Chases and Vehicle Maneuvers

Homebrew

This content is based on GURPS, but is not strictly GURPS rules.

Work In Progress #WIP

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

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).

Stunt
Do something risky to outmaneuver your rival (often using skill, and/or the environment).

Mobility
Go somewhere/take a route/potential shortcut your Pursuer or Quarry cannot or did not (must use the environment).
Applies to:

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.

Collateral Damage
What would a cinematic car chase be without parked vehicles, property, and citizens getting splashed everywhere?

Command Maneuvers
Giving orders and guiding the situation.
Leadership

Motivate

General Shiphandling

Tactics

Engineering Maneuvers
Boosting and tuning on the fly.
Allocate Power

Angle Shields

Release Chaff

Boost Reactor

Boost Sublight Drive

Emergency Power

Emergency Thrust

Sensor Maneuvers
Co-Piloting, Comm Signals, and all manner of Scanning.
Tactical Navigation

Calculate Emergency Stardrive Usage

Calculate Emergency Stardrive Destination

Signal Jamming

Signal Boosting

Flare Systems

Damage Control Coordination

Transponder Reprogramming

Long Range - Non-Emissive/General Scan

This kind of scan does not give away your position.

Medium Range - Systems Scan

Short Range - Cargo Scan

Close Range - Bio Scan

Acquire Target Lock

Gunnery Maneuvers
Firing lasers, bullets, and missiles.
Attack

Wait & Attack

Point Defense

Chase/Vehicle Maneuvers
Flashy moves, and wild piloting; spinning is a good trick!
Chase/Vehicle Maneuver Modifiers

Pursuit
The act of getting on an enemy's tail, or into a more advantageous position; getting into Pursuit.

Close In
Get closer via moving a Range Band towards your target.

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.

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.

Hide
Attempt to disappear out of sight in an appropriate area.

Ram

Force
Use your vehicle to force an enemy into an obstacle without damaging your own.

Retreat
Attempt to move Range Bands away from Pursuers.

Emergency Action
Must be taken if avoiding Stopping or Wrecking after a Close Call.

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.

Damage Control
Repairs, and duct-tape.
Emergency Repairs (Jury-Rig)

Halt Catastrophe

Post-Combat Repairs

Shipyard Repairs

Chase Round

Ignore the following if not using vehicles.

General Modifiers

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.

Complimentary Optional Add-Ons:

Passenger Actions:
If you are a passenger on a vehicle, or a second rider on a mount.

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.

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.

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.