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by Corey Reid

Layout and Graphic Design: Gareth-Michael Skarka


Artwork courtesy of Jupitermedia Corporation
2
Introduction
Davis leaps for the reins, grabbing them as he vaults into the A Few Basics
bench seat high atop the carriage. Four black stallions rear
nervously and then drive forward as he slaps the reins, yelling at Youʼre going to need to familiarize yourself with these rules
the team. before you run a chase. In a nutshell, hereʼs what happens in a
chase:
“Come on!”
First, everybody rolls initiative. Participants take their actions
Lacie sprints from the castle gate, arrows hurtling past her, and according to the initiative, just like combat.
leaps for the half-open door of the carriage box. Wheels rattle
on cobblestone as the carriage careens down the high road, tall On each characterʼs turn, that character choose a maneuver
fields of barley to either side. to attempt. The maneuver is resolved and its effects applied.
Some maneuvers allow chase participants to close in on each
Lacie leans out of the carriage window, wind whipping at her other, some try to avoid (or cause) collisions, and some allow
hair, and sees two hobgoblins mounted on powerful warhorses desperadoes to leap from one moving vehicle to another.
coming thundering out of the gate behind them, axes ready.
If the maneuver caused the conditions of the chase to change,
“Uh-oh.” those changes affect everyone in the chase. For example, if you
manage a tight turn off the highway onto a narrow alley filled
with fruit stands, suddenly everyone in the chase needs to slow
The Chase Sequence has become a highlight of the action/ right down to negotiate the more difficult terrain (assuming they
adventure movie. From the efforts of Indiana Jones to stop the can follow you at all)...and then itʼs the next characterʼs turn. And
Nazis getting away, to Mad Maxʼs desperate struggle against so on.
Lord Humungous and his army on the empty highways of
Australia, these are moments any GM wants to reproduce in their Thatʼs it. As you can see, chases arenʼt that much different from
games. combats in d20, but the little differences can make all the, uh,
difference. Hereʼs a quick review of whatʼs going to be new to
Chases are thrilling because theyʼre risky and dramatic. Will the you:
heroes escape with the vial of anti-venom or will their pickup
truck swerve too far and end up wrapped around a telephone No Maps
pole? Death is never far away for both the good guys and bad
guys in a chase. A great deal can hinge on quick decisions, clever Chases donʼt need maps or battlegrids or figures, though youʼre
tactics and the blind luck of the dice. welcome to use those if you like. Hot Pursuit abstracts the actual
details of terrain so that you donʼt need to have detailed maps of
the chase area. If you have them, you can use them, but you donʼt
Hot Pursuit: The Definitive D20 Guide to Chases is designed need them. The “Chase Conditions” chapter gives you all the
to provide a way for d20 GMs to include thrilling, easy-to-run details you need to generate terrain on the fly.
chases in their games. This system should work easily with most
d20-based games. It is based on the Modern System Reference
No Full Actions
Document and can be easily adapted for fantasy, sci-fi or
modern settings. It will allow GMs to run chases on horseback,
Like combat, chases are divided into rounds, but in a chase,
in automobiles or even airplanes or spaceships (with a little
participants can only take one action per round. Think of a chase
tinkering).
as being more or less just like a combat, except that everyone
involved is using a move action each round just to stay in the
You donʼt need anything other than whatʼs in this book. Your
chase. This means there are no full attacks in a chase, nor are
players donʼt need anything at all. Everything you need to run
there any run actions (which seems weird, but stay with it. It
excitement-packed chases is right here.
makes sense, we promise).

Full Speed All The Time

The big assumption this system makes has to do with speed. Hot
Pursuit assumes that all chase participants are always going as
fast as they can -- at all times. Got that? Itʼs important, so keep it
in your mind as you read on. The “Speed” chapter explains it all.
We promise.

3
Choosing Maneuvers
Lacie: Itʼs my turn now, right?
Each round, every participant will choose a maneuver on their
turn. These maneuvers are classified into three groups: Chase, GM: Yep. Youʼre a passenger on the carriage, so you can choose
Passenger and Obstacle. Not all participants can choose from any Passenger maneuver.
every list. Many maneuvers require Reaction Rolls from other
chase participants, so people will often be making rolls even Lacie: Iʼve got my crossbow so Iʼm going to try and shoot this
when it isnʼt their turn. The “Maneuvers” chapter has all the hobgoblin.
information, but you probably figured that out on your own,
didnʼt you? GM: Youʼre choosing the Ranged Attack maneuver. Heʼs at
Point-Blank range, so you take no range penalty on your attack
Davis and Lacie Run For It: A Sample Chase roll. However, the current Speed Category is Cautious, so thatʼs a
-1 on your roll.
Hereʼs an example of a Chase using the Hot Pursuit system.
Davis and Lacie are trying to escape a secret fortress using a Lacie: Okay. I roll a 15! My attack bonus is plus 7, so thatʼs a 22,
carriage, pursued by two hobgoblins. This shows some of the minus 1 for the Speed Category is 21.
basics of Hot Pursuit and gives you an idea of how this system
works in practice. GM: Pretty good. The hobgoblinʼs Armor Class would normally
be 14, but at this speed he gets a dodge bonus of 2, so thatʼs an
GM: Okay, guys, your carriage is hurtling along a cobblestone 16. Too bad for him. You lean out the window and snap off a
road through a rice paddy. Both hobgoblins are currently at Short quick shot through the dust. Nice shooting.
range. The first hobgoblin has the highest Initiative, so he gets to
go first. No obstacles for him this round, so heʼs going to attempt Lacie: Right on. My damage is... 8.
the Close/Lengthen maneuver to reduce the range to Point-Blank.
GM: He curses as the bolt grazes his shoulder, but stays close.
Davis: Uh-oh. Their horses are faster than this carriage, arenʼt The horseʼs hooves are right alongside your carriageʼs rattling
they? wheels. And the other rider is closing in, too. Your turn, Davis.

GM: They sure are. Close/Lengthen is an opposed maneuver,


so you and the hobgoblin need to make opposed Ride checks.
Remember, the hobgoblin has a Speed Factor of 1 against your Weʼll come back to Davis and Lacie in a little bit, as their effort
carriage, so you take a -1 penalty on your check. to escape continues. But first letʼs look at how the information
about a chase is recorded during the chase itself.
Davis: Okay, I get a... 12, plus my 6 for Ride, minus 1 for the
Speed Factor penalty and another for the Speed Category... total Forget about the battlegrid. Forget about maps (for the most part).
of 16. Chases are run using a table (which weʼll call, imaginatively
enough, the Chase Table) that keeps track of chase conditions,
GM: Not bad, but the bad guy gets a 14, plus 5 for his Ride skill, key vehicle statistics, and the relationships between all the chase
and he gets the Speed Factor as a bonus on his roll, so thatʼs plus participants.
an additional 1. Total of 20. So he closes in on your carriage, and
is now at Point-Blank range. A Chase Table for Davis and Lacieʼs escape looks like Table 1-1:
Example Chase Table 1.
Davis: Uh-oh.

Table 1-1: Example Chase Table 1


Terrain: Open
Surface: Clear
Speed Category: All-Out

CHASE PARTICIPANTS
Carriage Rider One Rider Two
Speed 40 48 48
Maneuver Modifier -4 0 0

vs Carriage
Range Point-Blank Short
Speed Factor 1 1
4
This table records all the pertinent details of the chase. We can How Chases Work
see that the riders are faster and more maneuverable than the
carriage (higher Speed and Maneuver Modifiers). We can see that Usually chases involve one partyʼs efforts to escape from
Rider One is at Point-Blank range from the carriage, while Rider another, either by outrunning them, disappearing from sight or
Two is at Short range. Weʼll be updating the Range from round to causing their pursuers to crash. Each chase participant chooses
round as participants close or lengthen the distance between each a maneuver on their turn in their efforts to either increase or
other. As weʼll see in future rounds, other details on this table can decrease the distance between each other, or otherwise turn
change, too. the situation to their advantage. It is the resolution of these
maneuvers that determines the progress of a chase.
One of the key points about the way the table is set up is that the
rows directly beneath the chase participant titles (“Speed” and
The Chase Sequence
“Maneuver Modifier”) will almost never change during a chase.
The rows beneath “vs Carriage” will change from round to round,
Chases run in a sequence not very different from the standard
and the set of entries at the top (“Terrain”, “Surface” and “Speed
combat sequence. Characters take their actions in order of
Category”) will change every time the chase conditions change
Initiative, and each character can choose one maneuver per
(which could be often or never, depending on the nature of the
round. Youʼll note there are no full actions allowed.
chase).
Think of it this way: the characters are using some portion of
We know, we can hear you saying, “What do you mean the
their attention (even if theyʼre just passengers) staying up on the
Speed never changes? How do I speed up or slow down?” Relax.
chase. Theyʼre keeping their balance, or paying attention to the
Remember we said that chase participants always go as fast as
road, or something, which keeps them from focusing their entire
they can? The Speed row lists the maximum possible speed for
attention on their actions this round. So no full actions in a chase.
each participant. How fast they are actually going at any given
Again, think of taking part in a chase as using up a move action
round in the chase depends on the current Speed Category for the
every round.
chase. Thereʼs more details on all this in the Speed chapter. Take
our word for it.
Initiative is handled exactly as for combat, using six-second
rounds. Each character involved in the chase can choose one
Youʼll want to keep the Chase Table where all the participants
maneuver to perform on their turn. Even passengers can choose
can see it.
maneuvers from the Passenger maneuver list -- they can attack
another vehicle, attack another passenger, attempt to change
You may also want to track other vehicle information like AC/
vehicles or take control of the vehicle they are currently in.
Defence, hit points, and so on, in this table. There is a sample
Drivers control the behaviour of the vehicle they are driving
Chase Table you can photocopy for your own use at the end of
and can choose any maneuver (including Passenger maneuvers)
this book that covers a little more detail than this one.
whose conditions they meet.

Each Characterʼs Turn

When a passengerʼs turn comes up, the passenger can choose


a Passenger maneuver which is then resolved. When a driverʼs
turn comes up, things are a little different. Because drivers are
responsible for the vehicle, on their turn a couple of checks are
made in regards to the vehicleʼs status.

On any driverʼs turn the following additional steps are followed


(in this order):

1. Determine Obstacles -- Depending on the type of Terrain


the driverʼs vehicle is currently crossing, there is a chance of
an Obstacle appearing. The chance per Terrain type is listed in
the Chase Conditions chapter. If an Obstacle appears, the driver
can either choose an Obstacle maneuver to avoid it or just plow
through and accept the crash damage and possible loss of control.
See the Obstacles and Collisions chapter for more information.

2. Resolve Maneuver -- The driver gets to choose a maneuver


for their action. The maneuvers available are listed in the
Maneuvers chapter further on. The maneuver selected may
affect other drivers, passengers, or the range between the current
driverʼs vehicle and other vehicles. Maneuvers can also change

5
the chase conditions such as Terrain and Surface, which affect the GM: And the Speed Category applies another -1 on that, so thatʼs
Speed Category of the chase. a 15.

Note that if a driver chooses a Passenger maneuver, the vehicle Davis: Do I succeed? Is he plowing into the muck?
is considered out-of-control until somebody succeeds at a Take
Charge maneuver. See the Obstacles and Collisions chapter for GM: Hold on. He gets to make a reaction roll -- Crowd uses
information on what “out-of-control” means. Itʼs not good. opposed Ride checks. He rolls a 17, and gets a plus 3 for his
Ride skill, along with a total penalty of -3, for a result of 17. The
3. Determine Range -- After any maneuvers have been resolved carriage lurches to one side, swerving madly, but the hobgoblin
and potential loss of control determined, the new ranges (if any) yanks on his horseʼs reins and, cursing, just manages to stay on
are determined for the current driverʼs vehicle. Range may vary the road. Heʼs still at Point-Blank range.
from one participant to another and should be tracked using the
Chase Table. Davis: We never get any breaks.

Example: Turn Sequence Because Davis is a driver, on his turn the DM first checks for
obstacles (see the Obstacles and Collisions chapter). Then Davis
We can see the driverʼs sequence of events as Davis gets to his chooses a maneuver and makes the appropriate check to resolve
turn: it (different maneuvers require different checks). The other rider
gets a reaction to this maneuver (not all maneuvers allow reaction
Davis: My turn! Iʼm going to force this guy into the rice paddy. rolls). The maneuver Davis picked, Crowd, does not change the
range between chase participants. Instead it attempts to force
GM: Fair enough. Thatʼs the Crowd maneuver. But before you another rider into a collision. However, because the opposing
get to try that, I need to check for Obstacles. Youʼre in Open rider succeeded at his reaction roll, there is no effect.
Terrain, so the chance is 1 in 12. Nope, youʼre all clear. So
now you need to make a Ride check. Remember to apply the
carriageʼs maneuver modifier.

Davis: Sure thing. I get a 13, plus 6 for my Ride skill. The
carriage has a modifier of... -3? Holy crap. Alright, so thatʼs a 16.

6
Chase Conditions
There are a number of conditions that must be determined at the Range Increments
start of a chase. This chapter explains how these elements of the
chase are modeled and tracked during a chase. The actual distances indicated by these ranges is determined by
the current speed of the chase. Each range covers a distance equal
to the top speed of the current Speed Category. If the current
Range Speed Category is All-Out, the range increment is three times
what it is for Cruising. See the Speed chapter for more detail.
There are five range categories. Range is always a relative
measure of distance between two chase participants, and
determines which maneuvers are available to a Driver (for Ranged Weapons
example, Ram is only available at Point-Blank range). Range also
affects the use of ranged weapons. In the list of ranges above, penalties are listed for ranged attack
rolls. These penalties assume firearms being used at Cruising
The heart of any chase is the effort to alter the range between speed. Other weapon types and Speed Categories might make
the pursuer and the pursued. Many of the maneuvers in the different penalties more appropriate, but it can be troublesome
Maneuvers chapter detail different ways to do just that. and time-consuming to work out the exact distances and
subsequent penalties involved in each chase.
Point-Blank: At Point-Blank range, vehicles are close enough
that they are in some danger of colliding. They may be side-by- GMs who wish to work out the actual penalties can do so using
side or one just ahead of the other, weaving to avoid one another the range increment rules above, but if you donʼt want to do the
and obstacles. There is no penalty to ranged attack rolls made at work the penalties supplied above will suffice.
Point-Blank range.

Short: Ranged attack rolls suffer a -2 penalty to hit at Short


range. Speed Categories
Medium: At Medium range, ranged attack rolls suffer a -4 Hot Pursuit relies on a set of Speed Categories. Note that Speed
penalty to hit. Categories apply to the chase itself, not to the participants. The
Speed Category defines the maximum speed possible given
Long: At Long range, ranged attack rolls suffer a -8 penalty to the current chase conditions. At each Speed Category, certain
hit. modifiers are applied to the chase participants traveling at that
speed
Extreme: At Extreme range, chase participants can no longer
make ranged attacks against each other. Table 2-1: Speed Categories summarizes those modifiers.

Hot Pursuit disregards the ranges between the various pursuers. Defense/AC Modifier is applied to the moving vehicle as a dodge
If it becomes necessary to know, you can usually assume that bonus to either AC or Defense (depending on the system you
vehicles that are at the same range from the pursued are at Point- use).
Blank range from each other, and increment accordingly. That is,
if Vehicle B is at Short range from the pursued and Vehicle C is at Check/Roll Modifier is applied to all attack rolls and certain skill
Extreme range, B and C are at Long range from each other. checks made by anyone in the moving vehicle. All skills are
affected by this modifier.

Collision Damage Die indicates the type of die rolled in


case of collision. The number of dice rolled is detailed
in the Obstacles and Collisions chapter (it gets bigger as
Table 2-1: Speed Categories objects colliding get bigger).
Speed Defense/AC Check/Roll Collision
Category Modifier Modifier Damage Die
The actual speed indicated by these categories can vary
according to the scale of the chase, and the nature of the
Walk +1 +0 d2 chase participants themselves. The Speed chapter has
Cautious +2 -1 d4 more details.
Cruising +4 -2 d8
All-out +8 -4 d12

7
Terrain Surface
The three Terrain types describe the types of landscapes through The four Surface types describe the types of surfaces over which
which a chase can proceed. Terrain types differ in two ways: the a chase can proceed. Surface types limit the Speed Category they
Speed Category they allow chase participants to reach, and the allow chase participants to reach and the maximum maneuver
likelihood of Obstacles appearing to endanger chase participants. modifier that a vehicle can make use of (see the Vehicles chapter
for information on the maneuver modifier).
Of course, the term “Terrain” does not imply that these types
can only be used to describe terrestrial environments. See the Unlike the maximum Speed Category determined by Terrain
Examples chapter to see how you can use Terrains to describe types, that of Surface types cannot be exceeded using the Damn
chases in the air, or over water, or in just about any kind of The Torpedoes maneuver.
environment.
Clear: Clear surfaces are those that are flat and hard-packed,
The maximum Speed Category determined by Terrain types offering maximum control and power to Vehicles, such as
can be partially overcome through the use of the Damn The dry asphalt and hard-packed dirt roads. The maximum Speed
Torpedoes maneuver. Category on Clear surfaces is All-out. There is no maximum
maneuver modifier on Clear
Open: Open Terrain surfaces.
is a flat, unobstructed
landscape that does Unsteady: Unsteady surfaces
not interfere with a are those that are either flat but
vehicleʼs travel, such not packed, or hard but not flat
as an open plain, a and even, such as gravel roads
more-or-less empty and grassy plains. Also included
highway or a salt flat. in Unsteady surfaces are slick
roadways, such as a highway
In Open Terrain after (or during) a heavy
the likelihood of rain. The maximum Speed
encountering an Category on Unsteady surfaces
Obstacle is 1 in 12 per is Cruising. The maximum
round. The maximum maneuver modifier on Unsteady
Speed Category in surfaces is +4.
Open Terrain is All-
out. Rough: Rough surfaces are
those that are neither even
Close: Close Terrain is nor hard, where control and
a somewhat restricted power are reduced by the
landscape where changes in speed or direction are common, tendency of the surface to shift or give way, such as beaches,
such as a narrow road, a highway with moderate traffic or a wide mud flats, plowed fields or moderate undergrowth. The maximum
forest. Speed Category on Rough surfaces is Cautious. The maximum
maneuver modifier on Rough surfaces is 0.
In Close Terrain the likelihood of encountering an Obstacle is 1
in 8 per round. The maximum Speed Category in Close Terrain is Swampy: Swampy surfaces provide little to no traction and
Cruising. interfere with the normal operation of a vehicle, such as deep
mud, soft sand or dense undergrowth. The maximum Speed
Tight: Tight Terrain is a severely restricted landscape where Category on Swampy surfaces is Walk. The maximum maneuver
sharp changes in direction and speed are required, such as a modifier on Swampy surfaces is -4.
pedestrian shopping center, a highway at rush hour or a dense
forest. Vehicles of at least Large size can ignore maximum maneuver
modifier restrictions due to Rough or Unsteady surfaces. Vehicles
In Tight Terrain the likelihood of encountering an Obstacle is 1 of at least Colossal size can ignore all maximum maneuver
in 4 per round. The maximum Speed Category in Tight Terrain is modifier restrictions.
Cautious.

8
Example: Chase Conditions GM: Well, maybe, but first your pursuers have to try and follow.
They both have to make that DC 15 Ride check. The first one gets
As Davis and Lacieʼs escape effort continues, the effect of Terrain a total of 16 and just barely manages to plunge off the shoulder,
and Surface will be more apparent. Itʼs Davisʼ turn again. plowing into the paddy right behind you. Heʼs still at Point-Blank
range. The second rider gets a total of... well, not enough. He
Davis: Iʼm tired of these guys being faster than me. Iʼm going to makes his Crash check, however, and so the second rider is still
haul on the reins and plow through one of these fields along the barreling along the road. Heʼs out of the chase for now.
road. See if they can go so fast through rice paddies.
Note in Table 2-2: Example Chase Table 2 how the Terrain,
GM: Cool. Thatʼs the Breakaway maneuver. You need to make Surface and Speed Category have all changed. The Speed Factor
a Ride check at DC 20 as the heavy carriage thunders off the changes to zero, since the “Walk” Speed Category forces all
road and into the field. You have to use the carriageʼs maneuver participants to reduce their speed to 20, negating the advantage
modifier of -4, remember. And youʼre currently traveling at the of the Riders. Rider One remains at Point-Blank range but Rider
Cautious Speed Category, so thatʼs another -1. Two has no Range or Speed Category since he did not succeed in
following Davisʼ Breakaway maneuver. The new Surface restricts
Davis: A 15? Okay, Iʼll try it. I got an 19! Plus 6 for my Ride the maximum maneuver modifier to 0, so the hobgoblins will not
skill and -5 for the carriage and the Speed Category, thatʼs a 20. be able to use the superior maneuverability of their horses while
So it works? the chase proceeds through the rice paddy.

GM: It sure does. The carriage lurches and roars off the hard- Note that no change has been made to the “Speed” row for the
packed road into the soft mud of the rice paddy. Water surges chase participants. This row does not reflect the CURRENT
up on all sides. Youʼve just changed the Surface of the chase speed of the participants -- it records the maximum possible
from Clear to Swampy, which means the Speed Category drops speed. The current speed of the chase is noted in the “Speed
to Walk. Everybody has to go slower, and that negates your Category” entry -- that determines how fast all chase participants
opponentʼs Speed Factor. The Terrain has also changed from can go.
Open to Close, which means youʼve got a better chance of
running into something. Weʼll return to Davis and Lacie after weʼve discussed Speed,
Obstacles and Maneuvers.
Davis: No problem. This big carriage can handle anything.

Table 2-2: Example Chase Table 2


Terrain: Close
Surface: Swampy (Max Maneuver: -4)
Speed Category: Walk
CHASE PARTICIPANTS
Carriage Rider One Rider Two
Speed 40 48 48
Maneuver Modifier -4 0 0

vs Carriage
Range Point-Blank --
Speed Factor 0 --

9
Speed
In Hot Pursuit, speed works in ways that might not seem Speed
immediately intuitive. The most important concept to grasp is
this: chase participants always go as fast as their vehicles and the All vehicles and mounts have a speed rating, found in the
conditions of the chase allow. This means that there is no need statistics block for that item. Be sure to always use consistent
to keep track of the current speed of any vehicle; it is always the speed units for all chase participants. Donʼt mix 5-foot squares
lower of either the vehicleʼs top speed or the maximum speed per round with miles per hour.
allowable by the current chase conditions. The vehicle canʼt go
any faster than its top speed, even if current conditions allow Many vehicles and mounts are listed in the Vehicles and Mounts
a faster speed, and the vehicle also canʼt go any faster than the chapter. Their speed ratings are given in 5-foot squares.
current conditions allow, even if its top speed is much higher.
Your V12 engine doesnʼt help you on tight, debris-filled twisty For mounts, be sure to use the run speed of the creature (usually
streets. four times the standard speed).

The top speed of a vehicle is represented by that vehicleʼs Speed


rating. The maximum speed allowable, given the current Terrain Speed Categories
and Surface, is represented by the current Speed Category. As
long as we have these two numbers, we donʼt have to worry The actual speeds involved in any particular chase depend on the
about the current speed of the vehicle -- itʼs always the slower of scale at which the chase is run. It is difficult to provide a single
the two. set of rules that will cover all possible situations, and the GM is
encouraged to use common sense and fair judgment in applying
We DO have to worry about how any two vehicles in a chase can the rules to each chase.
compare their current speeds, however, because faster vehicles
gain an advantage on certain types of maneuvers, such as closing For chases that run over land (as opposed to those that zip
or lengthening the distance between two vehicles. The difference through the air or the dark reaches of space), the following speeds
in current speed between two vehicles is recorded as the Speed (listed in standard 5ʼ squares) are appropriate:
Factor for that vehicle pair.

This all seems really complicated, doesnʼt it? Here are the four
Table 3-1: Land Speed Categories
Speed Category Maximum Speed (in squares)
key points summarized:
Walk 20
Cautious 50
1: A vehicleʼs speed rating represents its maximum speed if no
Cruising 150
chase conditions interfere.
All-out No limit
2: The current Speed Category of a chase sets the maximum
speed any vehicle may reach. Air and space chases are more difficult to predict, since the types
of vehicles involved can vary so widely in performance. Consult
3: Chase participants always go as fast as their vehicles and the the Examples chapter for more details.
conditions of the chase allow.

4: The difference in current speed between two vehicles is


represented as the Speed Factor for that vehicle pair. Speed Factor
Speed Factor is a modifier that applies to pairs of vehicles. It is
always expressed as a single number for each pair, applied as a
bonus to the faster vehicle and a penalty to the slower.

How To Calculate Speed Factor

The Speed Factor between two vehicles is calculated by


comparing their current speeds (which we know is always the
lower of either their speed or the current Speed Category, right?).
The number of times one current speed can be divided into
another (as a whole number) is the Speed Factor--unless the two
vehicles have the same current speed, at which point the Speed
Factor between them is 0.

10
Example: Vehicle One has a Speed of 30 and Vehicle Two has a
Speed of 75, the Speed Factor between them is 2. If the current
Speed Category is Cautious (with a top Speed of 50), the Speed
Factor would be 1. If the current Speed Category is Walk (with a
top Speed of 20), the Speed Factor would be 0.

Speed Factor must be recalculated whenever the Speed Category


for the chase changes.

How To Use Speed Factor

The Speed Factor for each pair of vehicles is recorded on the


Chase Table for each pair.

Whenever either vehicle attempts a maneuver to which Speed


Factor applies, the Driver of the faster vehicle adds the Speed
Factor to her check, while the Driver of the slower vehicle
subtracts the Speed Factor from his check.

In other words, Speed Factor is a bonus for faster vehicles


and a penalty for slower vehicles. For maneuvers that require
opposed checks, these bonuses and penalties will be applied
simultaneously. Otherwise, the acting vehicle applies either the
bonus or the penalty to the check, as appropriate.

Consider the following example from the beginning of the book.


Weʼll give you Table 1-1 again:

Table 1-1: Example Chase Table 1


Terrain: Open
Surface: Clear
Speed Category: All-Out

CHASE PARTICIPANTS
Carriage Rider One Rider Two
Speed 40 48 48
Maneuver Modifier -4 0 0

vs Carriage
Range Point-Blank Short
Speed Factor 1 1

Both riders are faster than the carriage, but not TWICE as fast,
so the Speed Factor between each of them and the carriage is 1.
When making checks to which Speed Factor applies, the driver
of the carriage takes a penalty of 1, while the riders enjoy a bonus
of 1.

Thatʼs only in conditions that allow the riders to use their superior
speed. As we saw in earlier examples, a driver of a slower
vehicle can try to change the chase conditions, so that Terrain and
Surface penalties reduce the Speed Category. Since Speed Factor
is always calculated using the LOWER of the vehicleʼs speed or
the current Speed Category, if the Speed Category is low enough,
the Speed Factor against opposing vehicles can be reduced or
negated.

11
Obstacles
As chase participants speed along, each round there is a chance
that they will encounter obstacles. How they respond to these
obstacles can affect the outcome of the chase.

Encountering Obstacles
The chance of encountering an obstacle is determined by the
type of Terrain the chase is currently proceeding through. Those
chances are reproduced on Table 4-1: Encountering Obstacles (at
right).

Once an obstacle is encountered, its nature needs to be


determined. There are two methods to handling this question: a
Simple method (which you should use when you want to carry
on with the chase itself and only present a minor inconvenience
to the driver) and a Complex method (when you want to possibly
affect the chase in a drastic manner and are willing to spend a
little time sorting things out).

Responding to Obstacles
If an obstacle appears on a driverʼs turn, the driver can choose to
select one of the appropriate Obstacle maneuvers as their action
for that turn. They are not required to do so. Should they select
some other maneuver, however, they automatically collide with
the object (see Collisions, below). If they do select an Obstacle
maneuver, then that is their action for that round. They do not Table 4-1: Encountering Obstacles
get to choose another maneuver once the Obstacle maneuver is Terrain Type Chance of Obstacle
resolved. Open 1 in 12
Close 1 in 8
See the Maneuvers chapter for details on how to resolve Obstacle Tight 1 in 4
maneuvers.
Simple Obstacles
Defining Obstacles
Simple obstacles are Medium-size stationary objects that the
Obstacles are defined using a standard obstacle statistics block. driver needs to deal with. The exact nature of the objects is left to
This statistics block contains the following elements: the GM to decide, but they should be relatively destructible and
inoffensive (not bombs or concrete bunkers, for examples). The
Size and Type: Obstacles are either Simple, or they are some exact nature of the obstacle doesnʼt even need to be determined;
combination of size (using the standard creature sizes) and one of simply allow the driver to determine his response to the obstacle
the four Complex Types: Barrier, Moat, Traffic and Creature. as noted above, and apply any Collision rules that turn out to be
necessary.
Size Modifier: Note the special size modifier (as for grappling)
for the obstacle: Colossal +16, Gargantuan +12, Huge +8, Large Simple obstacles only affect the acting driver; other drivers do
+4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. not encounter the same obstacle and do not need to avoid it.

Hit Points: For many obstacles, how much damage they can take When responding to simple obstacles, a driver can choose the
before being destroyed is critical. Hard Brake, Swerve or White Knuckle Obstacle maneuvers.

Hardness: Like most objects, most obstacles have a hardness Complex Obstacles
rating that reduces the damage they take from attacks.
Many times itʼll be more fun if there are more details about an
Some sample obstacles are provided at the end of this book for obstacle. It takes longer to generate such things on the fly, but
use in your own chases. clever GMs can have obstacles prepared ahead of time if they

12
know a chase is coming. And weʼve supplied some ideas to help Traffic: Traffic objects are obstacles that are moving through
you even if you didnʼt know one was coming -- see the Examples the area of the chase. They differ from Barriers in that they
chapter for such useful things. can be encouraged to move aside, rather than either avoided or
destroyed.
Complex obstacles can have a variety of natures and come in all
sizes. They are grouped into four categories: Barriers, Moats, When responding to Traffic objects, a driver can choose the Hard
Traffic and Creatures. Each obstacle category can be avoided by a Brake, Lean On The Horn, Swerve or White Knuckle Obstacle
different set of Obstacle maneuvers. maneuvers.

Barriers: Barriers are stationary obstacles that impede progress


by presenting a more-or-less impassable blockage. “More-or- Creatures: Creatures are living obstacles. Pedestrians,
less” is the operative term here, as both fruit carts (the essential stampeding cattle, and giant radioactive dinosaurs are Creatures.
element of all chases, of course) and brick walls are considered They are similar to Traffic, but may have abilities or qualities that
Barriers. Unexpected turns on narrow streets, for example, affect the outcome of the chase.
are Barrier obstacles. Barriers can be destroyed through sheer
damage or avoided through nerves and skill. When responding to Creature objects, a driver can choose the
Hard Brake, Lean On The Horn, Swerve or White Knuckle
When responding to Barriers, a driver can choose the Hard Obstacle maneuvers.
Brake, Swerve or White Knuckle Obstacle maneuvers.

Moats: Moats are obstacles that prevent travel by presenting a The size of an obstacle affects the use of the Jump and Swerve
gap in the chase surface. Rivers, ditches, blown-out bridges and maneuvers, as detailed in the description of each of those
bomb craters can all be Moats. Moats cannot be destroyed but maneuvers, and also affects collision damage, as detailed later in
they can be jumped, and also, like Barriers, they can be avoided. the section on Collisions.

When responding to Moats, a driver can choose the Hard Brake, The size of an obstacle also affects other drivers. Any obstacle
Jump or Swerve Obstacle maneuvers. that is larger than the acting vehicle affects all vehicles at Point-
Blank range to the acting vehicle. The drivers of those vehicles
must make Reaction Rolls as detailed in the Obstacle maneuvers
section of the Maneuvers chapter.

13
Preparing Complex Obstacles
Table 4-3: Random Obstacle Size
If you expect a chase to form part of your next game session, you Obstacle Type d10 Result Obstacle Size
can do a little work towards preparing obstacles for your chase Barrier 1 Small
participants to encounter. Since you know something about the 2-3 Medium
nature of the environment the chase will take place in, you can 4-5 Large
prepare some likely obstacles characters will encounter. A chase 6-7 Huge
through a forest might have fallen logs, shallow ravines, rivers, or 8-9 Gargantuan
a herd of centaurs suddenly appearing in the way. If you have a 10 Colossal
list of potential obstacles and their relevant statistics at hand, your
chases can be much more exciting. Moat 1-2 Small
3-5 Medium
In the Examples chapter you can find several sample obstacles 6-8 Large
you can use for those moments when inspiration just wonʼt strike. 9 Huge
10 Gargantuan
Random Complex Obstacles
Traffic 1 Medium
If an obstacle appears and you donʼt have anything prepared, 2-3 Large
you can use the following tables to generate complex obstacles. 4-7 Huge
First you determine the obstacle type based on the current chase 8-10 Gargantuan
Terrain. Roll and consult Table 4-2: Random Obstacle Type.

For Barrier, Moat or Traffic obstacles, roll and consult Table 4-3:
Random Obstacle Size Collisions
The size of Creature obstacles is determined by the type of Collisions cause damage to all objects (vehicles and obstacles)
creature encountered. You can use local encounter tables if they that are involved in them, and can cause vehicles to go out of
exist, or just select a likely creature for the chase environment. control. If a collision occurs (for example, if a Driver fails at
an Obstacle maneuver, or elects not to attempt an Obstacle
Once obstacle category and size have been determined, the maneuver when an obstacle appears), first determine the amount
driver can select an Obstacle maneuver or not and the resulting of damage the collision deals to all involved, and then have each
Collision, if any, is resolved. participant involved in the collision make a Crash check (see
Crash Checks, below).

In the Chase Conditions chapter, Table 2-1: Speed Categories


Table 4-2: Random Obstacle Type listed Collision Damage Dice for each Speed Category. Those
Terrain d10 Result Obstacle damage dice are multiplied according to the size of the smallest
Category object involved in the collision. Table 4-4: Collision Die Types
Open 1-3 Barrier and Table 4-5: Collision Dice Number show the values for each
4-8 Moat Speed Category and each object size category.
9 Traffic
10 Creature Table 4-4: Collision Die Types
Highest Speed Damage Die Type
Close 1-5 Barrier Walk speed d2
6-7 Moat Cautious speed d4
8-9 Traffic Cruising speed d8
10 Creature All-out d12

Tight 1-5 Barrier Table 4-5: Collision Dice Number


6 Moat Smallest Object or Creature Size Number of Dice
7-9 Traffic Colossal 20
10 Creature Gargantuan 16
Huge 12
Large 8
Medium-size 4
Small 2
Tiny 1
Smaller than Tiny 0

14
After finding the base damage, determine the collisionʼs damage Losing Control
multiplier based on how the colliding vehicle struck the other
vehicle or object. Consult Table 4-6: Collision Direction for a A Driver can lose control over their vehicle in a number of ways.
multiplier. They can be rendered unconscious through damage, they can fail
a Crash check, or they can elect to give up control in order to
perform a Passenger maneuver.
Table 4-6: Collision Direction
Colliding Vehicleʼs Target Multiplier
Losing control of a vehicle is different than losing control of a
A stationary object (Barriers and Moats) x1
mount.
Vehicle, Traffic or Creature, Head-On x2
Vehicle, Traffic or Creature, T-Bone x1
When a driver loses control of a vehicle, his vehicle immediately
Vehicle, Traffic or Creature, Rear-End
becomes “out-of-control”. It automatically foregoes any Drive
or Sideswipe x 1/2
or Ride checks (including Reaction Rolls to other driversʼ
maneuvers). It checks for obstacles on the previous driverʼs turn,
but the chance of an obstacle in all Terrains increases by two.
For other chase participants, refer to the Ram or Sideswipe So that in in Tight Terrain, the chance becomes 3 in 4, in Close
maneuvers to determine Collision Direction. For Traffic or Terrain it becomes 3 in 8 and in Open Terrain it becomes 3 in 12.
Creature obstacles, the likely direction will be determined by the An out-of-control vehicle also takes automatic Collision damage
current chase environment (heading the wrong way in the passing as though it had collided with a Small Barrier Obstacle every
lane, for example, suggests that Traffic obstacles are approaching round on the previous driverʼs turn.
Head-On).
The vehicle remains out-of-control until a passenger aboard the
Once the damage has been determined, apply it to both vehicles vehicle manages the “Regain Control” Passenger maneuver (see
(or objects or creatures) involved in the collision. the Maneuvers chapter). At that point the successful passenger
becomes the driver and the vehicle makes obstacle checks as
Collisions, Damage and Speed normal starting with the new driverʼs next turn.

As long as a vehicle has at least one hit point, it can continue When a rider loses control of a mount, they must immediately
moving, although its performance may be degraded, depending make a Ride check at DC 20, as though attempting to control
on how much damage it has taken in the chase. See the Vehicles their mount in battle. A rider who fails this check falls from the
and Mounts chapter for more details. mount. A mount that does not have a rider taking its actions acts
on its own, according to its own intelligence, ability and desires.
Unless otherwise stated, it makes Ride checks for appropriate
Crash Checks maneuvers, gaining a +8 natural bonus. Mounts never become
“out-of-control”.
Crash checks are either Drive or Ride checks, as appropriate. The
DC for this check depends on the terrain type, as detailed in Table
4-7: Crash Check DCs. The current Speed Category Check/Roll Table 4-7: Crash Check DCs
Modifier applies to Crash checks, as does the Maneuver Modifier Current Terrain Crash Check DC
for the vehicle. In addition, if the crash check is the result of a Open 10
Collision, the special size modifier of the object with which the Close 15
vehicle collided is also applied to the DC of the Crash check. If Tight 20
the Crash check is successful, there is no ill effect. If the Crash
check is unsuccessful, the vehicle is immediately “out-of-control”
(see Losing Control, at right).

15
Maneuvers
Maneuvers are at the heart of the Hot Pursuit system. By
selecting and resolving maneuvers, chase participants gain
advantages over their foes, force their prey into hopeless
situations or survive death-defying stunts.

Selecting Maneuvers Maneuver Descriptions


Each round, every chase participant (drivers and passengers) This section describes each maneuver, including DCs and
are able to select one maneuver. Most maneuvers can only typical results. Characters may use maneuvers for purposes other
be selected by drivers; passengers are restricted to Passenger than those noted here. The GM is encouraged to be flexible in
maneuvers. Some maneuvers are used only in special interpreting the maneuvers.
circumstances, such as Obstacle maneuvers (which can be
selected by a driver in order to respond to an obstacle). Maneuver Name
The maneuver name is followed by a brief description of the
Maneuvers are usually resolved by making a skill check. The maneuver.
specific skill will vary from one maneuver to another. Consult the
maneuver descriptions below for details. Some maneuvers are Maneuver Modifier: Whether or not the vehicleʼs maneuver
resolved through opposed checks, while others provide a static modifier applies to checks made when attempting this maneuver.
DC for the character to reach. See the Vehicles chapter to determine a given vehicleʼs maneuver
modifier.
Maneuvers also vary as to the modifiers they make use of. Some
maneuvers require the driver to apply any Speed Factor modifiers Speed Factor: Whether or not the current Speed Factor to the
that might exist, while others require application of the vehicleʼs opposing vehicle is applied to checks made when attempting this
maneuver modifier. A table for each set of maneuvers indicates maneuver.
which modifiers apply to each maneuver.
Reaction Roll: Whether or not opposing drivers are entitled to
make a check in reaction to this maneuver. Different maneuvers
have different types of reaction rolls, so check the maneuver
Result section or DC section for details.

Range: The ranges at which opposing vehicles must be for this


maneuver to be attempted.

Skill: What skill is used for checks made to resolve this


maneuver. Many maneuvers list “Drive/Ride” as the skill -- the
appropriate one for the situation should be chosen. In cases where
the driver of a vehicle opposes rider of a mount, they should each
use whichever skill is appropriate for them -- thus the oneʼs Drive
skill check would oppose the otherʼs Ride skill check.

A longer description of the maneuver and its purpose is a chase is


provided next.

DC: The DC (or instructions on how to determine the DC) for the
check required to resolve the maneuver.

Special (if required): Any special conditions or reminders.

Result: What happens if the check is successful or unsuccessful.

16
Chase Maneuvers
Chase maneuvers are the “bread-and-butter” of chases. Drivers
select these maneuvers (and only drivers -- passengers may
not do so) in order to gain ground on their opponents, or try to
force opponents out of the chase. Consult Table 5-1: Chase
Maneuvers to determine which Chase maneuvers require the
driver to apply maneuver modifiers or Speed Factor modifiers.

Table 5-1: Chase Maneuvers


Chase Modifiers Applied:
Maneuvers Maneuver Speed Factor Reaction Range
Barnstorm N N N Any
Breakaway N Y Y Any
Close/Lengthen N Y Y Any
Crowd Y N Y P-B
Damn The Torpedoes Y N Y Any
Escape N Y Y Extreme
Evasion Y N N Any
Hard Brake Y N Y Any
Head ʻEm Off Y Y N --
Join Y Y N --
Lose ʻEm Y N Y Any
One Hand on the Wheel N N N Any
Pace Y Y Y Any
Ram Y Y Y P-B

Barnstorm something more favorable for your vehicle.


Plow into an obstacle in order to shake off pursuers. DC: 20
Maneuver Modifier: No Special: This maneuver may not be possible at all times. The
Speed Factor: No GM determines if this maneuver is possible, and the sorts of
Reaction Roll: No (but see Result, below) conditions that it may be possible to change to (both Surface and
Range: Any Terrain).
Skill: Drive/Ride Result: If successful, the chase veers into new terrain (going
Choose this maneuver to deliberately plow into an obstacle in an off-road, or plunging into a narrow alley, or some such sudden
attempt to force pursuers to either Crash or fall back. transformation of conditions).
DC: Crash Check (see below)
Result: Upon choosing this maneuver, the acting driverʼs vehicle If the acting driver fails the Drive or Ride check for this
takes automatic Crash damage as it strikes a Medium-size Barrier maneuver, he must immediately make a Crash check (see the
obstacle (see the Obstacles and Collisions chapter on Obstacles). Obstacles and Collisions chapter) or lose control of his vehicle.
The conditions of the chase do not change.
The driver must then make a Crash Check in order to maintain
control of the vehicle. All vehicles at Point-Blank range to the Other vehicles must attempt a Drive or Ride check in order to
acting vehicle must also take collision damage and make Crash stay in the chase with the acting driverʼs vehicle. The DC for this
checks if they wish to maintain their position. Reaction Roll varies according the other vehicleʼs current Range
from the acting driverʼs vehicle, as follows:
Drivers of vehicles at Point-Blank range to the acting vehicle
may increase their range to Short and avoid the Crash check. Point-Blank 20 Short 18
Medium 16 Long 12
Breakaway Extreme 8
Alter current chase conditions.
Maneuver Modifier: No Drivers who fail this check are no longer in the chase with
Speed Factor: Yes the acting vehicle and must likewise make Crash checks or lose
Reaction Roll: Yes control of their vehicles.
Range: Any
Skill: Drive/Ride
Choose this maneuver to change the chase conditions to

17
Close/Lengthen Close Terrain is treated as Open, and Tight Terrain is treated as
Pull away from or catch up with other vehicles Close, for the purposes of Speed Category limitations only.
Maneuver Modifier: No
Speed Factor: Yes
Reaction Roll: Yes Escape
Range: any Flee the scene, get away.
Skill: Drive/Ride Maneuver Modifier: No
Choose this maneuver anytime you want to gain ground on your Speed Factor: Yes
opponents, whether you wish to pull away from or catch up with Reaction Roll: Yes
them. Range: Extreme
DC: Opposed Drive or Ride checks between the acting vehicle Skill: Drive/Ride
and all vehicles to which the acting driver wishes to change his Choose this maneuver to pour on the speed and leave your
range. If the opposing driver is unable to make a Drive or Ride pursuers in the dust.
check (because the vehicle is out-of-control, for example, or the DC: Opposed checks between the acting driverʼs Drive or Ride
driver is using the Evasion maneuver) the DC is 10. skill and the opposing driversʼ Spot skill.
Result: If successful, the Close/Lengthen maneuver allows the Result: If all opposing drivers fail to beat the acting driverʼs
acting driver to change the Range between his vehicle and all Drive or Ride check with their Spot check, the chase is over and
vehicles that failed the opposed check by one Range increment, the acting driverʼs vehicle has escaped. The chase is over.
either closer or further (the same direction of change must be
applied to all vehicles). If unsuccessful, there is no change in the Evasion
Range between the vehicles. Drive defensively, making your vehicle more difficult to target.
Maneuver Modifier: Yes
Crowd Speed Factor: No
Force another vehicle into an obstacle. Reaction Roll: No
Maneuver Modifier: Yes Range: any
Speed Factor: No Skill: Drive/Ride
Reaction Roll: Yes Choose this maneuver to make your vehicle more difficult to hit,
Range: Point-Blank or to make life difficult for your passengers.
Skill: Drive/Ride DC: 15
Choose this maneuver to try and force an opposing vehicle to Result: If successful, the acting driver may take a penalty on
crash their Drive or Ride skill and then must make a Crash check using
DC: Opposed Drive/Ride checks (see Special) that skill, with the penalty applied. If the Crash check succeeds,
Special: The targeted driver can forego the opposed check, the vehicle then receives a dodge bonus to Defense or Armor
in which case the maneuver is resolved as a successful Ram Class equal to the penalty taken on Drive or Ride until the acting
(Sideswipe) maneuver against the targeted vehicle, without driverʼs next turn.
causing that vehicle to collide with an obstacle. A vehicle that is
“out-of-control” always foregoes this check. All passengers also must make Balance checks at a DC equal
Result: If successful, the targeted driver collides with an obstacle to 15 plus the dodge bonus gained from the Evasion maneuver
(see Collisions) and must make a Crash check or lose control of or fall prone. In a vehicle that offers less than half cover, any
his vehicle. passenger who fails the Balance check by more than 5 falls out of
the vehicle.

Damn The Torpedoes If unsuccessful, the acting driver does not make a Crash check.
Barrel straight through dangerous Terrain. His vehicleʼs Defense or Armor Class does not change.
Maneuver Modifier: Yes
Speed Factor: No Regardless of the outcome, the acting driver may not make any
Reaction Roll: No Reaction Rolls until his next action.
Range: any
Skill: Drive/Ride Hard Brake
Choose this maneuver to temporarily overcome Speed Category Perform a sudden deceleration to throw off nearby pursuers.
limitations imposed by the current chase Terrain. Maneuver Modifier: Yes
DC: None (but Crash check -- see below) Speed Factor: No
Result: Upon choosing this maneuver, the acting driver makes a Reaction Roll: Yes
Crash check to maintain control of their vehicle. If successful, the Range: Any
acting driver may immediately make another maneuver as part of Skill: Drive/Ride
the same turn. Choose this maneuver to force pursuers who are at Point-Blank
range to overshoot your vehicle.
For this maneuver, the acting driverʼs vehicle behaves as though DC: Opposed Drive or Ride check between the acting driver and
the chase Terrain were one degree less limiting than it actually is. any other drivers whose vehicles are at Point-Blank range to the

18
acting driverʼs vehicle. Join
Result: If successful, the acting driverʼs vehicle suddenly Enter a chase.
decelerates, sending nearby vehicles shooting past. All vehicles Maneuver Modifier: Yes
at Point-Blank range whose drivers fail the opposed Drive/Ride Speed Factor: Yes
checks go to Short Range. All vehicles at other ranges have their Reaction Roll: No
range to the acting driverʼs vehicle reduced by one increment. Range: --
Skill: Drive/Ride
Head ʻEm Off Choose this maneuver to join a chase already in progress, either
Find a short cut to catch up with your target because you werenʼt aware of it, because you were foiled by
Maneuver Modifier: Yes a Breakaway or a Lose ʻEm maneuver previously, or because
Speed Factor: Yes youʼre attempting a Head ʻEm Off maneuver.
Reaction Roll: No DC: The DC for the Join maneuver depends on the current Speed
Range: Any Category of the chase.
Skill: Spot
Choose this maneuver to find an alternate route that will bring Walk 10 Cautious 15
you closer to your target. Cruising 20 All-Out 25
DC: Spot check DC depends on the current Terrain:
Special: Every round that passes while a driver remains out of
Close 25 the chase, their Join checks suffer a -2 penalty.
Tight 20 Result: If successful, the acting vehicle joins the chase. By
Open 15 default, new chase participants join a chase at Extreme range. For
every 5 points by which their Drive or Ride check exceeded the
The Check/Roll Modifier for the current Speed Category applies DC for the current Speed Category, the initial Range is reduced
to this check. by one increment.
Special: The acting driver must leave the chase in order to select
this maneuver. Any driver not in the chase but aware of the chase
somehow may attempt this maneuver. Drivers who are being Lose ʻEm
directed by an ally who can see more of the chase than they may Shake your pursuers by hiding in traffic or crowded conditions.
receive a bonus on this Spot check, at the DMʼs discretion. Maneuver Modifier: Yes
Result: If successful, the acting driver gains a +5 circumstance Speed Factor: No
bonus on their first Join attempt after the Head ʻEm Off maneuver Reaction Roll: Yes
is resolved. Regardless, after the Head ʻEm Off maneuver is Range: Any
resolved, the acting driver is now out of the race and can only Skill: Drive/Ride (but see below)
attempt the Join maneuver. Choose this maneuver to lose your pursuers by ducking behind
obstacles.
DC: The acting driverʼs Drive/Ride check is opposed by
opposing driverʼs Spot checks. The current Terrain provides a
bonus to the acting driverʼs check as follows:

Open: -10
Close: +0
Tight: +10

Special: The acting driver gains a +2 synergy bonus for every


5 ranks he has in Bluff or Hide. The opposing drivers gain a
+2 synergy bonus for every 5 ranks they have in Sense Motive.
Use the Range modifiers for ranged attacks as penalties on the
opposing driverʼs Spot check.
Result: Each opposing driver who fails to beat the acting
driverʼs check is out of the chase. They may attempt a Join or
Head ʻEm Off maneuver on their next round, if they become
aware of their quarry (either through a successful Spot check or
by having an ally direct them).

One Hand on the Wheel


Perform some other action while driving or riding.
Maneuver Modifier: No
Speed Factor: No

19
Reaction Roll: No it into your opponentʼs vehicle.
Range: Any DC: The DC for the Ram maneuver is the Armor Class or
Skill: Drive/Ride Defense of the target vehicle. Drivers with the Mounted Combat
Choose this maneuver if you wish to perform a Passenger or Vehicle Combat feats can substitute their Ride or Drive checks
maneuver and maintain control of your vehicle. for their vehicleʼs Armor Class or Defense.
DC: The DC for the One Hand on the Wheel maneuver depends Special: The default type of Ram for this maneuver is a Rear-
on the current Terrain: End (see the Obstacles and Collisions chapter), but if the driver
wishes to attempt a more destructive type of Ram, the DC is
Open: 10 + Speed Category Modifier modified as shown on the table below:
Close: 15 + Speed Category Modifier
Tight: 20 + Speed Category Modifier Type of Ram Attempted DC Modifier
Rear-End or Sideswipe +0
Result: If successful, the driver can choose a Passenger T-Bone +5
maneuver to attempt. The check to resolve the Passenger Head On +10
maneuver suffers a -4 circumstance penalty due to the driverʼs
distraction. This penalty is reduced by 1 if the Drive or Ride Result: If successful, the Ram maneuver causes damage to both
check exceeds the DC by 5, and for every 5 thereafter. If the DC vehicles as specified in the Obstacles and Collisions chapter. Both
is 13, a result of 18 reduces the Passenger maneuver penalty to drivers must make Crash Checks or lose control of their vehicles.
-3, while a result of 34 would reduce it to zero. The acting driver gains a +2 circumstance bonus on this check
because he is braced for the collision.
If unsuccessful, the driver may still choose to perform the
Passenger maneuver, but the vehicle is considered out-of-control
until SOMEBODY succeeds at the Regain Control Passenger
maneuver. The driver may also choose not to perform the
Passenger maneuver, in which case their turn is over, but their Passenger Maneuvers
vehicle remains under control.
Not everyone in a chase is always driving a vehicle or riding
Obviously the Passenger maneuver chosen may affect whether a mount. Passengers want to get involved, too. Any chase
or not the Driver remains in control of the vehicle; under most participant can select a Passenger maneuver, including drivers
circumstances, using the Jump Clear maneuver will result in the (through the One Hand on the Wheel maneuver described above).
Driver NOT being in control of the vehicle. Use your noodle. Passenger maneuvers allow characters to make attacks against
their enemies, cast spells or use devices, move in, on, around or
possibly under their vehicles, and even switch from one vehicle
Pace
Maintain identical speed and direction to another vehicle.
Maneuver Modifier: Yes Table 5-2: Passenger Maneuvers
Speed Factor: Yes Passenger Maneuver Skill Used Range
Reaction Roll: Yes Ranged Attack -- Long or less
Range: Any Melee Attack -- Point-Blank
Skill: Drive/Ride Leap Aboard Jump Point-Blank
Choose this maneuver to allow your passengers an easier time Jump Clear Jump --
making attacks against an opposing vehicle. Regain Control Drive/Ride --
DC: Opposed checks. If the opposing driver chooses not to react Take Charge -- --
or is unable to react, the maneuver automatically succeeds. Catch It! -- --
Result: If successful, Defense/AC and Check/Roll modifiers Assorted Action -- --
due to Speed Category all become zero for passengers in both Half a Full-Round Action -- --
vehicles attempting actions that involve only the two vehicles
currently Pacing. The modifiers remain at zero until either driver
resolves any maneuver other than Pace, or until both drivers lose
control of their vehicles. to another. Table 5-2: Passenger Maneuvers summarizes the
possible Passenger maneuvers.

Ram Ranged Attack


Deal damage to opposing vehicle. Use a ranged weapon against an opponentʼs vehicle or an
Maneuver Modifier: Yes opponent.
Speed Factor: Yes Maneuver Modifier: No
Reaction Roll: Yes Speed Factor: No
Range: Point Blank only Reaction Roll: No
Skill: Drive/Ride Range: Long or less
Choose this maneuver to use your vehicle as a weapon and slam Skill: Ranged attack
20
Choose this maneuver to fire a ranged weapon at an opponent or the ground and out of the chase. If the check is missed by less
an opponentʼs vehicle. than 5, the acting character can make a Reflex Save at DC 15 to
DC: Opponentʼs or opponentʼs vehicleʼs Armor Class or Defense. grab hold of the target vehicle. This save is modified by the Speed
Result: An attack against an opponent in the same vehicle draws Category Check/Roll modifier. If the Reflex Save is successful,
an attack of opportunity from all opponents on that vehicle (well, the character is now clinging to the vehicle and can attempt a
unless the vehicle is, say, an aircraft carrier), and is otherwise Climb check next turn to get aboard.
resolved as per normal d20 combat rules.

Full Attacks are not possible, nor is it possible to flank an Jump Clear
opponent. Attacks may be directed against an opponent on Leap from a moving vehicle.
another vehicle, in which case the opponent gains whatever cover Maneuver Modifier: No
and other protection their vehicle supplies. An attack against an Speed Factor: No
opponentʼs vehicle is resolved by consulting the Vehicles and Reaction Roll: No
Mounts chapter. Range: --
Skill: Jump
Choose this maneuver to get clear of a vehicle heading inexorably
Melee Attack towards its doom.
Use a melee weapon against an opponentʼs vehicle or an DC: Based on the amount of cover provided by the vehicle:
opponent.
Maneuver Modifier: No None: 10 Half: 15
Speed Factor: No Three-Quarters: 20 Full: 25
Reaction Roll: No
Range: Point-Blank Special: Like the Leap Aboard maneuver, you can adjust the DCs
Skill: Melee attack to make things easier for a more swashbuckling feel. You could
Choose this maneuver to either strike an opponent on the same also allow higher Tumble checks to reduce the number of damage
vehicle as you, or to bash an opponentʼs vehicle with something. dice even further (see below), ruling that for every 10 (or even 5
Itʼll make you feel better. for that Errol Flynn feel) by which the Tumble check exceeds 20,
DC: Opponentʼs or opponentʼs vehicleʼs Armor Class or Defense. the number of damage dice is reduced by yet another one.
Result: An attack against an opponent on the same vehicle is Result: If successful, the acting character is no longer aboard the
resolved as per normal d20 combat rules. Full Attacks are not original vehicle. The character takes collision damage as though a
possible, nor is it possible to flank an opponent. Attacks may vehicle of the size of the character (thus, a Medium-size character
be directed against an opponent on another vehicle, in which at Cruising speed takes 4d8 hit points of damage). A Tumble
case the opponent gains whatever cover and other protection check at DC 20 reduces the number of damage dice by one. The
their vehicle supplies. An attack against an opponentʼs vehicle is character retains his range to all other chase participants.
resolved by consulting the Vehicles and Mounts chapter.
If unsuccessful, the acting character can either stay aboard the
vehicle until next round, or is struck by the vehicle as they exit,
Leap Aboard taking first collision damage from the vehicle and then from
Try to jump aboard a moving vehicle. striking the ground (in the previous example, the character would
Maneuver Modifier: No take a total of 8d8 hit points of damage).
Speed Factor: No
Reaction Roll: No
Range: Point-Blank Regain Control
Skill: Jump Get control over an out-of-control vehicle.
Choose this maneuver if you want to get on board a vehicle Maneuver Modifier: Yes
involved in a chase. You may select this maneuver in order to Speed Factor: No
go from being a “pedestrian” to being a passenger, or if you are Reaction Roll: No
already a passenger on one vehicle and wish to switch to another Range: Any
vehicle. Skill: Drive/Ride
DC: 30 + Speed Factor modifier (unless nullified through use of Choose this maneuver if your vehicle is out-of-control (see
the Pace maneuver) Losing Control, in the section on Collisions and Obstacles).
Special: Adjust the DC to suit the level of swashbuckling your DC: The DC for the Regain Control maneuver is 20.
game is meant to support. For a game in which characters ought Special: This maneuver can only be chosen by a passenger who
to be blithely leaping from one moving vehicle to another, reduce has access to the controls of the vehicle.
the DC to 25 or even 20. Result: If successful, the vehicle is no longer out-of-control. The
Result: If successful, the acting character is now aboard the driver can choose a Chase or an Obstacle maneuver next round.
target vehicle. If unsuccessful, the vehicle remains out-of-control and the driver
cannot choose a Chase or an Obstacle maneuver next round.
If the check is missed by more than 5, the acting character is on

21
Take Charge Catch It!
Attempt to wrest control of a vehicle away from a driver. Grab an object as you zoom past.
Maneuver Modifier: No Maneuver Modifier: No
Speed Factor: No Speed Factor: No
Reaction Roll: No Reaction Roll: No
Range: -- Range: --
Skill: -- Skill: Melee touch attack
Choose this maneuver to try and take control of a vehicle Choose this maneuver to scoop up some object as your vehicle
currently being driven by an opponent. You may only attempt goes past.
this maneuver against the driver of the vehicle you are currently DC: 10 + Special Size Modifier (as for Grappling) for object size
aboard. Result: If successful, the acting character now has a hold on the
DC: Opposed Grapple checks. The current driver of the vehicle object in question. If the object weighs as much as a Light Load
gains a +2 circumstance bonus on this check. There is no touch given the characterʼs Strength, they can pick it up automatically.
attack required, no attack of opportunity and no need to check for If it is a Medium Load, the character must make a Reflex Save at
a hold. DC 15 to avoid falling out of the vehicle as they grab the object.
Result: Except as noted above, the grapple is resolved as per If the object is a Heavy Load, the Reflex Save DC rises to 20.
normal d20 combat. Full Attacks are not possible, nor is it Objects heavier than a Heavy Load cannot be grabbed in this
possible to flank a character. Pinned characters cannot attempt fashion. Any attempt to do so requires a Reflex Save at DC 25 to
any maneuver except escape the grapple. Grappling characters avoid falling out of the vehicle.
can attempt chase maneuvers rather than make an opposed
grapple check but all maneuvers made by grappling characters
suffer a -4 circumstance modifier due to their grapply state. Assorted Action
Do whatever. Exciting stuff.
Maneuver Modifier: Probably not
Speed Factor: Probably not
Reaction Roll: Probably not
Range: Impossible to tell
Skill: Up to you
Choose this maneuver whenever you want to perform a standard
or move action not covered under an existing maneuver.
DC: Up to you
Result: Depends entirely on the action chosen.

22
Obstacle maneuvers.

Half A Full-Round Action Hard Brake


Start or finish a full-round action other than a full attack. Screech to a halt just in time.
Maneuver Modifier: Probably not Maneuver Modifier: Yes
Speed Factor: Probably not Speed Factor: No
Reaction Roll: Probably not Reaction Roll: No
Range: Impossible to tell Range: --
Skill: Up to you Skill: Drive/Ride
Choose this maneuver twice in a row whenever you want to Choose this maneuver to reduce the impact of a collision.
perform a full-round action other than a full attack. You canʼt DC: 15
perform full-round actions in a single round, so if you want to Result: If successful, the acting vehicle suddenly decelerates,
cast a spell that takes a full round, or some other action that treating any damage sustained as a result of a collision as though
likewise takes a full round, you can do it in two rounds using this the current Speed Category were one category lower than actual.
maneuver twice. This maneuver does not allow you to make a In addition, all vehicles at Point-Blank range increase their range
full attack. to the acting vehicle to Short (although remember they must
DC: Up to you make Obstacle maneuvers immediately or else collide with the
Result: Depends entirely on the action chosen. obstacle), and all vehicles at Short range or greater close their
range by one range category.

Swerve
Obstacle Maneuvers Veer out of the way.
Maneuver Modifier: Yes
On each driverʼs turn, the GM checks for an obstacle according Speed Factor: No
to the current chase Terrain (see the Chase Conditions chapter). Reaction Roll: No
If an obstacle occurs, the driver must decide whether or not to Range: --
respond by choosing an Obstacle maneuver. The driver does not Skill: Drive/Ride
need to select an Obstacle maneuver; he can select any maneuver Choose this maneuver to avoid a collision.
he wishes, but if he does not select an Obstacle maneuver, his DC: 20 + Special Size Modifier (as for Grappling) for obstacle
vehicle automatically collides with the obstacle and he must size
make a Crash check before selecting a maneuver for that turn. Result: If successful, no collision occurs.
Obstacle maneuvers allow a driver to avoid this collision or at
least minimize its effects.

Remember that if youʼre using Complex obstacles, any obstacle


larger than the acting vehicle will require other drivers at Point- White Knuckle
Blank range to either choose an Obstacle maneuver now (and Hang on tight and plow straight through.
give up their chance to choose a maneuver on their next turn) or Maneuver Modifier: No
collide with the obstacle. Speed Factor: No
Reaction Roll: No
Table 5-3: Obstacle Maneuvers summarizes the possible Range: --
Skill: None
Choose this maneuver to just plow right through an obstacle,
bracing yourself for the impact.
Table 5-3: Obstacle Maneuvers DC: None
Obstacle Maneuver Skill Used Obstacle Type Result: Selecting this Obstacle maneuver adds a +2
Hard Brake Drive/Ride Barrier, Moat circumstance bonus to the Crash check made as a result of
Swerve Drive/Ride All colliding with the obstacle.
White Knuckle Drive/Ride Barrier, Traffic, Creature
Jump Drive/Ride Moat
Lean On The Horn Intimidate Traffic, Creature
Jump
Fly over trouble.
Maneuver Modifier: No
Speed Factor: No
Reaction Roll: No
Range: --
Skill: Drive/Ride
Choose this maneuver to send your vehicle flying over a Moat

23
obstacle, or a Barrier obstacle, if youʼre riding a mount. of 30.
DC: 10 + Special Size Modifier (as for Grappling) for obstacle
size Lacie: Yikes. Okay, here goes. Uh-oh. I got a 27.
Result: If successful, no collision occurs. If unsuccessful, the GM: Make a Reflex Save, quck, or youʼre taking a drink.
vehicle comes to a stop within the obstacle. The effect on the
vehicle will depend largely on the vehicle and the nature of Lacie: A 23!
the Moat obstacle itself, but in any case, the passengers must
continue the chase on foot, unless some ready means exists GM: Okay, youʼre clinging to the saddle strap as the horse
to extricate the vehicle from the Moat. Collision damage may gallops along. Next round you can make a Climb check to get
be appropriate. Mounts can be directed to jump over Barrier aboard, but for now, youʼre hanging there, trying to keep your
obstacles no larger than themselves, with the same DC as for legs clear.
Moats.
Davis: I take a second to laugh and point.
Lean On The Horn
Get folks in the way out of the way. GM: Nice. Itʼs your turn now, so Iʼll check for an obstacle.. Uh-
Maneuver Modifier: No oh.
Speed Factor: No
Reaction Roll: No Davis: I donʼt like the sound of that.
Range: --
Skill: Intimidate GM: You see a ditch up ahead.
Choose this maneuver to try and convince Traffic or Creature
obstacles to let you by. Davis: What are my choices?
DC: 10 + Special Size Modifier (as for Grappling) for obstacle
size or by Creature Hit Dice as per normal Intimidate rules. GM: You can either try to deal with the ditch, or you can ignore
Result: If successful, no collision occurs. it and take the consequences.

Davis: Iʼm going to try and turn to avoid it.

GM: Thatʼs a Swerve maneuver, with a DC of 20.

Example: Maneuvers Davis: I get a 22.

As Davis and Lacie continue to escape their enemies, we can GM: You haul on the reins and the carriage tilts over as it
see how selecting Maneuvers forms the heart of the Hot Pursuit swerves wildly in the muddy field, rattling along just at the edge
system. of the ditch. The second hobgoblin is going to try and cut you
guys off. He chooses the Head ʻEm Off maneuver.
GM: Your carriage is plowing through a rice paddy with a
mounted hobgoblin charging alongside. Thereʼs water spraying in Davis: I thought you said he was out of the chase!
all directions and the carriage is lurching from side to side as you
plow through the muck. The hobgoblin wants to try and smash GM: He is, but heʼs trying to get back in. He makes his Spot
your carriage with his scimitar. check, which means heʼs figured out where youʼre going and has
found a path that gets there first. Heʼll try to rejoin the chase next
Davis: Heʼs going to ride AND attack? How can he do that? round, with a bonus of +5.

GM: Heʼs attempting the One Hand on the Wheel maneuver,


which lets him perform another maneuver while still riding. The
DC for that is... 15. He rolls a total of 17 on his Ride check, so
now he can choose a Passenger maneuver -- he chooses Melee
Attack, and rolls a total of 21 on his attack roll, dealing 9 points
of damage to your carriage. You hear the heavy thud of his blade
against the wooden box of the carriage. Lacie, itʼs your turn.

Lacie: How close is the hobgoblin?

GM: Heʼs at Point-Blank range, close enough for you to make a


melee attack if you want.

Lacie: Heck with that, Iʼm jumping onto his horse.

GM: Right on. Thatʼs a Leap Aboard maneuver, with a Jump DC


24
Vehicles and Mounts
Weʼve used the term “vehicle” throughout these rules, but really For drawn vehicles, use the maneuver modifier of the drawing
we mean both vehicles and mounts. Very few rules apply only to creature, minus two, and add the AC modifier for the size of
one or the other, and where they do, weʼve noted that explicitly the vehicle. Of course, high quality mounts may have higher
(of special importance is the rules on Crash checks -- see the Dexterity scores and so higher maneuver modifiers.
Obstacles and Collisions chapter for more details). So unless
otherwise stated, remember that “vehicle” is always synonymous Hardness: The vehicleʼs hardness. Subtract this amount from any
with “mount”. damage dealt to the vehicle.

With that out of the way, letʼs get down to talking about vehicles Hit Points: The vehicleʼs full normal hit points.
and mounts. While some chases will involve participants just
running after each other, in most cases somebody or other is Speed: The maximum number of squares the vehicle is capable
going to look for something a little faster (or just something a of moving per round, if no other conditions (such as Terrain or
little more robust) than their own selves. Surface) interfere. Remember that creatures use their run speed,
if they have one. Vehicles and mounts listed in these rules have
The basic vehicle statistics block is simplified from the standard their speed given in squares, to match the units used in the Speed
creature block. The following section outlines the format of the Categories.
vehicle stat block.
Defense/AC: The vehicleʼs Defense or Armor Class, whichever
Size: Vehicle size is defined exactly the same as for creatures. your system uses.

Crew: The minimum number of operators required to allow the


vehicle to perform normally. This rating assumes Medium-size
operators.

Passengers: The maximum number of Medium-size characters Mounts


that can fit into the vehicle, in addition to the crew.
The creatures listed in Table 6-1: Typical Mounts are all taken
Maneuver Modifier: A modifier that operators of the vehicle from the 3.5 System Reference Documents, with their speeds
apply to certain maneuvers. See the Maneuvers chapter for derived from the creatureʼs run speed listed in squares. More
information on which maneuvers make use of the maneuver detailed descriptions of these creatures can be found in the 3.5
modifier. For creatures, the maneuver modifier is normally System Reference Document.
equal to their Dexterity modifier plus their AC modifier for size.

Table 6-1: Typical Mounts


Maneuver
Name Crew Passengers Modifier Speed Defense Hardness Hit Points Size
Camel 1 0 +2 40 13 0 19 L
Centaur 0 1 +1 40 14 0 26 L
Dinosaur, Triceratops 1 3 -3 24 18 0 196 H
Dog, Riding 1 0 +2 36 16 0 13 M
Donkey 1 0 +1 24 13 0 11 M
Elephant 1 3 -2 36 15 0 104 H
Griffon 1 0 +1 24/64 17 0 59 L
Hippogriff 1 0 +1 40/80 15 0 25 L
Horse, Heavy 1 0 0 40 13 0 19 L
Horse, Light 1 0 0 48 13 0 19 L
Warhorse, Heavy 1 0 0 40 14 0 30 L
Warhorse, Light 1 0 0 48 14 0 22 L
Mule 1 0 0 24 13 0 22 L
Pegasus 1 0 +1 48/96 14 0 34 L
Pony 1 0 +1 36 13 0 11 M
Pony, War 1 0 +1 36 13 0 13 M
Unicorn 1 0 +2 48 18 0 42 L

25
Pre-Modern Vehicles
The vehicles listed in Table 6-2: Pre-Modern Vehicles offer a
brief cross-section of some common types of vehicles that might
be found in any game that doesnʼt feature modern technology.

Carriage: Pulled by two horses, this is an enclosed wagon that


offers three-quarters cover to passengers and one-half cover to
the driver (who sits outside). The first speed is for a carriage
with only one passenger, the second speed is for a fully loaded
carriage.

Cart/Wagon: Pulled by two horses, this is an open wagon that


offers one-half cover to the driver and all passengers.

Chariot, Single/Double: These vehicles are pulled by one or two


horses, respectively.

Stagecoach: Pulled by four horses, this is an enclosed vehicle


that offers three-quarters cover to passengers and one-half cover
to the driver (who sits outside).

Table 6-2: Pre-Modern Vehicles


Maneuver
Name Crew Passengers Modifier Speed Defense Hardness Hit Points Size
Carriage 1 5 -4 40/28 3 5 32 H
Cart/Wagon 1 7 -3 28 4 5 12 L
Chariot, Single 1 0 -2 48 5 5 15 M
Chariot, Double 1 1 -3 48 4 5 22 L
Stagecoach 1 7 -4 40 3 5 50 H

Modern Vehicles
The vehicles listed in Table 6-3: Modern Vehicles (on the next
page) are taken from the Modern System Reference Document,
with their speeds taken from that documentʼs “Character Scale”
speed values. More detailed descriptions of these vehicles can be
found in the Modern System Reference Document.

26
Table 6-3: Modern Vehicles
Maneuver
Name Crew Passengers Modifier Speed Defense Hardness HP Size

Civilian Aircraft
Bell Jet Ranger (helicopter) 1 4 -4 245 6 5 28 G
Bell Model 212 (helicopter) 2 13 -4 200 6 5 36 G
Cessna 172 Skyhawk (prop plane) 1 3 -4 210 6 5 30 G
Learjet Model 45 (corporate jet) 2 10 -4 1,100 6 5 44 G
Civilian Cars
Acura 3.2 TL (mid-size sedan) 1 4 -1 265 8 5 34 H
Aston-Martin Vanquish (sports coupe) 1 1 +0 335 8 5 34 H
BMW M3 (sports coupe) 1 4 +1 275 8 5 32 H
Chevrolet Cavalier (economy coupe) 1 4 -1 185 9 5 30 L
Chevrolet Corvette (sports coupe) 1 1 +0 310 8 5 32 H
Dodge Neon (economy sedan) 1 4 -1 220 9 5 30 L
Ford Crown Victoria (mid-size sedan) 1 5 -1 185 8 5 34 H
Jaguar XJS (luxury sedan) 1 4 -1 230 8 5 34 H
Lamborghini Diablo (sports coupe) 1 1 +1 360 8 5 34 H
Mercedes E55 AMG (luxury sedan) 1 4 +0 280 8 5 34 H
Volkswagen Jetta (mid-size wagon) 1 4 +0 230 8 5 32 H
Civilian Motorcycles
Ducati 998R (racing bike) 1 0 +3 370 10 5 18 M
Harley Davidson FLSTF (street bike) 1 1 +1 275 9 5 22 L
Yamaha YZ250F (dirt bike) 1 1 +2 165 10 5 18 M
Civilian Trucks
AM General Hummer (SUV) 1 3 -2 140 8 5 38 H
Chevrolet Suburban (SUV) 1 8 -2 175 8 5 38 H
Dodge Caravan (minivan) 1 4 -2 195 8 5 34 H
Ford Escape XLT (SUV) 1 4 -2 200 8 5 32 H
Ford F-150 XL (pickup) 1 2 -2 175 8 5 36 H
Toyota Tacoma Xtracab (pickup) 1 3 -2 185 8 5 34 H
Civilian Water Vehicles
Bayliner 1802 Capri (runabout) 1 5 -2 55 8 5 28 H
Fairline Targa 30 (cabin cruiser) 1 3 -4 80 6 5 40 G
Sea-Doo XP (personal watercraft) 1 1 +1 105 9 5 22 L
Other Civilian Vehicles
Armored truck 2 0 -2 175 8 10 36 H
Honda TRX400FW (4-wheel ATV) 1 0 +1 95 9 5 22 L
Limousine 1 7 -4 195 6 5 38 G
Moving truck 1 2 -4 165 6 5 44 G
NABI Model 40LFW (city bus) 1 39 -4 120 6 5 48 G
Military Vehicles
BMP-2 (tracked APC) 3 7 -2 70 8 10 52 H
M1A2 Abrams (tracked tank) 4 0 -4 80 6 20 64 G
M2A2 Bradley (tracked APC) 3 7 -4 70 6 15 58 G
M113A1 Gavin (tracked APC) 2 11 -2 62 8 10 48 H
UH-60 Black Hawk (helicopter) 2 14 -4 325 6 5 46 G

27
Damage to Vehicles The results are as follows:

Any time a vehicle is damaged, its condition deteriorates just like Engine: A hit to the engine reduces the vehicleʼs maximum
a creatureʼs does (remember that vehicles with a Hardness rating Speed Category by one. The vehicleʼs maximum speed
subtract that amount from every attack before taking damage). immediately falls to the highest speed of the next lower Speed
Unlike creatures in combat, however, vehicles and mounts in Category. A vehicle whose maximum speed is currently within
chases become less effective as they lose hit points. This loss of the Walk Speed Category becomes unable to move.
functionality is described in Table 6-4: Vehicle Damage Effect
Controls: A hit to the vehicleʼs control systems reduces the
vehicleʼs maneuver modifier. Each such hit applies a -1 penalty
Table 6-4: Vehicle Damage Effect to the vehicleʼs maneuver modifier. Should a vehicle acquire four
Vehicle Hit Points Condition such hits, the driver must make an immediate Crash check. Every
50% or more no effect hit to the Controls afterwards requires a similar Crash check.
less than 50% Crippled
0 or less Disabled System: A hit to the vehicleʼs “Systems” affects one of the
suffered 2x maximum HP Destroyed vehicleʼs auxiliary systems (one not related to movement, such as
weaponry or communications or life support). The DM will have
to determine the seriousness of the impact. Vehicles without such
Crippled: The vehicle or mount suffers a -4 penalty to all Drive auxiliary systems treat such a hit as a Controls hit.
checks until its hit points are restored to at least 50%. As soon
as a vehicle or mount drops to less than 50% of its maximum hit Crew: A hit to the vehicleʼs crew targets the crew compartment,
points, the driver must make an immediate Crash check with a +5 either passing through a window or finding a chink in the armour.
modifier to the DC for the current Speed Category. Apply the attack roll to a random passenger and compare it to
their AC or Defense. If it misses, follow the likely line of the
Disabled: A vehicle that is disabled shuts down completely and attack and see if another passenger is in line and apply the attack
comes to a halt. The driver must make an immediate Crash check roll to them, and so on, until no more passengers appear to be in
with a +10 modifier to the DC for the current Speed Category. line of the attack. If no one is struck, the attack passes through the
Mounts become disabled only at 0 hp, like all creatures. crew compartment harmlessly and deals no damage to either the
crew or the vehicle.
Dying or Dead: Vehicles cannot be dying or dead, but mounts
follow these rules just as per normal d20 combat.
Damage to
Destroyed: A vehicle that has suffered damage in excess of twice
its normal hit point total is spectacularly destroyed- skidding,
Vehicle Occupants
spinning, rolling, and eventually crashing. Apply damage as from When a vehicle takes damage from a collision, its occupants
a failed Crash check (see the Obstacles and Collisions chapter). may take damage as well. The base amount of damage depends
The passengers may make Reflex saving throws (DC 20 + on the cover offered by the vehicle, as described in Table 6-6:
vehicleʼs movement modifier prior to the crash) for half damage. Occupant Damage.
Mounts are not destroyed in this fashion (though it would be kind
of cool, in a really gruesome sort of way). Each of the occupants may make a Reflex save (DC 15) to take
half damage.
Damage to vehicles other than mounts can also affect the
vehicleʼs performance. Anytime an attack roll against a vehicle
(other than a mount) threatens a critical hit and deals enough
damage to get past the vehicleʼs hardness rating, do not bother
confirming the critical but instead roll a d10 and consult Table 6-
5: Vehicle Critical Hits. Table 6-6: Occupant Damage
Cover Damage (as that taken by vehicle)
None Twice
Table 6-5: Vehicle Critical Hits One-quarter Same
d10 Cover Provided by Vehicle One-half One-half
Roll None Half or Three-Quarters Full Three-quarters One-quarter
1 Engine Engine Engine More than 3/4 None
2-3 Controls Controls Controls
4-6 Controls Controls Controls
7 Systems Controls Controls
8 Crew Systems Systems
9 Crew Crew Systems
10 Crew Crew Crew

28
Examples
This chapter presents a variety of useful elements you can use in automatically succeed at any Close/Lengthen maneuver against
your chases, and to spur your own imagination. These examples the trapped vehicle or mount until it is freed.
should also serve to help illustrate how the rules are used. Look
them over carefully and then create your own.
Swimming Pool
Huge Moat; Size Mod +8; hp 0; hardness 0.
Obstacles Sometimes youʼre speeding through a wealthy personʼs property
and “Splash!” youʼre in the drink. No Collision Damage should
Following are some sample obstacles your characters might run be applied, but any vehicle or mount that cannot float cannot
into. be freed from the Swimming Pool. A mount may make a Swim
check on the riderʼs next turn in order to free itself from the
Barriers Swimming Pool. All opponents automatically succeed at any
Close/Lengthen maneuver against the trapped vehicle or mount
Fruit Cart until it is freed.
Medium-size Barrier; Size Mod +0; hp 10; hardness 5.
The fruit cart is the ubiquitous feature, a time-honored
mechanism for introducing a momentʼs worth of drama (or Traffic
comedy) into any chase. Cursing fruit peddlers are often found
in close proximity, shaking fists and ranting. Chase participants Funeral Procession
(who arenʼt total mooks) gain a +4 fruit cart bonus on Crash Colossal Traffic; Size Mod +16; hp 34 x 8; hardness 5.
checks made after colliding with a fruit cart. ʻCause if you wipe Formed of 8 Huge vehicles, the Funeral Procession gets a +2
out after hitting a fruit cart, well, sheesh, youʼre done. For that morale bonus against Lean On The Horn maneuvers attempted
real fruit cart feel, you should also rule that they deal half the against it.
normal amount of damage for a Medium-size obstacle.
Elderly Commuter
Stalled Vehicle Large Traffic; Size Mod +8; hp 30 (steel) or 12 (wood); hardness
Huge Barrier; Size Mod +8; hp 34 (steel) or 32 (wood); hardness 5.
5. Could be an old man with a mule cart or a little old lady
Whether a carriage or an Aston Martin, a stalled vehicle is a taking driving lessons, but either way, theyʼre in the way and
Barrier, not a Traffic obstacle. Startled passengers gaping as bad not moving very fast. Against an Elderly Commuter a chase
guys roar past are suggested. Stalled vehicles can also serve as participant takes a -2 penalty on Swerve maneuvers (because
substitute vehicles for chase participants. Use the steel hit points the Elderly Commuter is so hard to predict) but gains a +2
for vehicles made of steel and the wood hit points for vehicles circumstance bonus on Lean On The Horn maneuvers (assuming
made of wood. a timid Elderly Commuter -- but feel free to turn that into
another -2 penalty for those particularly irascible (or just deaf)
Flimsy Dwelling Commuters).
Gargantuan Barrier; Size Mod +12; hp 40; hardness 5.
Could be an adobe hut. Might be a wooden cottage. Either way, Runaway Baby Carriage
the residents are likely to be startled as chase participants plow Medium Traffic; Size Mod +0; hp 10; hardness 0.
around (or, very likely, right through) their home. You could “My baby! Somebody save my baby!” Since a baby carriage
rule that dealing at least 10 hp of damage to the structure allows is pretty tough to steer (especially for an infant), Lean On The
a driver to plow right through the walls without completely Horn maneuvers automatically fail against the Runaway Baby
destroying it. Because that would be cool. Carriage. Chase participants can of course attempt the Catch It
maneuver to try and snag the Runaway Baby Carriage before
Moats disaster strikes.

Ditch
Medium-size Moat; Size Mod +0; hp 0; hardness 0.
When veering off the road or plowing across a field, one of these
innocuous features can spell disaster. Collision Damage should
be applied on a failed Jump check, as though colliding with a
Medium-size obstacle. Should the vehicle or mount survive
the collision, the driver may (on their next turn) make a Drive
or Ride check as appropriate at DC 15 to free themselves from
the ditch, and then continue the chase next turn. All opponents

29
Locales Reflex save at DC 15 to keep from going over the edge. The
saving throw is affected by the Speed Category Check/Roll
Following are some sample locales and how to represent them in Modifier, and drivers with at least 5 ranks in Drive gain a +2
Hot Pursuit. competency bonus on the save.

Open Bazaar Crowded Roadway

With stalls everywhere and shouting merchants, the Open Bazaar Whether a modern freeway or a medieval high street, this is a
is a dreadful place for a chase. Or rather, a delightful place for locale where Chase participants have to weave in and out of
wild, sprawling action to take place. traffic, both running alongside and approaching head-on.

Terrain: Tight. Chase participants will be making constant, sharp Terrain: Close. The participants are changing lanes with
turns as they careen through the pedestrians and stalls. Fruit abandon, finding gaps in the traffic and trying to gain ground on
samples, bales of cloth and swearing sailors go flying. their opponents. Other vehicles veer aside or donʼt even notice
the Chase careening past.
Surface: Unsteady. Dates spill across the ground, swatches of
silk and shattered planks litter the alleys and avenues. Even the Surface: Clear. For an even deadlier Chase, have it raining and
most nimble vehicles have trouble maintaining their direction make the Surface Unsteady.
here.
Special: Drivers can use the Crowd maneuver against a hapless
Special: Drivers attempting the Evasion maneuver suffer a bystander to try and force the unsuspecting vehicle into an
-2 circumstance penalty on their Drive/Ride check. Drivers opponentʼs vehicle. This means that the Crowd maneuver
attempting the Lose ʻEm maneuver gain a +2 circumstance bonus can be used at Short range (instead of only Point-Blank). The
on their Drive/Ride check. acting driver makes a normal Crowd attempt against the non-
participating driver (who has a default Drive check of +4), and if
Collisions are twice as likely in the Open Bazaar as in most Tight successful, the Crowded driver veers into the path of an opposing
Terrains (2 in 4 instead of 1 in 4) but 50% of all encountered driver at Short Range, automatically making a Crowd attempt
obstacles will be Fruit Carts (see the section on Sample (again with the default +4 on their Drive check) against the
Obstacles). opposing driver. The opposing driver may make a Reaction Roll
against the inadvertent Crowd attempt by the third-party driver,
gaining a +2 circumstance bonus on the Reaction Roll.

Any driver who attempts the Hard Brake maneuver must make
Cliffside Road
an immediate Crash Check, regardless of whether or not the Hard
Brake maneuver was successful.
Careening along a narrow road on a dizzying cliffside is not for
the faint of heart.
Any driver who succeeds at a DC 20 Lean On The Horn
maneuver gains a +2 circumstance bonus to any Close/Lengthen
Terrain: Close. Although thereʼs little room to maneuver, Chase
Reaction Rolls until their next action. If their next action is a
participants donʼt have to worry as much about Obstacles. The
Close/Lengthen maneuver, they gain a +2 circumstance bonus on
twists and turns of the road keep drivers alert, however.
that attempt.
Surface: Clear. The road is well-travelled and hard-packed. Just
narrow and opening onto a deadly plunge.

Special: Drivers attempting the Crowd maneuver can attempt


to force their opponent over the edge of the cliff (50% chance
the opponent is on that side). If they win the opposed check
the targeted driverʼs vehicle careens along the edge and that
driver must make a Reflex save at DC 20 to keep from going
over. The saving throw is affected by the Speed Category
Check/Roll Modifier, and drivers with at least 5 ranks in Drive
gain an additional +2 competency bonus on the save. Drivers
attempting the Evasion maneuver only receive HALF of the
Dodge Bonus they would ordinarily receive, due to the limited
room to maneuver. The Lose ʻEm maneuver is not possible along
a Cliffside Road.

Any driver who fails a Crash Check must make an immediate

30
Other Chase Environments
The rules in Hot Pursuit are primarily designed and described
as applying to land-based vehicle chases, since it is assumed that
most chases in most games will be of that nature. But these rules At Sea
are general enough to apply to a variety of scenarios. This section
presents some ideas and guidelines on running chases in other For the most part, Hot Pursuit works on water just as well as it
environments and situations than the default “vehicles on land” works on land.
scenario.
In water-based chases, Terrains refer to the frequency of other
The big thing with new environments is to determine how the ships, shallows, reefs or islets -- any features that a water-based
Chase Conditions apply. Keep these principles in mind: Terrain vehicle might collide with. A crowded harbor would be Tight, a
affects the likelihood of collisions and the need to constantly treacherous reef might be Close, and the open ocean would be
change direction, while Surface affects the ability to maneuver Open. Some types of vehicles might gain a bonus against certain
easily. Speed Categories ought to be assigned so that the Chase types of obstacles -- for example, a hovercraft doesnʼt fear a reef
participants can move from one to another (if all vehicles in a and so you might rule that they can ignore Terrain limitations on
Chase can only achieve speeds within the bounds of one Speed Speed Categories.
Category, for example, your Speed Categories are kind of
useless). Generally speaking, Ranges should increase as the speed Surfaces refer to the condition of the water -- where Swampy is
of the Chase increases. Tempest-Tossed, Rough is, er, Rough, Unsteady is Choppy and
Clear is just Clear.

Because wind direction is so important for sailing ships, you


might rule that a successful Close/Lengthen maneuver can,
instead of shortening the range, can position the acting driverʼs
vessel more advantageously with respect to the wind. This
simulates the use of wind direction to maintain a superior
position relative to oneʼs opponent.

The advantage provides a +2 bonus to the successful driver,


which they apply to all Reaction Rolls and ranged attack
rolls against the driver or drivers they succeeded at the Close/
Lengthen maneuver against. Their range to the opposing
driverʼs vessel does not change, but the bonus stays in
effect until negated by a similar successful Close/Lengthen
maneuver on the part of the opposing driver. Subsequent
successful Close/Lengthen maneuvers on the part of the driver
currently enjoying the bonus should increase the bonus. If at
any time the driver with the bonus changes his range to the
opposing vessel, the bonus evaporates.

If youʼre interested in a more detailed treatment of naval


pursuit and combat, Adamant Entertainmentʼs Corsair: The
Definitive D20 Guide to Ships is available via RPGNow.

31
In The Air In Outer Space
Airplane chases can be lots of fun, too, and with a little Honestly, youʼre kind of on your own here. Space is big. Thereʼs
imagination the Hot Pursuit system works just fine in this a lot of possibilities. No reason why these rules wonʼt work just
environment. fine in space, but youʼre going to have to do a bit of the heavy
lifting here. So much depends on your gameʼs technology style,
In the Air, Terrains refer to (like in water-based chases) the “scientific-ness” and other details that itʼs impossible to come up
frequency of obstacles in the chase space. Low-level flight is with all the alternatives here.
Tight Terrain, while a wild dogfight or a narrow canyon might
be Close. Using the Breakaway maneuver in aerial chases often Have fun, though! And let us know how it turns out.
involves sudden changes in altitude, diving down to zip around
ground-based obstacles or plunging into deep chasms.
On Foot
Surfaces, again like in water-based chases, refer to the condition
of the air itself. Stormy conditions are akin to Swampy Surfaces,
while Clear means untroubled clarity. If folks donʼt have vehicles, and theyʼre just running along, well,
these rules will work just fine. You can use Hot Pursuit as it is
Consider altering the Speed Categories for your aerial chases. for foot chases just as well as mounted or vehicular chases.
The Speed Categories for terrestrial chases will almost certainly
result in all aerial chases being at All-Out speed all the time, Instead of Drive/Ride checks, just make Strength checks, or
which is less interesting. What exactly the Speed Categories use the most obvious skill for the maneuver in question. For
ought to be is hard to say, since flying vehicles can have such any maneuvers to which the maneuver modifier applies, add the
widely divergent speeds. Appropriate Speed Categories for creatureʼs Dexterity bonus as well. Consider allowing the use of
World War One biplanes might not be useful (or fun) for a chase Jump or Tumble for some maneuvers like Breakaway, and Hide
between a couple of F-16s. for a maneuver like Lose ʻEm.

You could use a similar system as outlined in Sea Chases for Passenger maneuvers will only be chosen in combination with
wind direction in order to simulate the advantage of altitude. A the One Hand On The Wheel maneuver. A character could use
driver can elect to have a successful Close/Lengthen maneuver the Take Charge passenger maneuver in order to tackle another
provide a bonus on Reaction Rolls and ranged attack rolls rather character; on a successful pin the pinned character cannot take
than change the range to the opposing vehicle. any maneuvers and so must come to a halt. A character who fails
a Crash check has to make a Reflex Save at DC 20 or fall prone
and lose a round getting back up.

32
Running Chases
So youʼve read through the rules, and you think to yourself, “I
get it, but I donʼt get it.” Relax. This chapter is meant to walk you
through running a chase, to give you an idea as to what youʼll be
doing, what you need to think about and the sorts of decisions
youʼll need to make during a chase scene in your game.

Things To Have Ready


Thereʼs a couple of items you should always have in your DMʼs
folder, regardless of whether or not youʼve got a chase in mind
for the upcoming game. Just like you keep a battlegrid and a few
generic minis around -- just in case.

Chase Table

Always have a blank Chase Table sheet that you can fill out at
a momentʼs notice. Maybe a couple, if your players are extra- inject sudden changes into a chase that is perhaps becoming a
enthusiastic. routine of die rolls.

Maneuver Sheets Prepare Obstacles

Also make sure youʼve got the maneuver sheets kicking around. Define some likely obstacles what your chase participants are
These are the primary tool for your players to make their in-game likely to encounter. You can always forego the obstacle check
decisions, so make sure youʼve got them printed off and ready to and simply rule that an obstacle appears, if youʼve defined one as
show. such. For example, you can rule that after three rounds, the local
constabulary create a barrier to try and stop the daredevil PCs,
and so a Gargantuan Barrier obstacle automatically pops up on
Basic Tables Round 4.
Thereʼs a couple of printable pages in this product with the basic
tables youʼll be referring to throughout any chase. Always have
Obstacles can be a great way to introduce excitement and tension
those ready. There are also blank copy of the Chase Table and
into a race.
Maneuver Sheets at the back of this product as well.
Prepare Bad-Guy Tactics
Spend a little time thinking about what the bad guys want in this
Preparing A Chase encounter and what sorts of measures theyʼre likely to take to
get it. Will they attempt to leap aboard the speeding carriage to
If youʼre planning to hold a chase encounter in an upcoming take the rescued prince hostage, or will they try and shoot out
game session, hereʼs a few things you can do ahead of time to the minivanʼs tires and kill the whole lot of these troublemaking
make the chase more exciting and memorable for your players. kids?

Prepare Locales A good way to keep a chase moving is to have new bad guys join
once the chase is already underway. This is very typical in movie
Define a couple of locales for the chase to pass through. See the chases where after a couple of mooks have been disposed of,
Examples chapters for some ideas as to the kinds of qualities suddenly a whole second flock of them come barreling into the
a locale can have -- of course youʼll want to define the Terrain chaos. Great fun.
and the Surface, but you can also rule that certain maneuvers are
easier or more difficult, or that special conditions apply or special Prepare the Chase Table
checks are required.
An already-filled-out Chase Table makes starting a chase much
You can also make some quick notes on the likely progression of easier. It gives your players a focus, something to study, and it
the chase: “Rounds 1-3: Close Terrain (slum alleys), Rounds 4-6: keeps you from dealing with that empty space while you fill in
Open Terrain (highway), Round 7: Close Terrain (town bridge), the sheet at the time. You can just lay the sheet down and say,
post-Round 7: Open Terrain (highway again).” This lets you “Hereʼs your Chase Table, kids. Letʼs go.”

33
Running A Chase then once that maneuver is resolved, update the Chase Table as
necessary and go on to the next player. Theyʼll catch on quick
Okay, so youʼve got some locales, youʼve got obstacles, you enough.
know your bad guys and youʼre gone back and forth through
these rules like a suspicious accountant. Alternatively, youʼve got Once you get to a player whose character is a driver, be sure
a cool idea and have given the rules a quick glance and now you to make a big deal about the obstacle check. That should be a
want a chase to get happening without worrying about all that moment of tension every round, with the players gathering to
other stuff. Either way, youʼre ready to run a chase. watch the fateful die roll.

Hereʼs a quick run-down on what you need to do to make a chase After your first round, your players should have a clear idea as to
happen: how things work in a chase, and how to read the Chase Table.

Provide the context Keep it tight

First off, there needs to be a reason for the chase in the first place. A chase needs to be exciting, so be vivid in your descriptions.
Your PCs will either be pursuing or pursued. Itʼs pretty easy Tires squeal, pedestrians leap aside and engines roar (or hooves
to get them to chase a bad guy -- he just has to run away. But pound). Keep things moving quickly -- remember that characters
getting PCs to run for it can be hard, especially in a game where only get one action per round, so donʼt let players spend too
theyʼre gotten used to being able to take down any bad guys they much time describing detailed actions. Break things down into
encounter. steps.

To get your PCs to try and run for it and thus start a chase that For example, if a player says, “I want to get up on the roof, leap
way, youʼll have to make it clear that itʼs neither necessary nor into the convertible behind us, catching the driver around the
intelligent for them to stand and fight. The adventure ought to throat and taking control of his car,” youʼll have to assess how
be about getting some thing (secret documents, eleven herbs and to break that down. You can probably start with a Leap Aboard
spices, whatever) away from a bad guy who is too tough to tangle maneuver (letting them climb up on the roof as a freebie flavour
with. But because most games are built around combat rather moment), which ends with them plowing into the convertible:
than chase encounters, PCs will probably be used to the idea that “You leap into the air and get a quick look at the driverʼs startled
any encounter is one that they are capable of winning. face as you dive head-first into the seat beside him. Okay, next
player, you see your comrade suddenly go flying off the roof.
Itʼs important to disabuse them of this notion as speedily as What do you do?”
possible. Say it outright: “Youʼre pretty sure you canʼt possibly
win this fight. Thereʼs just too many of them. But there are a Moving on to the next player quickly is a good way to forestall
couple of Sea-Dooʼs tied up to the pier. Youʼre pretty sure you players who want to do too much in one round. Describe what
can reach them before most of the guards reach you.” they just saw as a result of the previous playerʼs turn and ask
them how they respond.
For your first few chases, while the players are getting used to the
idea, youʼll find it easiest if the PCs are the pursuers. End it well

Alternatively, consider starting a game session with your players The last thing you want is a chase that peters out into a series of
being pursued. Sit down and say, “Youʼre in a stagecoach thatʼs bored die rolls. If the players look to be catching up with their
roaring down a forest road, with half-a dozen bad guys in pursuit. quarry and youʼve exhausted your idea store, have the bad guys
Roll for initiative.” You can fill in the exposition later. wipe out, plow into a shopping center or fall off their horse.
Having a vehicle explode is ALWAYS fun.
Start things rolling
Try to keep ratcheting up the tension as the chase proceeds,
Donʼt be shy about announcing the beginning of a chase. introducing more bad guys, more dangerous locales (youʼll never
get tired of a Cliffside Road), and ever-crazier stunts (consider
“Alright, weʼre starting a chase.” awarding “desperation” bonuses as things get really out of hand,
just to encourage loony risk-taking). Once things have reached a
Just say it out loud, and lay out the Chase Table and the maneuver peak, look for a thrilling climax, either by introducing a bad-news
sheets. Ask everyone to roll initiative and get started. obstacle or a last-ditch effort by the bad guys.

The first player will probably be a bit confused, so focus on Chases often donʼt consume hit points the way combat
what she wants to do this round without worrying too much does, and so you donʼt have that handy tracker of status that
about specific maneuvers. If she can give you a quick one- steadily diminishing hit points provide. Doing damage to your
sentence description of what her character is doing, you can participantsʼ vehicles is a good substitute, but youʼll have to keep
probably choose an appropriate maneuver. Make sure to point a more careful eye on the progression of your chase scenes to
to the maneuver on the sheet and explain the rolls required, and make them as exciting as your combats.

34
Glossary
The following terms are used throughout this ruleset. You will Speed Factor: A modifier applied to certain maneuvers if one
become familiar with all these terms as you learn and use the vehicleʼs current speed is different from the otherʼs. Speed Factor
rules, but they are summarized here for ease of reference. is determined by comparing the lower of a vehicleʼs speed or the
current Speed Category with the lower of another vehicleʼs speed
Driver: A character who is in control of a vehicle. There can or the current Speed Category. This number is applied as a bonus
only be one driver per vehicle. Drivers can select any type of to certain maneuver checks for the faster vehicle, and as a penalty
maneuver to attempt on their turn. to the slower vehicle.

Maneuver: Any action attempted during a chase. Maneuvers Surface: The quality of the surface upon which the chase
are divided into Chase maneuvers, Passenger maneuvers and progresses. Surface comes in four varieties: Clear, Unsteady,
Obstacle maneuvers. Passengers can only select Passenger Rough or Swampy. The Speed Category of a chase is limited by
maneuvers while Drivers can select any type of maneuvers. the Surface type.

Mount: Any creature that conveys characters and responds to


commands. Unless explicitly stated otherwise, all rules that apply Terrain: The landscape through which the chase progresses.
to Vehicles also apply to Mounts. Terrain comes in three varieties: Open, Close and Tight. The
Speed Category of a chase is limited by the Terrain type. In
Passenger: A character aboard a vehicle who is not in control of addition, Terrain type determines the likelihood of encountering
it. Passengers can select Passenger maneuvers only. Obstacles.

Range: The relative distance between chase participants. There Vehicle: Any contraption that conveys characters. Unless
are five categories of range: Point-Blank, Short, Medium, Long explicitly stated otherwise, all rules that apply to Vehicles also
and Extreme. Certain maneuvers will alter the range between apply to Mounts.
participants. Some maneuvers can only be used at certain ranges.
Ranges impose penalties on attack rolls made with ranged
weapons, just like in combat.

Rider: Exactly like a driver, only for a mount, not a vehicle.


Unless explicitly stated otherwise, all rules that apply to drivers
also apply to riders.

Speed: The maximum number of squares a vehicle can travel. If


the vehicleʼs speed is lower than the current Speed Category, this
value is used to determine Speed Factor.

Speed Category: The highest speed possible under current


chase conditions. If the current Speed Category is lower than a
vehicleʼs speed, the Speed Category is used to determine Speed
Factor. Speed Categories determine certain effects of movement,
such as AC/Defense bonuses and attack roll bonuses and collision
damage.

35
���������������
Terrain: Surface:
(Open/Close/Tight) (Clear/Unsteady/Rough/Swampy) Speed Def Roll Die
���� �� �� ��
Speed Category: ��������
��������
��
��
��
��
��
��
(Walk/Cautious/Cruising/All-Out) ������� �� �� ���
Vehicle 1 (Pursued) Vehicle 2 Vehicle 3 Vehicle 4 Vehicle 5

SPEED AC SPEED AC SPEED AC SPEED AC SPEED AC

Hit Points: Hit Points: Hit Points: Hit Points: Hit Points:

Maneuver Maneuver Maneuver Maneuver Maneuver


Modifier: Modifier: Modifier: Modifier: Modifier:

Drive/Ride Drive/Ride Drive/Ride Drive/Ride Drive/Ride


Modifier: Modifier: Modifier: Modifier: Modifier:

�������� �������� �������� ��������


����� ����� ����� �����
������������ ������������ ������������ ������������
Max Maneuver
Terrain Obtacle Max Speed Surface Max Speed Modifier
���� ������� ������� ����� ������� ����
����� ������ �������� �������� �������� ��
����� ������ �������� ����� �������� �
������ ���� ��

36
���������������
���������������������
Modifiers Applied: Reaction
Maneuver (Skill) Maneuver Speed Factor Roll? Range

Barnstorm (Drive/Ride) N N N Any


Plow into an obstacle in order to shake off pursuers.

Breakaway (Drive/Ride) N Y Y Any


Alter current chase conditions

Close/Lengthen (Drive/Ride) N Y Y Any


Pull away from or catch up with other vehicles

Crowd (Drive/Ride) Y N Y P-B


Force another vehicle into an obstacle

Damn The Torpedoes (Drive/Ride) Y N N Any


Barrel straight through dangerous Terrain

Escape (Drive/Ride) N Y Y Extreme


Flee the scene, get away

Evasion (Drive/Ride) Y N N Any


Drive defensively, making your vehicle more difficult to target

Hard Brake (Drive/Ride) Y N Y Any


Perform a sudden decceleration to throw off nearby pursuers

Head 'Em Off (Spot) Y Y N --


Find a short cut to catch up with your target

Join (Drive/Ride) Y Y N --
Enter a chase

Lose 'Em (Drive/Ride) Y N Y Any


Shake your pursuers by hiding in traffic or crowded conditions

One Hand on the Wheel (Drive/Ride) N N N Any


Perform some other action while driving or riding

Pace (Drive/Ride) Y Y Y Any


Maintain identical speed and direction to another vehicle

Ram (Drive/Ride) Y Y Y P-B


Deal damage to opposing vehicle

37
�������������������
���������������������

�����
�������� ���� �����

������������� ������������������ ������������


Use a ranged weapon against an opponent's vehicle or an opponent

������������ ����������������� �����������


Use a melee weapon against an opponent's vehicle or an opponent

����������� ���� �����������


Try to jump aboard a moving vehicle

���������� ���� ��
Leap from a moving vehicle

�������������� ���������� ���


Get control over an out-of-control vehicle

����������� ������������� ��
Attempt to wrest control of a vehicle away from a driver

��������� ������������������ ��
Grab an object as you zoom past

��������������� �� ��
Do whatever. Exciting stuff

������������������������ �� ��
Start or finish a full-round action other than a full attack

38
������������������
���������������������

Maneuver Obstacle
Maneuver ������� Modifier? Type

Hard Brake ������������ Y Barrier, Moat


������������������������������

Swerve ������������ Y All


�������������������

White Knuckle ������ N Barrier, Traffic, Creature


���������������������������������������

Jump ������������ N Moat, Barrier (Mounts)


����������������

Lean On The Horn ������������ N Traffic, Creature


�����������������������������������

39
Acknowledgements
This ruleset is the product of many peopleʼs ideas and works, and I would be remiss in not making mention of them.

My wife, Stephanie, provided stringent editing and careful attention to detail. Always my first and last resort.

Martin Kincade gave excellent advice and recommendations that really fleshed out the manuscript and the ideas.

Joshua Dyal went over things with a fine-toothed hair implement and unearthed dozens of problems and inconsistencies that I
have hopefully reconciled.

Benjamin Durbin of Bad Axe Games contributed early ideas and inspired the rules in the first place with his excellent Grim
Tales sourcebook.

Gareth-Michael Skarka of Adamant Entertainment was very patient with my many delays in order to fix just one more issue,
and very supportive throughout the process.

Many folks on the ENWorld discussion forum provided ideas and enthusiasm for this project: trilobite, ledded and devilish
among them.

Thanks to everyone.

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
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