Drivers
J.Beckman #43 STP Chevy
B.Fritz #98 Georgia Bulldogs Ford
S.Peeples #7 Accel Construction Chevy
J.Schultz #15 CHOC Chevy
C.Mickel #45 Air Jordan Toyota
C.Brandt #18 M&M’s Toyota
R.Harley #27 Richmond Water Heaters Chevy
G.Incorpora #46 Lease Plan Chevy
S.Herbert #16 Mountain Dew - Cheetos Chevy
T.Baker #11 Mavis Tires and Brakes Toyota
T.Kay #19 Subway Toyota
C.Kennington #77 Zeigler Auto Group Chevy
R.Needham #2 Special
RM: M.Polcen
Co-RM: D.Tatum
Experimental Rules
Challenge Passing (Created by Don Tatum)
1. To Challenge Pass, there must be two cars in two adjacent lanes and the leading edge of the spaces occupied by the two cars must be parallel (even). Their two rear edges do NOT have to be even. The Challenge Passer's (CP) movement must end in that row.
2. Only one CP may be allowed between any two cars. Challenge Passing may occur in a two-wide or more track segment. Here is an example of a three-wide segment:
The orange #99 car sits between the yellow #22 and the red #1. It may access the two spaces shown upon exit. The blue #24 car sits between the red #1 and the black #16. It may access the two spaces shown. Note: If the black car were not there, orange could still choose to challenge pass between yellow and red.
3. The cost of a Challenge Pass is one skill, one wear, or a successful Forced Pass die roll. If using the Forced Pass table, the CP cannot be blocked.
4. If successful (by die roll or payment), the CP is placed adjacent to the cars in that row on the outside of the track. On the following turn, the CP cars have the lowest priority for movement when identical speeds are posted. A CP will move prior to cars with lower posted speeds. The CP closest to the inside will have initiative in the case of two CP’s in the same row.
5. A CP car may not use a line bonus but may use a slipstream bonus to enter the row. A CP may not gain a slipstream on exit.
Late Acceleration (Created by Jason Schultz)
1. At the start of your turn, before moving, you may increase your speed by 20 mph. This is done by testing your acceleration using the existing chart. You are allowed to increase your speed over your top speed (by 20 mph) and will require a second engine test for top speed. You are traveling at the new higher speed for your whole turn.
2. Your new speed is used when calculating slipstream opportunities for yourself and/or others.
3. A driver who must perform an engine check for acceleration and/or top speed based on the original plotted speed cannot make use of the rule.
4. Late acceleration does not affect initiative. Initiative is based on the original plotted speed.
5. Use of this rule does not prevent a driver from using any other rule. Examples include forced passing, challenge passing, late braking, and chance.
Race Rules
This race will use Doug’s new charts for dice rolls:
Redscape House Rule: The first grid tie-breaker will be amount of wear in the bid.
Track
J.Beckman #43 STP Chevy
B.Fritz #98 Georgia Bulldogs Ford
S.Peeples #7 Accel Construction Chevy
J.Schultz #15 CHOC Chevy
C.Mickel #45 Air Jordan Toyota
C.Brandt #18 M&M’s Toyota
R.Harley #27 Richmond Water Heaters Chevy
G.Incorpora #46 Lease Plan Chevy
S.Herbert #16 Mountain Dew - Cheetos Chevy
T.Baker #11 Mavis Tires and Brakes Toyota
T.Kay #19 Subway Toyota
C.Kennington #77 Zeigler Auto Group Chevy
R.Needham #2 Special
RM: M.Polcen
Co-RM: D.Tatum
Experimental Rules
Challenge Passing (Created by Don Tatum)
1. To Challenge Pass, there must be two cars in two adjacent lanes and the leading edge of the spaces occupied by the two cars must be parallel (even). Their two rear edges do NOT have to be even. The Challenge Passer's (CP) movement must end in that row.
2. Only one CP may be allowed between any two cars. Challenge Passing may occur in a two-wide or more track segment. Here is an example of a three-wide segment:
The orange #99 car sits between the yellow #22 and the red #1. It may access the two spaces shown upon exit. The blue #24 car sits between the red #1 and the black #16. It may access the two spaces shown. Note: If the black car were not there, orange could still choose to challenge pass between yellow and red.
3. The cost of a Challenge Pass is one skill, one wear, or a successful Forced Pass die roll. If using the Forced Pass table, the CP cannot be blocked.
4. If successful (by die roll or payment), the CP is placed adjacent to the cars in that row on the outside of the track. On the following turn, the CP cars have the lowest priority for movement when identical speeds are posted. A CP will move prior to cars with lower posted speeds. The CP closest to the inside will have initiative in the case of two CP’s in the same row.
5. A CP car may not use a line bonus but may use a slipstream bonus to enter the row. A CP may not gain a slipstream on exit.
Late Acceleration (Created by Jason Schultz)
1. At the start of your turn, before moving, you may increase your speed by 20 mph. This is done by testing your acceleration using the existing chart. You are allowed to increase your speed over your top speed (by 20 mph) and will require a second engine test for top speed. You are traveling at the new higher speed for your whole turn.
2. Your new speed is used when calculating slipstream opportunities for yourself and/or others.
3. A driver who must perform an engine check for acceleration and/or top speed based on the original plotted speed cannot make use of the rule.
4. Late acceleration does not affect initiative. Initiative is based on the original plotted speed.
5. Use of this rule does not prevent a driver from using any other rule. Examples include forced passing, challenge passing, late braking, and chance.
Race Rules
This race will use Doug’s new charts for dice rolls:
Redscape House Rule: The first grid tie-breaker will be amount of wear in the bid.
Track