CHASES
Role-playing games regularly involve action and chases are a
common occurrence. The following rules provide a dynamic mechanic for
handling chases in a Anime d20 game.
During a chase, one mecha (or sometimes one character) — the
“predator” — is assumed to be trying to catch the other — the “prey.”
The predator and prey may be flying, running, driving, swimming,
or engaging in almost any other conceivable method of movement. For
conciseness, the wording of these rules assumes that both predator and
prey are in mecha, though it can apply equally to characters on foot or
riding mounts of some kind. These rules work just as well for chases on
horseback as they do for vehicle chases.
TERRAIN
The GM and players should have an idea of the terrain in which a
chase is taking place before getting started. Terrain establishes the
general conditions of a chase, as well as obstacles to be avoided.
OPEN TERRAIN
Open terrain is easy to traverse, with only slight changes in
elevation and few imposing obstacles. Examples are: wide, flat plains;
large, open areas with few obstructions; clear skies at high altitude; open
seas; racetracks; highways.
In open terrain, the speed of the chase begins at three-quarters of
the maximum speed of the fastest mecha involved (rounded down). Open
terrain chases in which one mecha’s maximum speed is less than threequarters
that of its opponent are usually over before they start.
A mecha’s maximum speed is critical in open terrain, and the
mecha with the highest speed receives a +2 speed bonus to all Drive
checks. If only one mecha in the chase is considered to be in open terrain
(either due to two or more types of terrain, Feats, or mixed movement
types) then that mecha automatically receives the +2 speed bonus.
By its very nature, open terrain contains few large, hard obstacles.
The GM should roll 1d10 each chase round which occurs in open terrain
— a result of 1 indicates an obstacle of DC 12 (see Obstacles, page 144).
Even if a collision occurs in open terrain, mecha usually carry on
with little or no damage. Critical failures in open terrain are particularly
bad, however, as the mecha involved are typically moving as fast as
possible.
CLOSE TERRAIN
Close terrain is generally narrow and filled with plenty of stuff to
run into, clip, and burst through. Typical examples include narrow alleys,
open areas with many obstructions, or air combat at low altitudes.Due to the difficult conditions, the speed of a chase in close terrain
begins at one-half of the fastest mecha’s maximum speed (rounded
down). The GM should roll 1d10 each chase round which occurs in close
terrain — a result of 2 or below indicates an obstacle of DC 18 (see Obstacles,
page 144).
TIGHT TERRAIN
This is the most dangerous of all terrain, filled with sharp drops and
large, dense obstacles. Typical examples include stairways, corridors, busy
highways, boulder-strewn areas, whitewater rapids, and aerial battles at
treetop levels.
In tight terrain, the speed of a chase begins at one-quarter of the
fastest mecha’s maximum speed (rounded down). Such close quarters
favour highly responsive mecha, and so if both predator and prey are in
tight terrain, the mecha with the highest Manoeuvre value (or the mecha
suit whose pilot has the highest Dexterity) gains an additional +1 speed
modifier to all Drive checks.
Tight terrain is unstable, and mecha in these areas should be
prepared for anything. The GM should roll 2d10 each chase round that
occurs in tight terrain — a resultn 5 or below indicates an obstacle of DC 24 (see
Obstacles, page 144).
INITIAL LEAD
| Speed to Speed |
| Base Speed |
Actual |
Move Action |
|
| 30ft |
3 mph |
3 |
|
| 40ft |
5 mph |
4 |
|
| 50ft |
6 mph |
5 |
|
| 60ft |
7 mph |
6 |
|
| 100ft |
11 mph |
10 |
|
| 150ft |
17 mph |
15 |
|
| 1: In space all values are doubled |
|
The distance between mecha during a chase is called the “lead,” and
is measured in lengths. In most cases, one length equals 10 feet. The GM
should adjust the size of the length depending on the conditions of the
chase. For example, a chase between two aircraft might use lengths of
100 feet while a fight between two starfighters might be measured in
1,000-foot lengths.
At no time can the lead be less than zero or greater than 30. If any
effect reduces the lead to less than zero, the lead becomes zero. Similarly,
if any result increases the lead above 30, the lead becomes 30.
Each round depending on how much of your movement you invest in speed you may add your speed to your current speed in order to increase the total.
Chases can start in a number of ways, but most boil down to one of
two categories: predator-initiated and prey-initiated. This determines
how much of a lead the prey has at the start of the chase. When the
predator begins a chase, the initial lead is equal to 2d6+3 lengths
(usually 50 to 150 feet). When a chase begins with the prey fleeing, the
initial lead is 2d6+8 lengths (usually 100 to 200 feet). If there is no clear
initiator in a chase, both sides roll Initiative and the highest result is
considered to have started the chase.
CHASE SPEED
Chase speed is measured in miles per hour and is determined by
terrain at the start of the chase. Chase speed changes throughout the
pursuit according to the manoeuvres chosen by the mecha each round.
Whenever the chase speed exceeds the maximum speed of one of
the mecha at the end of a chase round, the mecha is dealt +2 damage.
This damage is not reduced by Armour or other effects, and is in addition
to all damage caused by manoeuvres, crash checks, and other effects.
CHASES: STEP BY STEP
There are six steps to chases, which are explained in broad strokes
here and then in detail in the following sections. These six steps continue in
cycles until the chase ends — either with the capture or escape of the prey.
STEP 1: CHOOSE MANOEUVRES
Each mecha (or group of mecha) secretly chooses a manoeuvre from
the list offered. Each manoeuvre has strengths and weaknesses, and is
usually geared towards a specific goal.
STEP 2: DRIVE CHECKS
The mecha operators make opposed Drive checks (or other
appropriate checks for non-mecha; Ride, Tumble, Swim, or Climb, for
example). The winner’s manoeuvre succeeds.
STEP 3: RESOLVE MANOEUVRES AND ADJUST LEAD
The effects of the manoeuvre that succeeded are applied, and the
number of lengths between the mecha is adjusted.
STEP 4: OBSTACLES
The GM rolls for obstacles.
STEP 5: OTHER ACTIONS
Assuming the chase continues, each passenger of each mecha may
perform a full action or a move and a standard action. An operator may
perform either a move action or a standard action in addition to operating
the mecha, but receives a -4 penalty to the next mecha operation-related
check or roll (such as a Drive check or attack roll) if he or she does so.
STEP 6: DAMAGE AND COLLISIONS (IF ANY)
If warranted, mecha operators make Drive checks to see if their
mecha have collided with anything.
STEP 1: CHOOSE MANOEUVRES
The first step during each chase round is choosing manoeuvres.
There are two types of manoeuvre: predator and prey.
Due to the abstract nature of chases, the distance covered and the
specific locations of each mecha are left up to the imaginations of the GM
and players. 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 manoeuvres may only be
chosen by mecha with a certain minimum or maximum lead.
Ultimately, the goal of the predator is to decrease the lead enough
that it can perform one of the finishing manoeuvres (see below) and catch
the prey, while the prey is trying to do a finishing manoeuvre that allows
it to escape. Chases continue until either the predator or prey successfully
performs a finishing manoeuvre, someone crashes, or one of the mecha is
disabled (see Step 6).
MANOEUVRE DESCRIPTIONS
The following elements go into the description of each manoeuvre.
The GM may modify or disallow certain manoeuvres depending on the
specific circumstances of the chase.
Lead: Minimum or maximum distance between predator and prey
required to perform the manoeuvre.
Speed: Succeed or fail, both the predator’s and prey’s manoeuvres may
modify the current chase speed. If both predator and prey
choose manoeuvres that alter the chase’s speed, only the
highest modifier (positive or negative) applies.
Success: The effects of the manoeuvre, when the mecha that chose it
wins that round’s opposed Drive check.
Special: Any additional information or conditions.
PREDATOR MANOEUVRES
Each round the predator should write its manoeuvre down on a
piece of paper and keep it secret. Predator manoeuvres are geared toward
slowing down or catching the prey.
BOX IN (FINISHING)
It takes skill to trap an opponent with minimal damage.
Lead: 5 lengths or less.
Success: The predator wins the chase, forcing the prey into a corner
from which there is nowhere to run.
CROWD (FINISHING)
Crowding is getting right up into the prey’s backside and forcing it
into a collision with the environment.
Lead: 2 lengths or less.
Success: The predator wins the chase by forcing the prey into an
obstacle. If the predator’s Drive check exceeds the prey’s by at
least five, the prey collides with an obstacle of the GM’s choice.
The prey is treated as though it failed a crash check (see Step
6). If the predator’s Drive check exceeded the prey’s by less
than five, then the prey may still make a crash check to avoid
a damaging collision, though the chase is still over as the
vehicle is forced to stop to avoid the collision. The predator,
regardless, stops safely.
CUT OFF (FINISHING)
Without warning, the predator speeds up and pulls out in front of
the prey, cutting him or her off. The predator’s mecha becomes a barrier
to stop the prey from escaping.
Lead: 0 lengths.
Speed: Chase speed is reduced by 25 mph this round.
Success: The predator wins the chase. If the prey fails its Drive check, it
collides with the predator; no crash check is required. Damage
is applied to both mecha, as per the Step 6 directions.
GUN IT
Gun It is the basic predator manoeuvre, in which the predator
attempts to catch up with the prey in a straightforward manner.
Lead: Any distance.
Speed: Increase the chase speed by 10 mph this round.
Success: The lead is reduced by a number of lengths equal to the
difference between Drive checks.
HERD
Forcing the prey to make bad choices can be as effective as chasing
him down. By keeping the pressure on and cutting off the prey’s options,
the predator uses strategy and brute force to drive the prey into
dangerous situations.
Lead: 10 lengths or less.
Success: The lead is reduced by one length and the prey is required to
make a crash check, with a DC determined by the chase setting
and increased by the difference between the Drive checks. The
predator must also make a crash check this round (with no
additional penalty).
Special: By beating the prey’s Drive check by five or more, the predator
may choose to reduce both the predator and prey’s crash check
DCs by five to shift the terrain by one step at the end of the
round (open or tight becomes close and vice versa).
Alternatively, the predator may ignore the crash check.
JOCKEY (VEHICLE ONLY)
By carefully matching the prey’s movements, the predator can force
the relative speeds of the two mecha down to almost zero, stabilising the
chase so that others in the vehicle can attack.
Lead: 10 lengths or less.
Success: The lead is reduced by one length and the driver and all
passengers in the predator vehicle gain half the difference
between the manoeuvre checks (rounded down) as a bonus to
their attack rolls targeting the prey.
RAM (FINISHING)
Ram is straightforward: the predator speeds up and slams into the
prey, forcing it off the road. It’s dirty, but often gets the job done a lot
faster than Crowd.
Lead: 5 lengths or less.
Success: The predator wins the chase, colliding with the prey. Both
mecha are treated as though they failed crash checks (see Step
6). They then come to a halt.
REDLINE
Redline is an advanced version of Gun It, during which the
predator suddenly accelerates to and remains at its top speed. This causes
incredible wear and tear on the mecha as its power plant literally burns
up (or an animal strains itself, etc.).
Lead: Any distance.
Speed: Increase the chase speed by 20 mph.
Success: The lead is reduced by a number of lengths equal to twice the
difference between the Drive checks. The predator is dealt +2
damage (a vehicle can ignore this damage if it currently has a
Booster activated; see page 167).
SHORTCUT
Shortcuts can be helpful in catching up with prey, especially in close
quarters, where the prey cannot see what the predator is doing.
Unfortunately, this generally means that the predator has reduced its line
of sight as well, which can result in a nasty spill.
Lead: Any distance.
Speed: The chase speed is reduced by 15 mph.
Success: The lead is reduced by a number of lengths equal to twice the
difference between Drive checks. The predator must make a
crash check during Step 6.
PREY MANOEUVRES
Each round the prey should write his or her manoeuvre down on a
piece of paper and keep it secret. All prey manoeuvres are geared towards
escaping the predator.
BARNSTORM (FINISHING)
“Barnstorming” is usually associated with planes, but any vehicle
may attempt it. A car can storm a shopping mall, or a boat can storm the
wreckage of an oil tanker.
Lead: 25 lengths or more.
Success: The prey wins the chase, barrelling through a cluttered area,
throwing the predator if its trail in the chaos. The prey’s vehicle
is dealt 3d6 damage. Both predator and prey must make crash
checks during Step 6.
BOOTLEGGER STUNT
The prey brakes and turns hard to one side, suddenly changing
direction. This can suddenly increase the prey’s lead.
Lead: 10 lengths or less.
Speed: The chase speed is reduced by 15 mph.
Success: The lead is increased by twice the difference between Drive
checks, in lengths. The prey must make a crash check.
HAIRPIN TURN (FINISHING)
Hairpin Turn forces the predator down an erratic path as both
mecha speed around tight bends and whip around blind curves until one
falls out of the race. Hairpin turns tend to be longer and far sharper than
those taken with Zig-Zag, resulting in a much greater chance of crashing.
Lead: 20 lengths or more.
Speed: The chase speed is reduced by 25 mph.
Success: The prey wins the chase, taking a turn the predator cannot
manage. Both the predator and prey must make crash checks
during Step 6
.LURE
In many ways, the prey controls the direction of the chase, and can
lead the predator into all kinds of foolish situations.
Lead: Any distance.
Success: The lead is increased by one and the predator is required to
make a crash check with a DC determined by the chase setting
and increased by the difference between the Drive checks. The
prey is also required to make a crash check this round (base DC
of the chase setting).
Special: By beating the predator’s Drive check by five or more, the prey
may choose to reduce both the predator and prey’s crash check
DCs by five to shift the terrain by one step at the end of the
round (open or tight becomes close and vice versa).
Furthermore, if the prey beats the predator’s Drive check by 10
or more using this manoeuvre, he or she may reverse the
vehicles’ positions, becoming the predator until the end of the
current round. The prey may attack the predator with forwardfiring
weapons during Step 5.
PULL AHEAD
This is the basic prey manoeuvre, attempting to get as far ahead of
the pursuit as possible.
Lead: Any distance.
Speed: Increase the chase speed by 10 mph.
Success: The prey’s lead is increased by a number of lengths equal to the
difference between the Drive checks.
SET UP (MECHA ONLY)
Instead of running, the prey leads the predator on a merry chase,
usually while exchanging fire.
Lead: 10 lengths or less.
Success: The lead is increased by one and the driver and all passengers
in the prey mecha gain half the difference between the Drive
checks (round down) as a bonus to all their attack rolls
targeting the predator.
STUNT (FINISHING)
Stunts are incredible feats of skill, such as leaping a car across a
rising toll bridge or ducking a giant robot between the blades of a huge
turbine. This sort of manoeuvre is usually just short of suicidal, and only
the most talented, foolhardy, or desperate try such a “perfect” escape.
Lead: 20 lengths or more.
Success: The prey wins the chase, performing a stunt the predator just
can’t manage. If the prey’s Drive check exceeds the predators by
at least five, the predator must make a crash check in Step 6.
VANISH (FINISHING)
In a display of driving virtuosity and pure velocity, the prey leaves
all pursuit behind, choking on dust.
Lead: 30 lengths.
Speed: Increase the chase speed by 20 mph.
Success: The prey wins the chase.
ZIG-ZAG
Zig-Zag involves purposefully clipping neighbouring obstacles,
terrain and even other mecha in an attempt to direct them into the
predator’s path, slowing him or her down. Unfortunately, this increases
the chance that one of the prey’s “clips” may become a collision.
Lead: Any distance.
Success: The lead is increased by a number of lengths equal to twice the
difference between the Drive checks. The prey must make a
crash check during Step 6.
STEP 2: DRIVE CHECKS
The mecha operators reveal their manoeuvres. Determine any
changes to the chase speed this round as a result of manoeuvres. Each
mecha operator makes an opposed Drive check (or other appropriate Skill
check such as Ride or Swim; an opposed Dexterity check can be made if
on foot), applying the following additional modifiers:
• The mecha’s Manoeuvre rating.
• Any speed bonuses gained from the terrain.
• Modifiers from Table A-1: Chase Manoeuvres.
• Modifiers from appropriate Feats.
• Modifiers due to one or other mecha being in a damaged Condition
(see Step 6).
If one mecha operator succeeds, the effects of his or her
manoeuvre are applied during Step 3. If neither mecha succeeds or the
opposed roll results in a tie, the effects of neither manoeuvre are applied,
and the chase continues without any effect from the manoeuvre other
than speed changes. If both mecha operators succeed, the effects of the
manoeuvre taken by the operator with the highest check result are
applied during
Step 3.
CHASE MANOEUVRE MODIFIERS
Find the predator manoeuvre across the top of Table A-1 and the
prey manoeuvre along the side. Cross reference to find the modifier for
each mecha this round. The number before the slash is applied to the
predator’s Drive check, while the number after the slash is applied to the
prey’s Drive check.
Manoeuvre
This adds to checks made to manoeuvre the mecha. It is based on how
agile and quick to accelerate or turn the mecha is.
The Manoeuvre statistic starts at +8 if fine, +4 if diminutive, +2 if tiny,
+1 if small, 0 if medium, -1 if large, -2 if huge, -4 if gargantuan, or -8 if
colossal. For every every step in manueverability beyond Poor add +2.
| TABLE A-1: CHASE MANOEUVRE MODIFIERS |
| |
Box In |
Crowd |
Cut Off |
Gunt It |
Herd |
Jockey |
Ram |
Redline |
Shortcut |
| Haripin Turn |
- |
- |
- |
+0/-4 |
- |
- |
- |
-2/+0 |
+0/-4 |
| Lure |
+0/-4 |
-4/+0 |
+0/-4 |
-2/+0 |
-2/+0 |
- |
+0/-2 |
+0/-2 |
+0/-6 |
| Pull Ahead |
-6/+0 |
+0/-4 |
-2/+0 |
- |
-6/+0 |
-2/+0 |
-2/+0 |
+0/-4 |
+0/-4 |
| Set Up |
-2/+0 |
-4/+0 |
+0/-4 |
+0/-4 |
+0/-2 |
-2/+0 |
+0/-4 |
- |
-4/+0 |
| Stunt |
- |
- |
- |
-2/+0 |
- |
- |
- |
-4/+0 |
+0/-2 |
| Vanish |
- |
- |
- |
+0/-4 |
- |
- |
- |
+0/-6 |
-4/+0 |
| Zig-Zag |
-2/+0 |
+0/-6 |
-2/+0 |
-6/+0 |
+0/-6 |
+0/-2 |
-4/+0 |
-2/+0 |
- |
STEP THREE: RESOLUTION
The effects of the winner’s manoeuvre are applied to the chase.
Remember that the lead cannot, at any time, be less than zero or over 30
lengths. If the winner chose a finishing manoeuvre, 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 6, unless the chase ends
because of obstacles, crash checks, or combat.
STEP FOUR: OBSTACLES
The GM may wish to throw in some obstacles to add to the action.
These can range from an overturned petrol tanker and sections of heavy
road construction (ground chases) to overhead power cables or a firework
display (air chases) to a low bridge or coral reef (water chases) to a locked
door or concealed rabbit-hole (foot chases). An obstacle typically requires
either a Reflex save or Drive check against the obstacle’s DC. If the check
fails, the mecha operator must make a crash check during Step 6.
The prey makes his or her save or Drive check before the predator
does. The base DC for avoiding an obstacle is determined by the terrain,
but the GM may alter the DC by up to +/-2, depending on the size and
complexity of the challenge.
Obstacles are intended as spice, not the focus of chases, and can be
ignored completely by the GM. If the predator and prey get stuck in a rut,
the GM should use obstacles to shake things up. If the mecha are keeping
things dynamic, the GM should reserve obstacles for a more effective time.
The frequency that obstacles crop up is based on the local terrain.
STEP FIVE: OTHER ACTIONS
Whether the chase has ended due to a finishing manoeuvre or not,
all passengers are allowed one full action or a standard action and a move
action. Any mecha operator may take one standard action or move action
at the cost of a -4 penalty to his or her next Drive check. In most ways,
combat during a chase follows the basic combat rules, with a few significant differences.
ACTIONS DURING CHASES
During chases, creatures act in Initiative order as usual, but many
actions are restricted or illogical.
Initiative: Initiative works normally during chases.
Attack: A passenger in a moving mecha has a -4 penalty to his or
her attack rolls. The operator of a mecha has a -8 penalty to his or her
attack rolls. Furthermore, the operator and all passengers take an
additional -2 penalty for every full 50 mph their mecha is travelling.
Melee attacks can only be made if the prey’s lead is 0 and/or or the
attacker is in or on the same vehicle as his or her target.
Movement: Movement actions may be taken, but a Balance check
is needed in most cases. A Jump check is required to leap between two
moving mecha. Finally, if a character falls from a moving vehicle, he or
she suffers +2 damage per 10 mph of the vehicle’s movement, but may
make a Jump or Tumble check (DC 20, +2 for every full 25 mph the
vehicle was travelling when the crash occurred) to halve the damage and
convert it to stun damage.
Other: Other actions may or may not be possible, at the GM’s
discretion. In general, only Skills and Feats that don’t require movement
remain unaffected.
STEP SIX: DAMAGE AND CRASHES
The last step in every chase round is to apply damage (if any) to
each mecha, and see if they have collided with the environment (or each
other).
CONDITION SUMMARIES
There are four possible conditions that participants in a chase can
be in.
Mecha Okay: The mecha is only lightly damaged. There are no modifiers to the Drive check
(or other appropriate Skill check such as Ride or Swim; a Dexterity check
can be made if on foot).
Mecha Disabled: A mecha which has been reduced to disabled. Its Manoeuverability is reduced one step. The character must make an immediate crash
check, with the DC increased by +5.
Mecha Destroyed : A mecha or creature that has been reduced to
destroyed either stalls and comes to a halt, or topples over (if a
walking rather than wheeled mecha). The driver must make an
immediate crash check, with the DC increased by +10. As well as a pilot or drive check against 10 + the number of hits the vehichle has taken.
Mecha Destroyed Permanent : A mecha pilot has failed his pilot check to stablize the mechs reactor.
It rolls, skids, plummets, or stumbles to a halt, then explodes,
completely useless for any purpose (although it may now count as one or
more Obstacles at the GM’s discretion). Occupants of the mecha when it
is destroyed are damaged as though they had jumped out of the vehicle at the speed it was moving before it crashed; a successful Jump
or Tumble check in this case means they jump free.
CRASH CHECKS
Crash checks should be made in three instances:
| Table A-2:Crash Checks |
|
| Circumstance |
DC |
| Open Terrain |
15 |
| Close Terrain |
20 |
| Tight Terrain |
25 |
| Every full 25 mph of speed |
+2 |
| Each check required in a round beyond the first |
+5 |
• when the mecha operator fails a Drive check to avoid an obstacle.
• when a successful manoeuvre calls for one.
• when the mecha takes a hit.
A crash check is a Drive check (or other appropriate Skill check
such as Ride or Swim), but a mecha operator makes only one such check
each round. The base DC for a crash check is based on the terrain for the
chase. If a mecha operator is required to make multiple crash checks in a
round, he or she instead makes a single check, adding 5 to the DC for
each additional crash check called for during the round.Whenever a mecha operator fails a crash check, his or her mecha
collides with the environment (or the other mecha, if the successful
manoeuvre calls for it). Damage to each vehicle (and occupant) equals
+2 for every 10 mph of vehicle speed, +1 point for every point by which
the mecha operator failed his or her crash check (crashes at high speeds
are often instantly fatal).
Each occupant of the mecha can make a Jump or Tumble check
(DC equal to the DC of the failed crash check) to jump free of the mecha,
reducing the damage by half and converting it to stun damage.
CONVERSIONS FOR HIGHER OR LOWER SPEEDS
The chase rules reflect a typical mecha or modern vehicle game,
where chases typically occur at around 80 to 120 mph. For a chase
involving solely characters on foot, who do not have the Speed Attribute,
when a manoeuvre calls for speed to change, divide all mile-per-hourfigures by 5. For faster-moving mecha chases, up to and including
spacecraft, increase all mph figures by a factor of 2 or more. The
suggested amounts are x2 for chases taking place at around 200-400
mph, x5 for chases taking place at between 400 and 1,000 mph, and x10
for chases taking place at over 1,000 mph.
Dramatic space flight should convert mph figures to percentage of
light speed for chases, so a manoeuvre that would usually increase speed
by 10 mph increases it by 10% of the speed of light (or 0.1 C) instead.
Realistic or solar sail space flight games rarely use the chase rules, since the
acceleration of the vehicles will likely be far too low in comparison to the
distances between predator and prey — whichever vehicle starts to
accelerate before the other will almost always win any “chase.” FTL games
may convert the chase rules as appropriate to the typical speeds available.
