Hi Genk!
I’m actually running Quantronic Heat myself, but I’m not up to Chapter 2 yet. My group has finished Chapter 1, and they’re currently on a side-quest before starting Chapter 2.
However, I’m familiar with Quantronic Heat, having read and prepared a bit for it. It sounds like really your question is about how Complex Skill Tests work though.
A Complex Skill test is basically a basic skill test that you have to spend X amount of momentum on to succeed. To avoid spoilers for Quantronic Heat, let’s say you are trying to break through a heavy reinforced door. You’ve got to disable some mechanical locks, and use a welder to melt part of the door lock away, and so the GM decides this will be a Complex Thievery Test. It’s a pretty hefty door, so he gives you a total of 6 Momentum to open the door. He sets the difficulty of the test at a standard D1. He also might secretly set a number of failures you’re allowed to get before you break the lock mechanism on the door and can’t open it that way anymore. Time to get the heavy explosives!
So on your first turn, You roll your Tech, and you succeed and generate 1 momentum. Now, you have to SPEND that momentum to open the door. You can’t put that momentum into the pool to get yourself more dice, or any other benefit that you’d get from momentum. You SPEND it on the test. Now instead of 6 momentum, you only need 5.
This is going to take awhile, and uh oh, you’ve got some guards coming. Your team has 3 momentum in your pool. So you decide to use all three of those to get yourself extra dice for your Tech test. Now you’re rolling 5 dice, and you get lucky and generate 4 more momentum! You spend all that momentum to open the door. So now your pool is empty, but the door still isn’t open.
Maybe the rest of the team gets desperate at this point, and if the GM allows it, they might use a Group Test to generate momentum for your Tech test to open the door. Your three teammates pick supporting skills like Observation (Melt this area here!) or Education (turn the power on your welder up!) and they roll their single dice for the Group Test and 2 out of three of them succeed, giving you 2 momentum for your test. You roll your Tech… and you roll badly! You get a single success, but you don’t generate any momentum. But… that’s okay because your Group Test gave you two points of momentum to add to your roll. So you spend those two points of Momentum on the door, and it collapses onto the floor, since you’re over the 6 point threshold! If the GM told you exactly how much momentum you needed, maybe you’d save a point, but the GM was probably keeping that value a secret.
So for Quantronic Heat…
Any momentum the Hacker Pilot spends to progress to the next leg of the race CANNOT be used to add complications to other pilots. However they could spend SOME momentum to do this.
For example, say the player racing team generates 3 momentum on their pilot test. They could decide to spend 2 points on the race itself, and then they could use one point to generate a complication for the Bleeding Edge remote, and make their next pilot test more difficult.
I noticed in Quantronic Heat that the second race for the Encke Gap actually doesn’t give you the Momentum thresholds for the various legs of the race. I’m assuming this is Errata. I just made up some numbers based on the first race.
I’m glad to hear your feedback that the momentum thresholds on the races aren’t high enough and that the players just plowed through them. I was sort of thinking the same thing. The difficulty thresholds for all the race legs is only between 2-4 momentum. That basically means the players could plow through the whole race in just 4 combat turns. That doesn’t leave a lot of time for excitement, or for much of the drama that is supposed to unfold during the races. I think when I run the game I will increase the momentum thresholds for the legs… I’ll probably multiply by at least 2 or even 3, so that the legs take between 4-12 momentum per leg.