Rural Chase
Rules (Land Vehicles)
If you are like me when you
GM, there is always a situation when a land vehicle chase occurs and you
don't have a specific map where the chase is occurring. This is definitely
true when the chase occurs in some remote or rural area.
I know the rule book states
that the GM will "provide the color, detail, and modifiers," but sometimes
this is hard to do and it's nice to have a random factor involved. So,
this is why I created the following rules. I hope to add rules for the
city/urban areas in the future.
Rural Chase
Situation Table
Before each round (or every
two rounds), roll percentiles and consult the following table to see what
the lead character in the chase is going to encounter. Before the
declarations, you tell the characters what's ahead so they can make their
decision about what they want to do. The pursuer encounters the same
situation in the same round (only later), unless the situation has been
eliminated (GM's discretion).
Chance
(D100) |
Road Situation
Ahead |
EF
Modifier |
Trick
Maneuver? |
01 - 09 |
Tight curve |
-2 |
N |
10 - 29 |
Curve |
-1 |
N |
30 - 64 |
Straight |
0 |
N |
65 - 69 * |
Left/Right T or T
end (Must turn or Double-Back on T end) |
-1 |
N |
70 - 74 * |
Four corners (4-way
stop) (15% crossing or stopped car) |
-1 (turn); -2
(car) |
Y (car) |
75 - 79 * |
Four corners (no
stop) (30% crossing or turning car) |
-1 (turn) ; -2
(car) |
Y (car) |
80 - 84 |
Tunnel (2
rounds) |
-1 |
N |
85 - 100 |
See Rural Obstacles
Table |
See table |
See
table | * May perform a Quick Turn if
being chased and if range is Long or Extreme
Rural Obstacles
Table
The pursuer encounters the
same obstacle in the same round (only later), unless the obstacle has been
eliminated (GM's discretion). For example, if the character being chased
encounters a deer and misses hitting it, the deer may be gone by the time
the pursuer reaches the same location. However, a washed-out bridge will
always remain an obstacle. All obstacles require a Trick
Maneuver.
Chance
(D100) |
Obstacle |
EF
Modifier |
01 - 09 |
Slow moving vehicle in
lane (i.e., tractor, old guy in old truck) |
-2 |
10 - 39 |
Car in lane |
-1 |
40 - 69 |
Car in oncoming
lane |
(-2 if in oncoming
lane) |
70 - 74 |
Dead end (i.e.,
cliff) (Requires Double-Back maneuver) |
n/a |
75 - 79 |
Sheriff (Police
roadblock in D10 rounds) |
n/a |
80 - 84 |
Washed-out
bridge (Hero Point required to find jump point) |
-3 (to jump to other
side) |
85 - 89 |
Large animal blocking
road (i.e. cow, deer) |
-2 |
90 - 94 |
Small animal (i.e.
squirrel, possum) |
-1 |
95 - 100 |
Small town (D10
rounds) See Small Town Chase Situations Table |
See
table |
Small Town
Chase Situations Table
The pursuer encounters the
same situation in the same round (only later), unless the situation has
been eliminated (GM's discretion).
Chance
(D100) |
Road
Situation Ahead |
EF
Modifier |
Trick
Maneuver? |
01 -
09 |
Car in
lane |
-1 |
Y |
10 -
29 |
Stopped car in
lane |
-2 |
Y |
30 -
39 |
Car in oncoming
lane |
(-2 if in
oncoming lane) |
Y |
40 -
64 |
Straight |
0 |
N |
65 - 69 |
Dead End
(Alley) (Requires previous turn at four corners; requires
Double-Back maneuver) |
-1 |
N |
70 - 74
* |
Four corners
(4-way stop) (15% crossing or stopped car) |
-1 (turn); -2
(car) |
Y
(car) |
75 - 79
* |
Four corners
(no stop) (30% crossing or turning car) |
-1 (turn); -2
(car) |
Y
(car) |
80 -
100 |
Pedestrian |
-2 |
Y | * May perform a Quick Turn if
being chased and if range is Long or Extreme
|