Chase Rules: Turn Order Details

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Turn order details for the d20 chase rules

Step 1: Choose Maneuvers[edit]

The first step during each round of a chase is choosing maneuvers. We have broken maneuvers into two basic categories: predator and prey (after the vehicles which may choose from each category).

Due to the abstract nature of chases, the distance covered and the specific locations of each transport are left up to the imaginations of the DM and the PCs. What's important is the distance between them at any given time. The initial lead is determined as part of getting started, but should be rechecked at the start of each round. Many maneuvers may only be chosen by pilots with a certain minimum or maximum lead.

Ultimately, the goal of the predator is to decrease the lead enough that he can perform one of the finishing maneuvers (see the next step) and catch the prey, while the prey is trying to do the inverse. Chases continue until either the predator or the prey successfully performs a finishing maneuver, someone crashes, or one of the transports is disabled (see Step 7).

Step 2: Maneuver Checks[edit]

The drivers reveal their maneuvers. Determine any changes to the chase speed this round as a result of maneuvers. Each driver makes an opposed check with his respective vehicle skill, possibly applying modifiers from the following sources:

  • Their vehicle’s handling modifiers.
  • Any speed bonuses they gain from the terrain.
  • Modifiers from Table 7.1: Chase Maneuvers.
  • Any chase feats the drivers have.
  • Any damage their vehicles have suffered (see Step 7).

If one driver succeeds, the effects of his maneuver are applied during Step 4. If neither driver succeeds or the opposed roll results are a tie, the effects of neither maneuver are applied, and the chase continues without any maneuver effect (except for speed, which is always applied). If both drivers succeed, the effects of the maneuver taken by the driver with the highest check are applied during Step 4.

If a driver scores a critical success with a maneuver check, then he may only lose the opposed check to another critical success with a higher total, and receives a +4 bonus to his maneuver check the following round. If a driver scores a critical failure with a maneuver check, he must make a crash check during Step 7.

Step 3: Spend Action Dice[edit]

After making their maneuver checks, drivers may spend action dice to increase their rolls and activate critical successes or failures. Remember that some class abilities may allow the driver to roll two dice for every action die spent.

Step 4: Resolution[edit]

The effects of the winning driver's maneuver are applied to the chase. Once again, the lead cannot at any time be less than 0. If any effect reduces the lead to less than 0, the lead becomes 0. If the winning driver chose a finishing maneuver, then the chase ends after the remainder of this round's steps are completed. If not, the chase will continue with a new round following Step 7, unless obstacles, crash checks, or combat end the chase.

Step 5: Obstacles[edit]

The Game Control may wish to throw in some obstacles to add to the action. These can range from an overturned gas tanker and sections of heavy road construction (for ground chases) to a blimp or a fireworks display (for air chases) to a low bridge or a whale (for water chases) to a locked door (for foot chases), An obstacle requires either a Reflex save or vehicle skill roll against the obstacle's DC. If the roll fails, the driver must make a crash check during step 7.

The prey makes his obstacle check before the predator does. The base DC for avoiding an obstacle is determined by the terrain (see page 185), and the GC may increase or decrease the DC by up to +/- 2 depending on the size or complexity of the challenge.

Obstacles are intended as spice, not the main focus of chases, and can be ignored completely by the GC. If the predator and prey get in a rut, GCs should use obstacles to shake things up. If the drivers are keeping things dynamic, the GC should reserve obstacles for a more effective time. The frequency that obstacles crop up is based on the local terrain (see page 185).

Optional Rule: The GC may either only introduce an obstacle by spending an action die, or use the recommended random die rolls to determine when obstacles show up and spend an action die for each extra obstacle he includes.

STEP 6: Other Actions[edit]

Whether the chase has ended due to a finishing maneuver or not, all passengers of all vehicles are allowed one full action or two half actions. In addition, any driver may take one half action at the cost of a -4 penalty to his next maneuver check. In most ways, chase combat follows the rules presented for standard combat, with a few significant differences.




NECESSARY EVIL in FREEDOM CITY