exception of the fact that the time interval is halved, task rolls for 50km segments of terrain are performed exactly like task rolls for 100km segments.
Because of the rugged nature of the terrain and the fact that racing teams will be pushing their rock buggies for the best possible speeds, there is an ever-present possibility that a rock buggy will break down. To simulate this, each team's mechanic should make his task rolls to avoid a mechanical breakdown at the same intervals as the driver makes his rolls for speed.
Note that teams travelling on the trail move about twice as fast as those travelling cross-country. Therefore, the referee may have task rolls conducted for two separate 100 km distances on the trail for every one task roll made by cross-country teams.
Also, every time a team begins a new stretch of terrain, the referee
should roll for an encounter. There are two encounter tables included
in this adventure, one for teams travelling along the trail, and one for
those travelling cross-country. The referee can use these tables,
develop his own, or use a combination of both.
Eventually, all the racing teams should arrive at Quarry Corner.
Those who suffered severe problems that delayed them in the first day should
not count themselves out of the race. It is possible that the lead
vehicles might have similar problems during the second day. At any
rate, the teams will have about a 30-hour layover at Quarry Corner until
the next Kingsland day begins. This gives them some time to check
over their vehicles, rest, and enjoy some recreation. That favorite
pastime of roleplayers, the bar fight, would fit into this layover time
nicely. Also, the crew of the Midnight Express will try to
conduct its nefarious activities during this period of time. See
the appendix for descriptions of the crew members of the Midnight Express.
About three hours after sunrise on the second day, the race resumes.
All vehicles will be started together again, at a line on the southern
edge of Quarry Corner. Remember that it is total elapsed time that
counts, not merely who crosses the finish line first. The teams are
free to return by the same route they took in the first leg or to try a
different route. The referee should run this half of the race much
the same as the first, adjusting times and events as necessary to heighten
interest.
Eventually, all of the teams will find their way back to Hogan. Some may have to ride the trip out in another vehicle, if theirs could not finish. The probability that a PC team will finish first is high. And even if the PCs miss the Lv100,000 first prize, odds are that they will receive second- or third- place prizes.
But winning ( or placing, or showing) in the Hogan 500 brings more than
just a monetary reward. Winners will also certainly gain renown.
Members of the first-place team should certainly get a couple of points,
and members of second, and third place teams should also receive at least
one renown point. Many companies, whether or not they sponsored a
team in the race, will want the winners to endorse their products.
The government will most likely vie for the PCs' services as well.
Regardless of the outcome of the race, new adventure possibilities will
open up for the PCs afterward. Remember that several of the sponsors
require follow-up contracts. It is possible that the adventurers
might decide to try their hands at taming some of the wilderness themselves.
If the PCs were residents of Kingsland, they can return to their jobs with
a little more prestige. Of course, there will have been new friends,
and new enemies, made during the race. Who knows when they might
cross the PCs path again. If the referee follows up on some of these
threads of plot, the adventure need not end when the checkered flag falls.
KINGSLAND
The days on Kingsland are 66 hours long; divided evenly between day
and night. The most common herbivore on the planet is the sixgoat,
a rugged beast massing about 100 kg. These creatures provide the
colonists with meat and skins, but they have the peculiar habit of becoming
motionless when they see the color red. Many of the colonists of
Kingsland live on ranches, called "stations", to tend these beasts.
There is also some mining on Kingsland, particularly of iron, bauxite, and tantalum.
Hogan, the capital of Kingsland, is also its only major city.
HOGAN
Located in the northern portion of the equatorial belt of Kingsland,
Hogan is a city of about 90,000 people. The colony's only spaceport
is located nearby, so Hogan serves as a port of entry for anyone arriving
on the world. The city also serves as the business and government
center of Kingsland. A government mining operation is outside the
city, and a steel mill is under construction nearby. The region around
the city is otherwise largely agricultural.
QUARRY CORNER
Originally developed as a mining town, Quarry Corner remained in existence
after the bauxite mine closed. With a population of 15,000, Quarry
Corner serves as a trading center for the many sixgoat stations located
in the area. The abandoned mine also serves as a minor tourist attraction,
with the most popular nightspot in town being Sheila's Saloon.
The following tasks are important to this adventure.
Task: To persuade a sponsor to back a team: Variable. Average of Eloquence and Preparation. 5 minutes.
Referee: For difficulty level, see the list of sponsors. Calculate the Preparation modifier as follows: +1 if one or more team members has Heavy Equipment Operator skill ( any level), or Ground Vehicle-2 or higher; +1 if one or more team members has Mechanic skill ( any level); +1 if the team paid its own entry fee; +2 if the team expresses its intention to meet the sponsor's conditions, -2 if not; +1 if any team member is from Kingsland; plus any reputation as a driver or mechanic.Task: To get extra performance from a rock buggy engine ( Hazardous): Difficult. Mechanic. 1 hour.
Referee: If the roll is made exactly, increase performance by 5 percent; if 1 greater, by 10 percent; if 2 greater, by 15 percent. Minor damage will decrease performance by 10 percent; Major by 25 percent; Destroyed makes the engine inoperable.Task: To drive a rock buggy 100 km: Variable. Heavy Equipment Operator. Variable.
Referee: Task difficulty is as follows: Simple for Trail or Cultivated; Routine for Hill/Tundra; Routine ( but Hazardous) for Wasteland. See the Time Interval Table for base time elapsed. Add 1d10+6 minutes if the team crossed a river or passed through a city, station, or town.Task: To avoid a mechanical breakdown ( Hazardous): Variable. Mechanic. Instant.
Referee: For Trail or Cultivated terrain, the task difficulty is Simple, Routine for Hill/Tundra or Wasteland. Driving at maximum speed increases task difficulty by one level.
HEAVY CROSS-COUNTRY TRANSPORT
Specifically designed and built for the colony of Kingsland, the heavy
cross-country transport is affectionately known as the "rock buggy", and
is capable of crossing the rugged and often rocky terrain of that colony
world. Its structure is of steel, to minimize cost and to make field
repairs simpler. With its MHD turbine engine tuned to burn alcohol,
this vehicle often has an alcohol still in part of its large cargo compartment.
Normal access to the interior of the vehicle is through a floor hatch just behind the driving bubble; a folding ladder fits into the "neck" of the transport. There are also side and back doors built into the body of the vehicle. Most warehouses and the like have loading docks built specifically to the height of these doors.
Each rock buggy holds seats for a driver and three passengers, as well as having two bunks. Additional passengers could ride in the cargo compartment, but they would have a very rough ride. Constant driving over rugged terrain results in frequent breakdowns of the rock buggy in spite of its rugged construction. Consequently, most drivers either have some mechanical training or carry a capable mechanic as part of their crews.
Because a rock buggy represents a considerable investment, communities often form cooperatives to purchase one for their cross-country journeys. Smaller vehicles, usually carried to the community on a rock buggy, serve for local transportation purposes. In this aspect, rock buggies are somewhat like starships, plying routes between far-flung communities as starships ply the lanes between worlds.
Driving a rock buggy usually requires the skill of Heavy Equipment Operator ( see Aurore Sourcebook for details). A substitute skill is Ground Vehicle Operation, but it works at one level lower when operating a rock buggy. Persons with Ground Vehicle-0 should not attempt to drive a rock buggy. The rock buggy is a very useful vehicle on Kingsland, but it is seldom seen beyond that colony.
Type: Wheeled heavy cross-country vehicle; Crew: 1 Driver; Mass: 13,700 kg; Armor: Suspension: 0.3 All Faces: 0.25; Signature: 10; Evasion: 0; Cargo: 3 passengers and 6,300 kg; Max Speed: 115 kph; Cruising Speed: 85 kph; Combat Movement: 240 m; Off-Road Mobility: Quartered; Power Plant: 2.4 MW MHD turbine, tuned for alcohol; Fuel Capacity: 5,280 kg; Fuel Consumption: 220 kg/hr; Endurance: 24 hrs; Price: Lv39,623.
STANDARD EQUIPMENT
Rock buggies are sold with the following standard equipment: vehicle
maintenance tools, excavation tools, medkit, vehicle communicator, power
winch with 50m of cable ( 55 kg, Lv275, see the Ground Vehicle Guide
for more details), tire patch kit ( 5 kg, Lv20, fast-acting RTV rubber
in a dispenser), air pump ( 10 kg, Lv125, air compressor powered by vehicle
electrical system), heavy-duty jack and wheel chocks ( 20 kg, Lv236).
"DANGEROUS" DAN MUELLER
"Dangerous" Dan Mueller is the driver of the Midnight Express.
Born in Tanstaafl on Aurore to American parents, Dan remained on that world
for a while as a homesteader. He was often a bully as a youngster,
and it was during this time that he gained his nickname, "Dangerous Dan".
Taking it as a compliment, Dan carried the name with him into adulthood.
When the Kafer war reached Aurore, Dan wanted nothing to do with it. To avoid the war, he moved to the American Arm, where he got involved in smuggling. His partner and closest associate is Mike Jensen ( see the appendix). Dan is 31 years old, and is an Elite NPC.
NPC Motivation Results: Diamond Jack: Dan is a coward, but uses a lot of boasting and bravado to hide that fact. Diamond Ten: Dan wants to earn more money the quick and easy way. He will cheat and possibly betray friends to gain it.
Attributes: Size: 13; Strength: 17; Dexterity: 9; Endurance: 11; Determination: 12; Intelligence: 10 Eloquence: 5 Education: 8.
Skills: Heavy Equipment Operator-3, Combat Rifleman-2, Survival-2, Mechanic-2, Sidearm-2, Streetwise-2, Stealth-2, Melee-1, First Aid-1, Forgery-1, and Computer-0.
Equipment: Rockwell 12-81 Magnum, Traylor Model 57, inertial armor vest, driving helmet ( treat as steel helmet).
"MARAUDER" MIKE JENSEN
"Marauder" Mike Jensen is the mechanic for the Midnight Express.
Mike Jensen is the son of a hardworking Australian colonist on Botany Bay.
As Mike grew up, he became a restless young man, wanting money, but not
making enough as a colonist. After reaching adulthood, he remained
on the farm because of loyalty to his parents, but when they died in an
accident, he felt no further restraints.
After having a difficult time making money through legitimate work, Mike tell into smuggling. On his first job, he made a mistake that almost cost him his life. Dan Mueller saved Mike because he saw potential in the young man. Mike has remained his partner ever since that time, working with Dan as a smuggler. Mike is 29 years old and is a Veteran NPC.
NPC Motivation Results: Diamond 7: Mike wants money and will seldom do anything unless there is a fast livre to be made at it. Heart 8: A deep sense of loyalty often serves as motivation for Mike's actions. Loyalty to his parent, kept him on Botany Bay. Now loyalty to Dan keeps Mike working with him.
Attributes: Size: 8 Strength: 8 Dexterity: 12 Endurance: 7 Determination: 11 Intelligence: 12 Eloquence: 6 Education: 13.
Skills: Combat Rifleman-2, Sidearm-2, Mechanic-2, Melee-2, Ground Vehicle-2, Stealth-2, Survival-2, First Aid-1, Swimming-1, Tracking-1, Pilot-1, Sea Vehicle-0, P-Suit-0, Forgery-0, and Computer-0.
Equipment: Knife, Hancock 923 Enforcer, SG-77, full-body inertial
armor, driving helmet ( treat as steel helmet). Ten concealment grenades
in his tool kit.
HOW TO USE THE TABLES
The referee will use the tables on this page quite often in running
the Hogan 500. The first table is a base time interval table for
each 100 km a team travels. To use this table, simply cross reference
the speed of the team's vehicle ( listed on the table in terms of percent
of normal maximum speed) with the type of terrain being travelled through.
The result is the base time for the driving task roll given earlier in
the adventure. Actual times to travel 100 km will be approximately
10 times this base, depending, of course, upon the driver's skill level
and a 3d6 time roll.
The next two tables are of random encounters for the referee to roll up as the PCs run in the race. Each time the team begins a new 100 km stretch of terrain, the referee should roll 2d6 to determine it they have an encounter. The number in parentheses next to each table's title is the chance, on a 2d6 roll, of the group having an encounter. If an encounter is called for, roll 1d6 to determine exactly what that encounter is. Note that encounters 5 and 6 on both tables call for a repair task roll. Use the Damage and Repair table on page 43 of the 2300 AD Director's Guide to determine the task difficulty ( remembering to increase the difficulty level by one for field repairs), and using Mechanic as the applicable skill. Assume that necessary tools and spare parts are readily available. The time portion of the task statement is 1 minute for Superficial damage, or 2 minutes for Minor.
TIME INTERVAL TABLE
( Base time -- in minutes -- for task to travel 100 km)
Speed
Terrain Type 75% 90% 100% 105% 110% 125%
Trail 29 24 22 21 20 19
Cultivated 36 30 27 26 25 24
Hills/Tundra 44 36 33 31 30 28
Wasteland 52 44 39 37 36 34
Notes:
1. The 75% column represents a vehicle's normal cruising speed,
but it may be a vehicle's maximum speed if the team's mechanic botched
a task roll to improve performance.
2. The 100% column represents a vehicle's normal maximum speed.
Speeds higher than this are possible only by improving engine performance.
3. Regardless of how well a driver does on the time portion of
his driving task roll, there are certain minimum times required to cover
100 km of the various terrain types. Those minimums are ( in minutes):
190 for Trail, 237 for Cultivated, 285 for Hills/Tundra, and 342 for Wasteland.
TRAIL ENCOUNTERS ( 7+ on 2d6)
Roll 1d6 to determine actual encounter event.
- 1-2 Convoy:
- 1d10 vehicles, which take 1d6+3 minutes to pass.
- 3-4 Herd Crossing:
- A herd of sixgoats blocks the road for 1d6+4 minutes.
- 5 Disabled Vehicle:
- A disabled vehicle is on the side of the trail. Roll for a Mishap ( see 2300AD rules) to determine the extent of the damage. If Major, the crew will need to go to the next settlement. On any other damage result, the PCs' mechanic can try to conduct field repairs. ( See the appendix for details.)
- 6 Minor Problem:
- A minor mechanical problem has occurred on the PCs' vehicle. Roll 1d10-1 on the Mishap table, treating a result of 1 as a 2. The PCs' mechanic can try to conduct field repairs. ( See the appendix for details.)
Note: When sixgoats are encountered, note their peculiarity as explained
in the first appendix, and check the color of any logos displayed on the
vehicles involved. Time increments begin only after characters have
figured out the problem and hidden any red patches.
CROSS-COUNTRY ENCOUNTERS ( 8+ on 2d6)
Roll 1d6 to determine actual encounter event.
- 1 Burnt Vehicle:
- The team comes across a burnt vehicle. If they stop to investigate, two bandits will attack them. After this encounter has happened once, treat further rolls as burnt vehicles without bandits.
- 2 Sixgoat Herd:
- The team encounters a sixgoat herd. It will take 1d6+2 minutes for the team to work its way around the beasts.
- 3 Rock Rat Attack:
- Several sixgoat herders are fighting off a swarm of rock rats attacking their herd. If the team helps, it will lose 1d6+4 minutes of travel time, but the herders then direct them to a shortcut afterward, saving 3d6 minutes. Treat further rolls of 3 as a 2.
- 4 Boulder Field:
- The team encounters a field in which the boulders are unusually large. It will take 1d6+6 minutes for the team to work its way around the field. If the team members decide to travel through the field, have them make an additional driving task roll and mechanic task roll.
- 5 Disabled Vehicle:
- A disabled vehicle is on the side of the trail. Roll for a Mishap ( see 2300AD rules) to determine the extent of the damage. If Major, the crew will need to go to the next settlement. On any other damage result, the PCs' mechanic can try to conduct field repairs. ( See the appendix for details.) Also, roll 1d6; on a 4+ the vehicle belongs to a competitor.
- 6 Minor Problem:
- A minor mechanical problem has occurred on the PCs' vehicle. Roll 1d10-1 on the Mishap table, treating a result of 1 as a 2. The PCs' mechanic can try to conduct field repairs. ( See the appendix for details.)
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