When a combat situation involves two or more parties
that are all in moving vehicles, the Chase Combat rules
are used instead of the standard combat rules. Highspeed
vehicle chases are incredibly fluid, with the participating
vehicles constantly varying speed and position.
To simulate this, the Chase Combat rules abstract a
great deal of the movement involved in order to focus
on the action of the chase scene. A Chase Combat Turn
has the following steps:
Determine Chase Environment for this Combat Turn.
Establish relative Chase Ranges for participating vehicles.
Roll Initiative for all characters.
Take actions in Initiative order. Drivers may perform
Chase Actions or regular combat actions
on their turn. Passengers may only perform regular
combat actions.
CHASE RANGES
Distance between vehicle (or vehicle groups) in Chase
Combat is measured in Chase Ranges. Chase Ranges
do not represent an exact or constant distance,
but rather a bracket or parameters between which the
precise distance varies from second to second as the
vehicles jockey for position. The ranges between vehicles
can be tracked on a vehicle-by-vehicle basis if
precision is required, or vehicles that are coordinating
their movements or otherwise acting together can be
grouped and assumed to all be at the same range for
faster resolution. When making a test to Change Range
for vehicles grouped in this manner, one vehicle should
be selected to act as the leader for the group.
There are four Chase Ranges that correspond to each
environment, as seen in the Chase Ranges Table, CRB p. 204.
DETERMINE CHASE ENVIRONMENT
Chase Environments define the kind of area in which the
current Combat Turn of the chase is taking place. The
gamemaster determines when the environment changes.
A Chase Environment can either be Speed or Handling.
CHASE RANGES TABLE
RANGE
SPEED ENVIRONMENT APPROX. DISTANCE (M)
HANDLING ENVIRONMENT APPROX. DISTANCE (M)
Short
0-10
0-5
Medium
11-50
6-20
Long
51-150
21-80
Extreme
151-300
81-150
A Speed Environment is a place where the movement
of the vehicle is not significantly inhibited, making
maneuvering minimal and high speeds possible. This
could be a major highway, open field, calm waters, or
clear skies. In this Environment the maneuverability of
vehicles is much less important than raw speed. These
environments can potentially have very long sight lines
(especially on water or in the air), meaning the quarry’s
lead may extend beyond the 300-meter extreme range,
but the pursuer is still back there and in sight.
A Handling Environment is a place where space is
limited and quick reflexes and maneuverability are more
important than speed. In Handling Environments, top
speed is almost never an option. Typical environments
of this nature are winding residential streets, rocky foothills
and canyons, a crowded harbor, or flying at street
level through a city. These tight environments should
also be considered when determining modifiers for passenger
actions between vehicles because pedestrians,
other vehicles, buildings, and a myriad other things can
get in the way of a clear shot.