Pursuit


Sometimes characters will either desire to catch up to, overtake, or escape from, someone in a vehicle; in such a case, Pursuit occurs. Long distance pursuit can be handled in an obvious way by the long-distance travel system above, detailed pursuits are a different matter.

Detailed pursuits are really only of interest when comparable vehicles are involved: obviously a jet-helicopter will rapidly outrun or overtake an automobile, while a submarine would probably escape an SR-71 (high speed reconnaisance plane). Furthermore the ratings given for various vehicles are only designed for comparison within a certain range: land, water, or air. In some cases comparisons may be required: for ground vehicles chasing water vehicles, or vice-versa, subtract one from the water vehicles' Pur, Man, and add one to Safe (water vehicles are slower and less maneuverable than ground vehicles). Aircraft chasing ground vehicles (and not vice-versa) have their Safe and Man ratings reduced by three, and their Pur ratings increased by three. Comparison between water and air craft follows from this.

Note: Pur, Man, and Safe ratings of air and water craft are altered by terrain values.

A Detailed Pursuit begins when a situation warrants it, and the GM has decided [a] who is in front, and who is behind, [b] what range the pursuit begins at (5, within sight, to 0, tailgating).

Detailed Pursuits are conducted in turns, each (very approximately) representing fifteen seconds (for ground, or mixed pursuits), one minute (for water), or three seconds (for aerial) in the Game-World, and each is divided into segments.

Designer's Note: Taking these estimates as even vaguely accurate can lead to strange conclusions. Pursuits should be thought of as being dramatic rather than accurate.

[i] Each side, beginning with the fleeing party, bids an EF, at most 2, and decreasing with each bid (to a negative number, if desired). The last side to bid is said to have the initiative.

[ii] The side with the initiative decides whether it or the others will move first.

[iii] Each side, in the order determined by the side with initiative, chooses a maneuver, and makes a driving roll using the modifiers stipulated in the maneuver description. The QR yields a result indicated in the maneuver description.

[iv] Both sides may fire any weapons if within range: pursuers fire before their quarries.

[v] Unless the pursuers wish to cease their pursuit, or their quarry has escaped (ie. is at range 7), start a new turn. Characters who are running, swimming, or otherwise using muscle power, lose one point of fatigue (two if laden, four if burdened) at the end of each turn.

Range
Number

Ground

Water

Air

0

5m

10m

250m

1

20m

40m

1000m

2

50m

100m

2500m

3

100m

200m

5000m

4

500m

1000m

10km

5

1km

2km

20km

6

2km

4km

40km

7

The pursuers have completely lost contact.

The ranges indicated above are used for determining the range for purposes of any weapons fire. Note that while turns can be (much) longer than the normal Combat [4.0] turns, and somewhat (very) approximate in length, the rates of fire given for combat still apply (since fire is being performed whenever the opportunity presents itself, rather than continuously).

Maneuvers

Note Driving rolls are assumed to be made using the appropriate vehicle skills.

Pursue/Flee: the Driving roll is modified by sum of the final bid, and the vehicle's Pur modifier. A pursuing vehicle subtracts 5-QR from the range, while a fleeing vehicle adds this much; range may not be modified to below zero. If unsuccessful, a safety roll must also be made.

Force: the target of a force maneuver must be at range 0 from the vehicle performing the maneuver. The driving roll is modified by the sum of the final bid, and the vehicle's Siz, DT/2, and Pur, minus the sum of the target vehicle's Siz, DT/2, and Pur. If successful, the target vehicle's driver must make a safety roll; otherwise the forcing vehicle's driver must make a safety roll.

Quick Turn: this may only be performed by the fleeing party (and only if the situation is deemed appropriate by the GM, ie. there is somewhere to turn), and the Driving roll is modified by the vehicle's Man rating; if performed at range 2 it counts as a flee maneuver; at range 3 or 4 if performed successfully, the vehicle is assumed to escape, unless the pursuers successfully perform a Search roll at EF = QR (of Quick Turn), in which case the range drops to 1 or 2 (respectively); at range 5 or 6 if performed successfully the vehicle is assumed to escape unless the pursuers successfully perform an EF = QR (of Quick Turn) Scan roll, in which case the range drops to 3 or 4, respectively.

Reverse: may only be initially performed by fleeing party, and the Driving roll is modified by the sum of the vehicle's Pur, and Man, and the final bid. If unsuccessful then Range is reduced to 1, unless it was already 1, in which case it is reduced to 0. If successful, range will go to 0, 6 and then 7, on the subsequent three turns, unless then pursuer is able to successfully double back during one of them, in which case normal pursuit is resumed.

Trick: one or another party is attempting to perform an unforseeable maneuver, and the GM must decide what modifiers apply (the final bid should always apply, however) and what the effects of success and failure are.

Climb: (or Dive), may only be performed by a vehicle with a Clg rating. Modifier is the sum of the vehicle's Pur and Man, and the final bid, otherwise treat as Pursue/Flee, with following exceptions. During any turn in which the quarry Climbs, the pursuer may only close the range by climbing also. If fleeing party has larger (ie. greater and positive, or smaller and negative) ceiling then treat range 6 as range 7 (treat range 5 as range 7 also, if the fleeing party's ceiling is double that of the pursuer's).

A Safety Roll must be made by the driver of any vehicle which failed to perform a maneuver, and/or whose vehicle's Safe rating exceeded the final bid for the turn. A Safety Roll is modified by +(the final bid - the vehicle's Safe), and is performed using the appropriate driving skill (of the character steering the vehicle). If the result is a QR4, then the vehicle increases its Damage Status by one (eg. light damage becomes medium) - note the effect on performance this has; if the result is a QR7, then the vehicle is out of action, and the passengers suffer damage equal to that indicated by a random QR against DC (8 - Vehicle's DT), while the vehicle is considered to be damaged to some degree (GM's discretion, varying upon circumstances); if the result is a QR10, then the vehicle is totalled, and the passengers suffer DC (12 - Vehicle's DT), or worse (if they're in a plane, or submarine, for example). Optionally subtract (the final bid + 2) to the DCs listed for accidents (resulting in a net increase for high-speed accidents).

Damage to Vehicles from weapon fire (or whatever) has its DC reduced (by the vehicle's DT, if a melee attack, or the result of an accident or collision; DT/2, if an impact attack; or DT/4, if a beam attack; as well as by any additional armour) and then is assessed as follows: roll D10 and consult the table below for damage inflicted on a vehicle:

Vehicle Hit Locations

D10 Roll

Result

1-4

The damage has affected the vehicle's motive systems, and aggregates normally.

5-7

The damage has affected the vehicle's accessories (eg.weapons, radar, air-conditioning, tape-deck), and has no effect on its damage level unless it is an aircraft* or submarine, in which case it aggregates normally.

8-10

Compartment hit: divide the vehicle's cargo into 100kg lots, and give each passenger and each 100kg of cargo an equal likelihood of recieving the damage, which has no effect on the vehicle unless it is an aircraft* or submarine, in which case it aggregates normally.

Note: * an aircraft other than a helijet, helicopter, or aircar.