Chase Prose in Cyberpunk 2090 | World Anvil
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Chase

I'm going to be using a version of the chase rules from the savage worlds playtest.  

Setup

Break all the participants into groups that will move and act independently. Everyone in the same ship, boat, or vehicle, for example, is one group. In a foot chase, each player character acts independently because they move independently. The horde of Extras chasing them can be broken up into groups as the GM decides.   The pursuer is set at possition zero, everything is relative to the possition of the closest pursuer. The pursued start a number of chase steps away from the pursuer as determined by the GM.  
Type
Range incriment
Foot, Mounted, or Vehicular
5"
Airplane or Sailing Ship
25"
Jets or Starships
50"
 

Initative

Deal each group an Action Card at the start of each round as usual. The driver and passengers in a vehicle act in whatever order they choose. This is important and means characters can Support their driver before he has to make a critical roll, or can attack before their vehicle changes distance or after to take maximum advantage of their weapons.  

Speed Bonus:

If a rider, runner, ship, or vehicle’s Top Speed is faster than the fastest of his rivals, he draws an extra Action Card and chooses the one he wants to use that round. If his Top Speed is twice that of his fastest rival, he chooses from two extra cards.  

Chase Manuvers

  • Change Position: - A character or driver makes a maneuvering roll to increase or decrease his Chase steps by one for each success and raise.
  • Evade: - The character or driver zigzags through terrain, maximizes cover, or otherwise evades his foes. With success on the maneuvering roll, melee and ranged attacks against him, his vehicle, or anyone on it suffer a −2 penalty until the start of that vehicle’s next turn, or −4 with a raise. successful or not, the character (and driver / occupants) also take the penalty to their attacks as the erratic movement or obstacles affect their targeting and aim as well. (this is on top of the normal unstable platform penaulty)
  • Flee: - A character can try to escape by making a maneuvering roll at –4 against the foe furthest behind. Reduce the penalty by 1 for every two sets between himself and that foe. The GM should usually allow this maneuver only after the third round or so to give the pursuers time to catch up to their prey.
  • Ram: - An attacker can ram a defender if there’s no more than one Chase Token between them by making an opposed maneuvering roll. If the ram is successful, both targets take damage, so use this maneuver wisely!

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