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D20 Chase Rules
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===Crash Checks=== Crash checks should be made in four instances. <div style="margin:15px; padding:10px:"> When the transport's wheel breaks up. When the pilot scores a critical failure with his maneuver check. When a successful maneuver calls for a crash check. When damage to a transport calls for a crash check. </div> A crash check works like a maneuver check, but a pilot makes only one crash check per round. The base DC for a crash check is 15. If a pilot is required to make multiple crash checks in a round he instead makes a single check, adding 5 to the DC for every additional crash check the driver has been asked to make this round. In addition, the following modifiers apply: <div style="margin:15px; padding:10px:"> {| |- | style="border-bottom:1px solid black;" | Circumstance | style="border-bottom:1px solid black;" | DC Modifier |- | Open terran | -5 |- style="background:silver" | Close terrain | +0 |- | Tight terrain | +5 |- style="background:silver" | Every full 25 MPH of speed | +2 |} </div> Whenever a pilot fails a crash check, his transport collides with the environment (or the other transport, if the successful maneuver calls for it). Damage to each transport (and occupant) equals Id6 for every 10 MPH of transport speed, +1 for every point by which the pilot failed his crash check. Each occupant of the transport may make a Jump or Tumble check (DC equal to the failed crash check) to jump free of the transport, reducing the damage by half. After the wreck, roll d%. If you roll over the speed (in MPH) the transport was traveling at the time of the wreck, then it is upright after the crash. If the transport survives the wreck with at least I wound point, then it still runs.
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