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Pod Racing

Be’ergo Circuit

Be’ergo a gotal started up a pod racing league after the Imperials and the Rebels signed the peace accord. Be’ergo remembered what the pod races were like when he was a kid and since peace had broken out he decided to use the money he had made from being a mercenary to start the league because he enjoyed pod racing. The league has been successful and now has several different divisions and tracks on many worlds. Many other people have created pod racing leagues after seeing Be’ergo’s success. The final race of the veteran division is the culmination of the season and is held on the deadly course of Tiranna on Malastare.

Many of the courses feature combined obstacles. The most common are low visibility turns, turns in narrows, and turns on water. All three are more difficult than normal turns and makes the courses more deadly. Some of the tracks also feature alternate routes. The most obvious example is threading the needle in the Mos Espa Grand.

Division races

Veteran
1. Marquis 300
2. Mos Espa Grand
3. Pinot Prix
4. Tinat Grand
5. Endor 450
6. Minamar Grand
7. Duros Speedway
8. Flight 300
9. Wild Ride
10. Tiranna 500

Marquis 300

The first race of the season is the Marquis 300. The Marquis 300 has the largest number of competitors and is one of the hardest tracks to eliminate those who aren’t good enough. The pilots who successfully navigate the Marquis 300 continue the season. The Marquis 300 is a completely man made course and is a difficult course. The Marquis 300 features smoke generators and several gravity platforms that throw the pods around. Following is the course.

1. Debris, DC 10, 1D6 damage, -1 speed
2. Gravity Shift, Regain Control Check DC 15
3. Gravity Shift, Regain Control Check DC 13
4. 90 degree turn, DC 15
5. Ramp, DC 10, 3D6 damage
6. Clear
7. Low Visibility
8. Low Visibility. 45 degree turn, DC 10
9. Low Visibility. 45 degree turn, DC 10
10. Clear
11. Debris, DC 10, 1D6 damage, -1 speed
12. Debris, DC 10, 1D6 damage, -1 speed
13. 180 degree turn, DC 25
14. Chasm, DC 16, Damage 3D6
15. Slick

Mos Espa Grand

The Mos Espa Grand is one of the few tracks that is not man made. The course follows a winding trail through the deserts of Tatooine and even has a short run in Beggar’s Canyon. The course is long but not too difficult. In the tenth stretch the characters enter Beggar’s canyon and can attempt to thread the needle and cut some distance on the race. Following is the course.
1. Clear
2. Debris, DC 10, Damage 1D6
3. Debris, DC 10, Damage 2D6
4. Clear
5. 90 degree turn, DC 15
6. Ramp, DC 15, 2D6 damage
7. Chasm, DC 16, 4D6 damage
8. Single Lane
9. Single Lane. 90 degree turn, DC 18
10. 1/2 width, DC 15
11. 1/4 width, DC 20
12. 1/2 width, DC 15
13. Single Lane
14. Avoid Obstruction DC 20
15. Thread the Needle, DC 30, failure results in 8D6 damage, skip next four stretches. A character may instead make an avoid hazard check with DC 20
16. Ramp, DC 15, 2D6 damage
17. Clear
18. Clear
19. Clear
20. Debris, DC 15, 1D6 damage, -1 speed
21. Avoid Sandcrawler, DC 25
22. Clear
23. 90 degree turn, DC 15
24. Clear
25. 90 degree turn, DC 15

Pinot Prix

The Pinot Prix is held on Corellia and since it is on such a civilized world there are few dangers on the track. It is very popular since it is close to civilization but safety regulations top it from being too difficult. The track is built over the ground and has a transparisteel wall that protects the fans. The course is fast and most of the action is acquired from the high speed hair-pin turns that are in the track. Near the beginning is a towering spiral that is the showcase of the track. 1. Clear
2. Chasm, DC 15, 3D6 damage
3. 90 degree turn DC 15
4. Ramp, DC 15, 2D6 damage
5. 180 degree turn, DC 25
5. 180 degree turn, DC 25
6. 180 degree turn, DC 25
7. 180 degree turn, DC 25
8. Chasm, DC 17, 4D6 damage
9. 90 degree turn, DC 15
10. Clear
11. 90 degree turn, DC 15
12. 90 degree turn, DC 15
13. Avoid hazard, DC 15

Tinat Grand

The Tinat Grand is held on Kuat. The track is completely underground and has a heavy transparisteel tunnel that allows spectators to be in the tunnel and watch the pods race by. The course is tight and very narrow. The crash features many collisions and is very exciting. Following is the course.
1. Clear
2. 90 degree turn, DC 15
3. Double Lane
4. Single Lane. 90 degree turn, DC 18
5. Single Lane
6. Single Lane
7. Single Lane. 180 degree turn, DC 27
8. Avoid Hazard, DC 17
9. 1/4 width, DC 20
10. Clear

Endor 450
This track is cut through the forests of Endor and features some dangerous tunnels through trees. Fire crews are standing by in case any fires break out after a crash. The course is a favorite among fans for its high speed turns. A favorite feature is near the beginning where the pods must jump over the part of the track they just went over. Always popular is when a pod fails to make the jump and lands on a pod beneath it. 1. Clear
2. Debris, DC 10, 1D6 damage, -1 speed
3. Avoid Hazard, DC 15
4. 90 degree turn, DC 15
5. Avoid Hazard, DC 13
6. 180 degree turn, DC 25
7. Ramp, DC 20, 4D6 damage
8. Water
9. Water
10. Water. 90 degree turn, DC 15
11. Avoid Hazard, DC 20
12. 90 degree turn, DC 15
13. Clear
14. 180 degree turn, DC 25
15. Chasm, DC 16, 4D6 damage
16. 90 degree turn, DC 15
17. Avoid Hazard, DC 20
18. Low Visibility
19. Low Visibility. 90 degree turn, DC 15
20. Low Visibility. 90 degree turn, DC 15
21. Debris, DC 15, 1D6 damage, -1 speed

Minamar Grand
The Minamar Grand is held on Ord Mantell. The course is fairly easy and smooth running. One of the least popular courses. It’s an average length course and has few turns and obstacles. Following is the course.
1. Debris, DC 10, 1D6 damage, -1 speed
2. Clear
3. 45 degree turn, DC 10
4. 45 degree turn, DC 10
5. Avoid Hazard, DC 15
6. Double Lane
7. Double Lane. 90 degree turn, DC 15
8. Double Lane
9. Avoid Hazard, DC 15
10. 135 degree turn, DC 20
11. Gravity Shift, DC 15
12. Gravity Shift, DC 15
13. 45 degree turn, DC 10
14. Clear

Duros Speedway

Held on the barren planet Duros the track has no seating and can only be viewed by remote view screens. The race is fairly hazardous consisting of parts in a dormant volcano and the gas fields of Duros. After entering the volcano the racer must make a jump or fall into a lava river and die. Features many spectacular crashes. The crashes are better than the Tiranna crashes but not as frequent. Following is the course.
1. Clear
2. Debris, DC 10, 1D6 damage, -1 speed
3. 90 degree turn, DC 15
4. Gas
5. 1/4 width, DC 20
6. Fire, 2D6 damage, +1 temp stage
7. Ramp, DC 20, 10D6 damage
8. Fire, 2D6 damage, +1 temp stage
9. 1/4 width, DC 20
10. Avoid Hazard DC 10
11. 90 degree turn, DC 15
12. Gas
13. Debris, DC 10, 1D6 damage, -1 speed
14. 90 degree turn, DC 15
15. Ramp, DC 15, 4D6 damage
16. Avoid Hazard, DC 15
17. Clear
18. Clear
19. Low Visibility
20. Low Visibility. 90 degree turn, DC 15
21. Low Visibility

Flight 300

The Flight 300 is a suspended track that is built off the remains of Cloud City on Bespin. The track is hazardous because of the many jumps over empty space. The track consists of metal tubes connected to each other with few open air sections. The track is built in a perfect circle shape. Following is the course.
1. Clear
2. Ramp, DC 15, 6D6 damage
3. Clear
4. Triple Lane
5. 90 degree turn, DC 15
6. Avoid Hazard, DC 15
7. Ramp, DC 17, 6D6 damage
8. Gravity Shift, DC 15
9. Gravity Shift, DC 15
10. 90 degree turn, DC 15
11. Gravity Shift, DC 15
12. 1/2 width, DC 15
13. Ramp, DC 20, 6D6 damage
14. 1/4 width, DC 23
15. 90 degree turn, DC 15
16. Single Lane
17. Ramp, DC 17, 6D6 damage
18. Ramp, DC 20, 6D6 damage
19. Gravity Shift, DC 15
20. 90 degree turn, DC 15

Wild Ride

Wild Ride is held on Kessel and is the only reason for going to that planet. Wild Ride is a fast speed course through the hills and craters left on the planet. A short part of the track features a drop into the spice mines before making a jump out of the mine. Following is the course.

1. Debris, DC 10, 1D6 damage, -1 speed
2. 135 degree turn, DC 20
3. Chasm, DC 15, 3D6 damage
4. Single Lane
5. Single Lane. 45 degree turn, DC 13
6. 1/4 width, DC 20
7. Ramp, DC 20, 5D6 damage
8. Clear
9. Debris, DC 15, 2D6 damage, -1 speed
10. 90 degree turn, DC 15
11. Debris, DC 15, 1D6 damage, -2 speed
12. Ramp, DC 15, 4D6 damage
13. 90 degree turn, DC 15
14. Clear
15. Gas

Tiranna 500

The Tiranna 500 is held on Malastare and is the most dangerous course in Be’ergo’s league. The course is completely made of metal. The course is designed to challenge the best pod racers there are. The course includes many rough spots and protrusions to mess up the racers. The toughest part is near the middle where there are three drop offs in a row that the pilot must successfully navigate. Near the end there are several smoke generators to limit vision. Following is the course.

1. Clear
2. 45 degree turn. DC 10
3. Avoid hazard. DC 15
4. 1/2 width. DC 15
5. Single Lane
6. Single Lane. Gravity Shift, regain control check DC 15
7. Single Lane. 135 degree turn, DC 22
8. 90 degree turn. DC 15
9. Chasm, DC 17, 4D6 damage
10. Clear
11. Chasm, DC 17, 4D6 damage
12. Chasm, DC 26, 6D6 damage
13. 45 degree turn, DC 10
14. 45 degree turn, DC 10
15. Debris, DC 10, 1D6 damage, -1 speed
16. Clear
17. Low Visibility
18. Low Visibility. 90 degree turn, DC 15
19. Low Visibility