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==Gimmick emporium== Here be rule variants and gimmicks to spice your tracks. *'''RULE VARIANT - Halved accel''' (tested, highly recommended) As playtest have shown, cars reach maximum speed too fast and there is no need for multiple boost plates. The solution: full accel is applied to cars only on straightway sections. Any other section provides only half of accel, rounded up. *'''RULE VARIANT - Other cars''' (untested) Players aren't only people on track. This rule is used to simulate random events occuring on track. At the start of turn announcer rolls two dices: one for a rank which will be affected, other (1d6) for the effect. All effects are resolved after action phase. Only rank is affected, not car. Effects: <pre> 1 A dangerous situation! Machine either rolls dodge (guaranteed 4E damage on fail) or falls back 1 rank. 2 Machine in this rank is surrounded by multiple cars and either takes 2E damage or slows down by 60km/h. 3 Ramming attempt! Player can brake by 40km/h or roll dodge 4 A chance to get a killstar! In next section player may declare ram/swipe against 1d10 to get 1000 points 5 Another car bumps you - player accelerates by 20 km/h and gains +1 to piloting and passing next turn 6 Friendly help - accel by 40 km/h, all rolls in next section are increased by +1 </pre> *'''RULE VARIANT - Pit area shenanigans''' Pit area's effects are calculated like mpact roll, in reverse. They restore 3+body roll energy. Some pit areas may apply their effect after actions phase. *'''RULE VARIANT - Savvy use to negate one obstacle''' Savvy could be used to negate one obstacle (mines, damage zone) on a section.
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