CHASE SEQUENCE Each round, follow this sequence: 1. Quarry chooses a chase maneuver (below). 2. Pursuer chooses a chase maneuver. 3. Pursuer resolves any attacks or skill rolls for his maneuver. 4. Quarry resolves any attacks or skill rolls for his maneuver. 5. If neither side wipes out badly or is too damaged to continue, roll a Quick Contest of Chase Rolls. 6. Adjust the range band for the Contest outcome and start the next round. CHASE MANEUVERS Attack Pursuer or Quarry Stop and make a careful ranged attack. Actions: Everyone on your side with a ranged weapon may roll an attack, adding his weapon Acc. Chase Rolls: Static maneuver. Disembark/Embark Pursuer or Quarry Leave or enter a vehicle. Leaving is valuable when pursued by a faster vehicle and there’s a nearby building to dash into. If your pursuer doesn’t pick Disembark/Embark, too, then you can perform a Mobility Escape next round. Entering lets you take control of the boarded vehicle next round. This is nice when being chased on foot and you find a car! When you change modes of transportation this way, use the skills and stats for your new mode next round. Conditions: Must be in a vehicle to leave one, or have access to a vehicle to board one; the latter requires suitable scenery or Lucky Break. Actions: Make a vehicle control roll to start a vehicle (or hotwire it, p. 23); if you fail, you can try this maneuver again next round. Passengers can attack with ranged weapons; see Attacks (p. 35). Chase Rolls: Static maneuver. Emergency Action Pursuer or Quarry Regain control after a wipeout. Conditions: If you experienced a close call last round, you must do this (or Stop); otherwise, you can’t choose this maneuver.. Chase Rolls: -5. Force Pursuer or Quarry Attempt to force an enemy vehicle off the road. Conditions: Round starts at Close range and you’re in a vehicle that could strike your rival’s (no boats forcing motorbikes off the road!). Actions: Roll against vehicle operation skill to hit. Target may attempt a vehicular dodge. If you hit, your target must make a vehicle control roll at -1/+1 per 5 full points by which your vehicle’s ST is higher/lower than his vehicle’s ST. Failure sends him to Wipeout. Passengers can attack with ranged weapons, or can Board the other vehicle. Chase Rolls: -2. Hide Quarry Attempt to duck out of sight of pursuer in a cluttered area – dash through a door and hide next to it, make several tight turns in a maze of alleyways, etc. Conditions: Round starts at Medium range or greater; suitable scenery or Lucky Break. Chase Rolls: -10 at Medium range, -5 at Long range, or -0 at Extreme Range. On foot, you must make your Chase Roll against Stealth. If you win the Quick Contest of Chase Rolls, then your foe shoots right past! You may opt either to escape, ending the chase, or to pull out behind your rival at Close, Short, or Medium range, making you the pursuer next round. If you don’t win, your pursuer is automatically at Close range! Mobility Escape Quarry Escape pursuit by going where your pursuer cannot; e.g., evade a car by taking a boat out to sea or a motorbike down a narrow alley. Conditions: Either a mismatched chase (e.g., air vs. land vehicle) or suitable scenery or Lucky Break. A Lucky Break can enable a Mobility Escape even if your opponent is equally mobile; e.g., in a foot chase, you could board the subway and flee your pursuer. Chase Rolls: If your pursuer truly can’t follow you, his maneuver is treated as static even if it otherwise wouldn’t be, on this and all future rounds. He can, however, use his own Lucky Break to prevent this (e.g., board that subway himself) if he doesn’t select a static maneuver. Mobility Pursuit Pursuer Cut off your quarry by taking a route that he cannot; e.g., fly over some buildings in a helicopter to thwart a motorcyclist. Conditions: Either a mismatched chase or suitable scenery or Lucky Break. A Lucky Break can allow this even when both parties are traveling the same way – e.g., you catch a ride on a conveyor belt to cheat in a foot chase. Chase Rolls: +5. If you win, you must use any range shift to reduce range. Move Pursuer or Quarry Chase or flee your rival using sheer skill and speed. This is the “default” maneuver: no conditions apply, there are no Chase Roll modifiers, and nobody attacks (take Move and Attack for that). Move and Attack Pursuer or Quarry Attack your rival while continuing flight or pursuit. Actions: Everyone on your side with a ranged weapon may roll an attack, but only heroes with Gunslinger add Acc. At Close range, melee attacks are possible; if anyone successfully grapples, the chase ends immediately. Chase Rolls: -2 for pedestrians, or for a vehicle operator who attacks while driving. Ram Pursuer Attempt to collide with or run down your quarry. Conditions: Round starts at Close range and you’re in a vehicle that could strike your rival. Actions: Roll against vehicle operation skill to hit. The target may attempt to dodge. If you hit, each of you rolls thrust damage for your vehicle’s ST, subtracts the target vehicle’s DR, and applies injury to vehicular HP. A pedestrian uses his ST and HP if run over. If your quarry did a Reverse this round, double damage for both of you! (People inside a vehicle involved in a Ram take a nominal 1 HP of general bruising – that’s the movies for you.) Anyone operating a vehicle involved in a Ram must make an unmodified vehicle control roll; on a failure, there's a Wipeout. Passengers can attack with ranged weapons, or possibly Board. Chase Rolls: -2. Reverse Quarry Turn sharply and come back at your pursuer! Chase Rolls: -10. On foot, you can opt to make your Chase Roll against Acrobatics. In all cases, regardless of the Quick Contest of Chase Rolls, failing your roll sends you into a Wipeout. If you win and don’t wipe out, you’re the pursuer next round! Win or lose, range automatically becomes Close. Stop Pursuer or Quarry Stop dead, ending the chase. Actions: If you’re the pursuer, let your quarry escape. If you’re the quarry, stop the chase and start combat or other interaction. Chase Rolls: Don’t roll – the chase is over. Stunt Pursuer or Quarry Do something risky to outmaneuver your rival: jump a ramp, drive against traffic, etc. Describe it! Actions: Roll against the skill you’re using for the chase, at any even penalty you like (-2, -4, etc.). Driving the wrong way in traffic is -10 or worse! On foot, you must choose a move from Climbing or Parkour; minimum penalty is the one listed for that feat, and your Stunt roll is against Acrobatics, Climbing, or Jumping. In all cases, failure sends you into a Wipeout while success gives the bonus below. Chase Rolls: +1 to your Chase Roll per -2 on your Stunt roll. Stunt Escape Quarry Escape pursuit with a flashy move; e.g., drop from an overpass onto a truck during a foot chase, or take a car down an alleyway on two wheels. Conditions: Suitable scenery or Lucky Break. Actions: Execute a Stunt exactly as usual, but declare that you’re using the scenery or Lucky Break specifically to escape. Chase Rolls: +1 to your Chase Roll per -2 on your Stunt roll. If your pursuer responds with Stunt at the same penalty or worse, he receives his Stunt bonus; if he has superior mobility and responds with Mobility Pursuit, he gets +5. Either way, the Quick Contest of Chase Rolls proceeds normally. If he picks any other maneuver, however, treat it as static even if it normally isn’t, on this and all future rounds. PASSENGER ACTIONS Attack: If the vehicle operator took a suitable maneuver, a passenger can attack. Board: If the round starts at Close range, a passenger can try to board an enemy vehicle! Roll a Quick Contest of Acrobatics or Jumping vs. the opposing driver’s vehicle skill. Each contestant adds his vehicle’s speed bonus. If the passenger wins, he leaps aboard the enemy vehicle and can continue to attack those on board as if at Close range – a distraction that gives the enemy driver -2 to Chase Rolls. If he ties, or loses by 1-4, he stays on his own vehicle. If he loses by 5+, he falls out, is run over as if the target vehicle had done a Ram on him (or falls, if he jumped from an aircraft), and is out of the chase. Seize Control: If a vehicle’s operator is down due to injury, a passenger can take over the controls to continue the chase. He must take Emergency Action next round (instead of Stop); after that, he can participate normally. He can also try this after boarding a hostile vehicle. If the driver, or a passenger who wishes to seize control from a subdued driver, opposes him, roll a Quick Contest of DX, Judo, or Wrestling each round. The winner controls the vehicle, but at -5 due to the ongoing struggle. Other Tasks: A passenger can try any noncombat task possible for someone outside the chase: disarm a bomb, treat an injured ally, etc. This is at -2 if the vehicle delivers or receives a Force or a Ram, or -5 if the driver tries Emergency Action, Reverse, Stunt, or Stunt Escape. CHASE ROLLS Main Skills: Bicycling, Boating, Driving, Flight, Piloting, Riding, Running, Skiing, Submarine, Swimming, Teamster. Pedestrians without Running may use DX. Complementary Skills: You may roll against either Area Knowledge for the location of the chase (to exploit shortcuts, scenery, etc.) or Urban Survival if you’re in a built-up area (to predict dangers and traffic). You never have to roll, but if you do, you get the usual bonus or penalty. Use the best skill of those aboard a vehicle. Handling: Those operating vehicles add their vehicle’s Handling stat. Speed Bonus: Except during a static maneuver (see below), each side gets a bonus based on Top Speed. Use the “Size” column of the table on p. B550: +2 for a Move 5 man, +3 for a speedy Move 6-7 person, +4 for a vehicle capable of 20 mph, +5 for 30 mph, +6 for 40 mph, +7 for 60 mph, +8 for 100 mph, +9 for 140 mph, +10 for 200 mph, and so on. For in-between values, use the lower bonus.