This is the handout for the house rules for Chase Combat that I will give to my players, comments?
Vehicle Chase Combat
These optional rules are used when all characters are piloting vehicles or drones and are operating them beyond the Walk and Run speeds. Chase combat simulates high-speed chases, street racing, and mounted combat. These rules modify the existing rules on page 161, SR4.
Vehicle Tests
The attribute and skill used for the vehicle test depend on how the vehicle is being piloted.
Manuel pilots roll Reaction+Pilot Skill. With AR assist, +1 dice.
Rigger pilots roll Response+Pilot Skill. With Control Rig, +2 dice (+4 hot sim) and -1 Threshold.
Matrix pilots roll Command+Autosoft. Full VR, +1 dice (+3 hot sim) and -1 Threshold.
Auto pilots roll Polit+Autosoft.
Normally added to the above test is the Handling Attribute. These rules introduce two other attributes used similarly to Handling: Speed and Acceleration.
Speed is calculated by dividing the Vehicle or Drone’s Speed Attribute by 50 rounding down.
Acceleration is calculated by dividing the Run Acceleration Attribute by 15 rounding down.
When the Vehicle Chase Combat takes place in Tight and Restricted terrain use the Handling Attribute to modify the Vehicle Tests as normal. In Light terrain use the Acceleration Attribute. In Open terrain use the Speed Attribute.
Opposed Vehicle Test
At the beginning of each Chase Combat Turn, each driver makes a Vehicle Test. The winner chooses the Engagement Range and Terrain Type, if the GM determines that there is more than one choice available (you can’t choose to move the Chase into a Tight alley if there are none to turn into). The Engagement Range has been changed to Short Range, Medium Range, and Long Range for consistency.
Chase Stunts
Along with the four Chase Stunts on page 161 SR4, the driver may choose this additional Stunt:
Speed Up (Any Range): The driver attempts to use his skill or the speed of his vehicle to gain an advantage. To do this the driver must succeed in an Opposed Vehicle Test (any or all opposing vehicle may roll). If the driver wins, he may increase the speed in which the Chase Combat is operating in by up to his Running Acceleration Attribute times the net hits gained from this test. This increased speed (along with all appropriate modifiers) begins on the next Chase Turn and ends when the Terrain Type changes.
Maximum Speed
For every 20 meters of Speed above the Maximum Speed of the Terrain type and the Vehicle Speed Attribute of the vehicle driven, modify the Vehicle Test by -1.
Terrain Table
Terrain Type Short Range Medium Range Long Range Maximum Speed Threshold Modifier
Open 0-200 201-400 401+ 200 +1
Example: highways, flat grassy plains, open seas, gently flowing rivers
Light 0-100 101-250 251+ 100 +2
Example: main street thoroughfares, rolling hills, dock areas
Restricted 0-50 51-150 151+ 70 +3
Example: side streets, light woods, rocky mountain slopes, light traffic areas, gentle rapids, shallow water zones
Tight 0-25 26-75 76+ 40 +4
Example: back alleys, heavy woods, very steep slopes, high traffic streets, mud, swamp