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Raymond Runge RASC Events
Raymond has expanded the RASC track to fit 1/64th scale cars,
and he has made some rules modifications. See the events Raymond is
operating this year to the left, and check out his track and rules
modifications here.
Schedule
150 mile
race at Martinsville 1970 era
February 21
1999
Barracks Battles
Grant Shelter Jefferson Barracks Park
for Info call Bob Strusse (314) 464 - 9830
Sponsored
by HMGS Group
Operated
by Raymond
Runge
This Race is over. Results
250 mile races in 1970
era
March 13 & 14
1999
Little Wars Rochelle Holiday Inn, Rochelle, IL
for Info
call Jeff Hammerlund (847) 658-4333
Sponsored by HMGS -
Midwest
Operated by Raymond
Runge
This
Race is over. Results
200 mile race on
Saturday morning
March 26 - 28 Egyptian Campaign
SIUC Student Center,
Carbondale, IL
for Info call Joel Nadler (618) 529-4630
Operated
by Raymond
Runge
500 Mile Race
August
5 - 8, 1999 GenCon, Milwaukee, WI
Operated by Raymond
Runge
Raymond's Modified
Rules
The modifications
that I’ve done are based on the track my son made for a game
he put together in which his curves do not have the same number of
squares, they take into account the distance. So what I did was to
label them with colored tabs ( green, red, and
blue ) for -1, -2, and -3 but the lane modifiers are not for
distance as in your game they are for control of these late model
cars. Each car that stops on one of them must make a control roll on
2D6 modified by the above. The base control number is 9. If the
modified roll is < 9 then there is no problem but if not the car
drifts out one lane and if thsi is a modified lane he rolls again
and repeats the process if they fail. I f the wall is hit then a
unmodified control roll is made. If the driver makes the roll the
moves 1/2 on the next move. If he fails to gain control he spins out
losing a his next turn and the yellow flag comes out. If in the
process of the moving the car out a lane causes it to hit another
car than that car
must make a control roll if that driver makes
his roll then the initiator moves inward on the track instead of
out. If second car fails to make the control roll both cars move
out one lane and follow the previously mentioned procedures.
Cars that move into the infield have the same results as hitting the
outer wall. This can lead to some interesting accidents .
The
other change I made was to the Track Incidents table, they are as
follows:
2 > Blown Engine - Car is out of the
race.
Roll D10 . If the result is > 6 then the
yellow flag come out for oil
on the track.
3 > Spin -
Lose turn of movement
Roll 2D6 for control, if control
passes move full next turn else move half movement next
turn.
4 > Debris on Track - Yellow flag comes
out.
Roll D6 for the number of caution laps. If doing a
short race, only
one caution lap required.
5
> Bump - Roll 2D6 for contol at -2 to the die roll.
If
control roll succeeds move ahead one spot. If space is occupied,
ignore movement. If roll fails move 1/2 movement next turn.
6
> Loose Car - Move out 2 lanes. If wall is hit roll 2D6 for
control.
If control is lost, move 1/2 next turn else move normal
from your new location.
7 > Tight Car- Move in one lane.
If off track, loose 1 turn movement else move
1/2 next
turn.
8 > Brain Fade - Roll Max / Min dice and move the result
-4.
9 > Miss shift - Roll driver control +2 to the die
roll. Move 1/2 move
if diriver control roll
fail.
10 > Black Flag - Go to the pit. On your next move, move
at
Min speed until
pitted.
11 > Spin - Lose turn, those behind you must roll
driver
control roll. If roll fails all must make pit stop
for repairs from hitting the spinning car. If your car is not hit
you continue race without pit stop.
12 > Crash - You are
out of the race. Drivers in adjoining spots must make drive control
roll. If the result is a failure they must be moved to the pit for
repair
If the driver rolls a 12 they are also out of the
race.
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