Orbit Race
Orbit races are contests where spaceships maximize the use of gravity assist techniques/maneuvers to speed up, slow down or change direction as part of a racing circuit. All crafts are equipped with engines and thrusters to make corrections or for emergencies but their use will result in a loss of points.
The first ship to cross the finish line usually wins, but bonus are also rewarded for the ship that uses the least amount of fuel.
History
Time Trials
Solo races against the clock.Head-to-Head
Two ships race side by side.Endurance Races
Longer courses with multiple slingshots.A race is divided into 6-second rounds, and initiative rolls are unnecessary. Each ship can cover roughly 40-60 ft per round by itself.
Execution
- Pilots can improve their performance once per round via a WIS (Insight) check to sense the quickest path and handle the ship effectively.
Maneuver Initial Speed DC Blue Nose 40ft for 1 round 10 Bumblebee 45ft for 1 round 10 Navigator 50ft for 1 round 12 Monarch 55ft for 1 round 15 Cyclone 60ft for 1 round 16 Silver Arrow 60ft for 1 round 14 Specter 65ft for 1 round 18 - Success if DC passes by 5 or more; whereby the ship also moves away from the gravity well
- Fails if DC is under 5 or more; whereby the ship slows down and fall deeper into the gravity well
- Pilots can burn their engines hard during close passes near planets (using the Oberth Effect) to maximize the final speed. On a successful DC 18 Piloting, Navigation or Engineering check:
- For 1d4 rounds, the ship gains a bonus to its speed or acceleration for evasive maneuvers, escaping pursuit or catching up to another vessel.
Option to Roll Zone Speed Boost Instant Outer +5ft speed 1-3 Middle +10ft speed 4-6 Inner +20ft speed - After the speed boost, the character must make a DC 12 CON saving throw. On a fail, they suffer 1d6 bludgeoning damage from the intense acceleration.
- If the player decides to expend fuel, then they take 2x the boost plus their current velocity
- For 1d4 rounds, the ship gains a bonus to its speed or acceleration for evasive maneuvers, escaping pursuit or catching up to another vessel.
- On a fail, roll on Complications:
d20 Name Description 1-5 Crowded Forced to take a slower path due to opponents (15ft of difficult terrain) 6-10 Visual Obstruction DC 10 WIS (Perception) check to navigate an obscured area (10ft of difficult terrain) 11-15 Swarm Cloud of micro-meteorites ( 4d4 piercing damage) 16-20 Impediment DC10 STR (Athletics) or DEX (Acrobatics) check to singular obstacles like asteroids or other ships or stations
Alternative Name
Oberth Racing Slingshotting
Primary Related Location
Important Locations
Related Organizations
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