Chases and Vehicle Maneuvers
This content is based on GURPS, but is not strictly GURPS rules.
This content is particularly unfinished, not yet complete, or needs extra testing. Use at your own risk.
Range Band Table
Distance is abstracted, and not usually told to players.
| Range Band | Range Penalty* | Description* |
|---|---|---|
| Close | 0 | Can touch rival, at least some of the time. |
| Short | -3 | Can talk to enemy, or toss things at him. |
| Medium | -7 | Can only shout at rival; need a ranged weapon to attack him. |
| Long | -11 | Opponent is out of earshot, at scoped rifle range. |
| Extreme | -15 or worse | Rival difficult or impossible to see or shoot |
- Use the text description to assign starting range based on what initiated the chase; e.g., pickpocketing requires a touch, so chasing a pickpocket starts at Close range.
Chase/Vehicle Maneuver Optional Add-Ons:
Additional options that can be applied to certain Chase/Vehicle Maneuvers.
…And Attack
Using non-Turret (Fixed) mounted weapons (Usually in a single seater vehicle).
- Works with any Chase/Vehicle Maneuver (Except Hide, Force, Retreat, and Emergency Stardrive Usage[Genre Specific]) and Attack.
- The lower of -2 or the vehicle's Handling to both rolls.
Stunt
Do something risky to outmaneuver your rival (often using skill, and/or the environment).
- Applies to:
- Pursuit
- Evasive Action
- Reversal
- Ram
- Retreat
- Choose any penalty you'd like (-2, -4, etc.), also adding the vehicle's Handling modifier, then make a Stunt (Chase Skill) roll.
- On Success: +1 to your Chase Skill roll per every -2 penalty (excluding Handling) on your Stunt roll.
- On Failure: you must see Loss of Control to determine whether you Regain Control, have a Close Call, or Wreck.
Mobility
Go somewhere/take a route/potential shortcut your Pursuer or Quarry cannot or did not (must use the environment).
Applies to:
- Retreat
- Close In
- Roll Chase Skill with environment modifiers, and using your own Size Modifier as a penalty.
- On Success you move 1 extra range band and may gain environmental modifiers for defense.
Loss of Control
When you lose control you must make a Control Roll (a Chase Skill Roll) to determine if you Regain Control, have a Close Call, or Wreck.
- Regain Control: a successful Control Roll returns you to regular play.
- Close Call: On a failure by the vehicle’s Stability Rating (SR) or less:
- Next round, you must select Emergency Action or Stop, or choose to suffer a Wreck. Your opponent will be aware of this! On-Foot this is just a scare, and there are no consequences.
- Wreck: Failure by more than SR on the Control Roll, or incapacitating a vehicle operator with nobody to take over, or disabling a vehicle's control system(s) triggers a Wreck:
- On a Wreck, the vehicle collides with something and performs a Stop maneuver, taking thrust damage for its ST, adding speed bonus per die.
- Find the hull section hit, then roll 1d to find what system was hit. Anyone in a vehicle during a wreck suffers 1d plus speed bonus as injury.
- To find vehicle ST thrust damage, see Hull Stats.
- On a Wreck, the vehicle collides with something and performs a Stop maneuver, taking thrust damage for its ST, adding speed bonus per die.
Collateral Damage
What would a cinematic car chase be without parked vehicles, property, and citizens getting splashed everywhere?
- On crowded streets, each Loss of Control of any kind causes a random accident. If the Quarry causes an accident, their Pursuer has -(1d-1) – (that’s 0 to -5) – on their next Chase/Vehicle Maneuver, due to the chaos.
Command Maneuvers
Giving orders and guiding the situation.
Leadership
- A successful Shiphandling Roll adds +1 to Morale (Reaction Rolls for Crew to avoid retreating or surrendering out of your control) and Self-Control Rolls for the entire Crew.
Motivate
- Roll against Shiphandling, success adds +1 to a crewmember's roll, fail means -1.
General Shiphandling
- Allows any crew members to roll against the lower of Crewman and your Shiphandling.
Tactics
- You may choose “offensive tactics” (reduces your target’s dodge by 1) or “defensive tactics” (increases your pilot’s Dodge by 1 against that target). Roll against the lower of your Navigation (Genre) or Tactics skill (or their defaults). Roll a Quick Contest if the other ship's Commander is doing the same.
Engineering Maneuvers
Boosting and tuning on the fly.
Allocate Power
- Distribute Power Points as desired. This is only an option if the ship does not have enough, or some systems are down.
Angle Shields
- Increase the current dDR across a particular hull section by x2 at the cost of /2 (round down) the current dDR across both other hull sections (Front, Central, Rear).
Release Chaff
- Roll Engineering vs. Chase Skill of the missile pursuing you. Success destroys the missile.
- Uses 1 Chaff Pod. If out of Chaff, the option always remains to dump cargo, or fire other miscellaneous objects out instead at a -1 and -2 respectively!
Boost Reactor
- Adds 1 Power Point on successful Mech roll.
Boost Sublight Drive
- Adds +1 Speed Bonus on successful Mech roll.
Emergency Power
- A successful Mech roll doubles power points this turn, also stresses the reactor: any attempt to increase power any time in the next hour is at -4. Failure doubles the Power Points but disables the power plant at the start of your next turn.
Emergency Thrust
- Same rules as Emergency Power, but for Speed.
Sensor Maneuvers
Co-Piloting, Comm Signals, and all manner of Scanning.
Tactical Navigation
- This involves assisting the vehicle's pilot in plotting the best course around obstacles or threats. Roll against the lower of the navigator’s Tech or Navigation(Genre) skill. Success gives +1 to the pilot’s Chase Skill this turn. Failure by only 1-3 has no effect; failure by 4 or more results in a -1 penalty.
Calculate Emergency Stardrive Usage
-
Roll vs. Navigation (Genre) with environmental penalties and a penalty depending on your Range Band proximity to enemies or large objects (Extreme: -1, Close: -5).
- On Success: +1 to both Control Rolls the Pilot can make during Emergency Stardrive Usage.
Calculate Emergency Stardrive Destination
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Roll vs. Navigation (Space) with environmental penalties and a penalty depending on your Range Band proximity to enemies or large objects (Extreme: -1, Close: -5).
- On Success: select a location within range as the target destination.
Signal Jamming
-
Roll vs. Tech, on Success the signal becomes jammed. If someone is trying to boost the signal, this becomes a Quick Contest.
- Requires a Tactical or Multipurpose Comms Array.
Signal Boosting
- Roll vs. Tech, on Success the signal becomes clear. If trying to break past a Signal Jam, this becomes a Quick Contest.
Flare Systems
- Surges a system of your choice, either draining a Power Point from another system (on a successful Tech roll) to disabling the system instead (on a fail Tech roll).
- This disengages any Target Locks currently on your ship.
Damage Control Coordination
- Advise and coordinate a damage control party by using damage report data from the control station. Roll against the lower of your Tech or Spacer skill. Success adds a +1 bonus to that team’s damage control rolls this turn.
Transponder Reprogramming
- Roll vs. Tech + (1 per point of TL deviation from scanner's TL) to change the Ship's ID codes to something else, or to not passively broadcast them at all. On failure it is clear that your transponder codes have been tampered with, and will need to be reset by a local authority for a fee. On success, mark down your margin of success for GM reference.
Long Range - Non-Emissive/General Scan
- Roll vs. Tech to determine: Size, trajectory, type of Sublight Drive, type of Reactor, type of shields if they are active, and total # of Power Points.
This kind of scan does not give away your position.
Medium Range - Systems Scan
- Roll vs. Tech, Success reveals the basic system type (e.g., “habitat” or “sublight drive”) of all six hull systems (e.g. [1-6]) on the hull section facing your vessel, and whether they are functional, disabled, or destroyed. This kind of scan gives away your position.
Short Range - Cargo Scan
- Roll vs. Tech, Success reveals the type and tonnage of cargo in any and all of the six hull systems (e.g. [1-6]) on the hull section facing your vessel unless hidden in a Concealed Cargo Hold or otherwise shielded. This kind of scan gives away your position.
Close Range - Bio Scan
- Roll vs. Tech to determine number and species (if known) of life forms aboard the vessel. This will also reveal the presence of any living systems (gardens, organic hulls, etc.). This kind of scan gives away your position.
Acquire Target Lock
-
Cannot gain a target lock on someone who is Pursuing you
-
If gaining a Target Lock from Hidden/Stealth your target however will automatically detect that there is a Target Lock on them, unless away from their controls.
-
Tech vs. Chase Skill or Tech vs. Tech.
- Modifiers dependent on both vehicle systems (ECMs, Armor Platings or Coatings, etc.).
- Margin of Success of Pursuit roll gives bonus to Target Lock roll.
-
Missiles require a Target Lock to fire.
- Once a missile has been fired, the Target Lock is lost until reacquired.
Gunnery Maneuvers
Firing lasers, bullets, and missiles.
Attack
- Gunnery vs. Dodge (Chase Skill/2+Speed Bonus+Handling+Dodge Mods.)
- Apply Range Penalties from Range Band Table.
-
- Margin of Success of Pursuit roll and Target Lock roll to hit.
Wait & Attack
- This is usually a good option if waiting for an enemy to come closer so you have a higher chance of hitting them. However, keep in mind that they will be firing simultaneously (if they choose to fire), and thus also have a chance to hit you.
Point Defense
- Attempt to take out any incoming ballistics (i.e. Missiles), you can save some Rate of Fire (RoF) for later attacks as you see fit.
Chase/Vehicle Maneuvers
Flashy moves, and wild piloting; spinning is a good trick!
Chase/Vehicle Maneuver Modifiers
-
Handling modifiers are added.
-
Speed Bonus is added.
- Use the speed bonus from the Size/Range/Speed table, unless controlling something much faster(speak to your GM about genre specific rules).
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Success by 10+ allows moving up to two Range Bands instead of the default of one.
Pursuit
The act of getting on an enemy's tail, or into a more advantageous position; getting into Pursuit.
- Chase Skill vs. Chase Skill or Stealth vs. Chase Skill.
- Margin of Success gives bonus to hit or to Acquiring a Target Lock, until no longer in Pursuit.
Close In
Get closer via moving a Range Band towards your target.
-
If your Quarry is aware of you and moving away, roll Chase Skill vs. Chase Skill.
-
If you match speeds via reducing Range Bands to Close, you may board.
- Sending a smaller craft over from Short range may be easier however, if possible.
Evasive Action
This is the act of shaking a Pursuer from your tail, slipping through a hail of incoming fire unharmed, focusing on avoiding a crash due to obstacles, taking cover while fleeing, losing a missile, disengaging a Target Lock, etc.
- Chase Skill vs. Chase Skill.
- On Success: +1 to Dodge and loses any Pursuers.
- Margin of Success also adds to all Chase Skill rolls next turn to avoid gaining any Pursuers.
Reversal
Lose Pursuers, and gain more advantageous position. E.g. Looping up, or around, and behind them, or suddenly decelerating so they overshoot in front of you.
- Take Evasive Action and then use Pursuit in the same Maneuver.
- Take a penalty of the lower of -2 or the vehicle's Handling to both rolls.
- Failure means you must see Loss of Control to determine whether you Regain Control, have a Close Call, or Wreck.
Hide
Attempt to disappear out of sight in an appropriate area.
-
Must be at Medium range or greater; suitable scenery is also required.
-
Stealth roll vs. Chase Skill.
- -7 at Medium Range, -3 at Long Range, +0 at Extreme Range.
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Success allows you to either escape, ending the chase, or pull out behind your opponent at Close, Short, or Medium range, making you the pursuer next round.
Ram
-
Must be at Close Range.
-
Roll thrust damage for your vehicle’s ST, + Speed Bonus per die.
- Find the hull section hit, then roll 1d to find what system was hit, then apply injury to the enemy's vehicle and half that to your own vehicle (subtracting your own vehicle's DR).
- To find vehicle ST thrust damage, see Hull Stats.
-
Both participants in a Ram, must also see Loss of Control to determine whether you Regain Control, have a Close Call, or Wreck.
Force
Use your vehicle to force an enemy into an obstacle without damaging your own.
- Must be at Close Range
- Chase Skill vs. Dodge (Chase Skill / 2 + Handling + Speed Bonus + Dodge Modifiers)
- On a hit, your target must see Loss of Control to determine whether they Regain Control, have a Close Call, or Wreck with a -1/+1 per 5 full points by which your vehicle’s ST is higher/lower (respectively) than their vehicle’s ST.
Retreat
Attempt to move Range Bands away from Pursuers.
- Chase Skill vs. Chase Skill.
- If you succeed in moving 1 Range Band beyond Extreme, you escape and the chase ends.
Emergency Action
Must be taken if avoiding Stopping or Wrecking after a Close Call.
- You lose 1 Range Band.
- Take a penalty of -1 Dodge for this turn.
Stop
Usually only used to avoid Wrecks, or when you are giving up Pursuit or being Pursued.
Disembark/Embark
Leave or enter a vehicle. Entering lets you use Chase/Vehicle Maneuvers with the vehicle next round.
- Make a vehicle control roll to start a vehicle (or hotwire it if necessary, Lockpicking, Driving, Piloting, Mechanic, etc. with penalties.); if you fail, you can try this maneuver again next round.
Damage Control
Repairs, and duct-tape.
Emergency Repairs (Jury-Rig)
- On a success, the system is no longer disabled and will be functional at the start of the ship's next turn. Failure means it is not fixed yet, but can be attempted again on later turns.
- Repairs will hold for at least a few hours, but at the start of any future combat or stressful situation in which the jury-rigged system is used (when it is used), roll against the ship's HT: failure means the system is disabled. Assume it is fully fixed only after all lost dHP suffered by the vessel are repaired.
Halt Catastrophe
- Attempt to shut down a disabled or destroyed volatile system (such as an antimatter reactor) before it explodes. Roll vs. Mech or Tech.
Post-Combat Repairs
- Perform lasting repairs to fix general dHP loss. This is usually only attempted after combat is over. Destroyed systems can’t be repaired via this method. A system that is burned-out generally needs 50% of its total cost in spare parts to repair.
- This represents generalized repair to the vessel’s structural integrity, and is normally performed by teams working throughout the vessel.
- Roll vs. Mech
- -2 penalty if the spacecraft is at 0 dHP or less.
- Success restores dHP x margin of success.
Shipyard Repairs
- A destroyed system must be replaced at full cost (usually at a shipyard with sufficient hangar space for the vessel) plus a 10% fee.
- It will normally require one day per spaceship dHP for a full dockyard to replace a destroyed system.
- Multiply this time by 10 if the space yard doesn’t have sufficient hangar space to put the spacecraft in an internal dock.
Chase Round
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Skip any characters that are not active per round.
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Describe Environment
-
Fastest goes first, then the rest follow in order of speed.
- Command
- Engineering
- Sensor
- Chase/Vehicle Maneuvers
- Gunnery
- Damage Control
- Any other Crew Activities
Ignore the following if not using vehicles.
General Modifiers
- Environment can give bonuses or penalties depending on circumstances.
- A Character Point can be used to provide an environmental situation as long as the player and the GM agrees.
- -2 penalty to attempt two different maneuvers in one turn; -1 on a single cockpit vehicle.
Positioning Terms
Pursuit: When you are in Pursuit, you are in an advantageous position on your Quarry.
Quarry: A target you are in Pursuit of.
Pursuer(s): When an enemy (or multiple) is in Pursuit of you. You would be their Quarry.
Chase Skill
The term 'Chase Skill' stands for the vehicle control skill, or other mobility skill depending on the type of chase.
- This could be Piloting, Riding, Swimming, Driving, Boating, Bicycling, (the higher of Running, or DX) etc.
Complimentary Optional Add-Ons:
- Area Knowledge or Urban Survival: Roll against either to exploit short-cuts, scenery, etc.).Use the best skill of those aboard the vehicle (you are spending your round collaborating and using information to come up with helpful tips/ideas). Success grants a +1, while failure gives a -1.
- Extra Effort - Running: -4 per point of extra Basic Speed, and -1 per point of Fatigue you are missing.
- Extra Effort - Climbing [parkour]: -4 per +1 bonus, and -1 per point of Fatigue you are missing.
- Extra Effort - Jumping: -4 per +1 foot of distance, and -1 per point of Fatigue you are missing.
Passenger Actions:
If you are a passenger on a vehicle, or a second rider on a mount.
- Attack: This represents your best attack during the round. Use the range penalties from the Range Band Table.
- Board: Quick Contest of Acrobatics or Jumping vs. opposing driver's vehicle skill. Each side adds their vehicle's speed bonus. If a tie, or loss by 1-4 the boarder stays on their own vehicle.
- Seize Control: Take over the controls of a vehicle, if the operator is hostile this is a Quick Contest of DX, Judo, or Wrestling each round. The winner controls the vehicle, but at a -5 due to the ongoing struggle.
- Other Tasks: disarm a bomb, treat an injured ally, etc. -2 if the vehicle delivers a Ram or Force.
Occurs when two groups meet and one side wants to leave.
Piloting Maneuvers
Additional Maneuvers for appropriate vehicles.
Stealth
Attempt to disappear out of sight in an appropriate area.
- Must be at Medium range or greater; suitable scenery is also required.
- Stealth roll + TL-SM + Stealth Modifiers vs. Tech roll + Sensor Level (See ship's Control Room, or Comm/Sensor Array)
- Leaving a powered system, a Sublight Drive, or a Reactor on gives a cumulative penalty of -2 per system.
- Success allows you to either escape, ending the chase, or pull out behind your opponent at Close, Short, or Medium range, making you the pursuer next round.
Emergency Stardrive Usage
For vehicles with a Stardrive. This is necessary if you cannot or will not be able to Retreat.
A risky attempt to use your Stardrive to leave the current situation, with risk of burning-out the Stardrive, and/or damage to the ship. A system that is damaged generally needs 50% of its total cost in spare parts to repair.
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Note: this is a random jump unless someone also succeeds on the Calculate Emergency Stardrive Destination sensor maneuver.
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Make a Control Roll via higher of Piloting or Navigation (Space) with environmental penalties and a penalty depending on your Range Band proximity to enemies or large objects (Extreme: -1, Close: -5).
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On Failure by FTL Rating or less, the Stardrive fails to activate.
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On Failure by more, the Stardrive is now burned-out and will not activate until it has been repaired.
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On Success, roll another Control Roll once the Stardrive voyage is complete
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On Failure by FTL Rating or less, the Stardrive is now burned-out and will not activate until it has been repaired.
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On Failure by more, Shields are all disabled, the Stardrive is now burned-out and will not activate until it has been repaired, and you must take the Margin of Failure x 10 as damage to the ship.
- Roll 1d3 to find the hull section that takes the damage, and then roll 1d to find the system hit.
- Destroyed locations can be hit - the damage passes through and affects the next system without any dDR!
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On Success the Emergency Stardrive Maneuver succeeded flawlessly.
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-
Genre Specific/Multiple People on one Vehicle
The options below are usually Genre Specific, used for sci-fi dogfights, airship chases, etc.
Teamwork/Covering for Other Party Members
In a situation where everyone must look out for himself but some heroes lack a vital skill, skilled PCs can sometimes cover for unskilled ones.
When making a single roll for the entire team, start with the group’s best skill level, add a bonus equal to the number of people who know the skill (no defaults!), and subtract a penalty equal to group size.
- GM Note: if this does not play well, consider running a Skill Challenge (Source: Matt Colville) instead for On-Foot chase scenes.