QUOTE (Ascalaphus @ Dec 8 2010, 06:48 AM)

Would you care to share those? I'm curious how you set them up, I found it difficult myself.
This is a chase-combat system, meaning it assumes that either person A wants to flee or person B wants to keep line of sight to Person A. I realized it really doesn't mean a big deal what the *absolute* speed is most of the time so this is all about relative position. It abstracts the system and generally makes it not turn into some weird miniature combat game. If you want that, use other rules.
I didn't rewrite the vehicles ground-up, that's too hard and a total pain for players when new books come out. So the system is designed to work with the existing stats. I also don't want to really break the existing system or add a lot of overhead.
The basic mechanic is an Extended Test by both pursuers and quarry. If the quarry acquires enough net successes, he evades pursuers. The relative number of net successes indicate the range between quarry and pursuit. The threshold for escape and chase combat ranges are based upon line of sight. Meaning that while it may be hard to drive in a snow storm on a mountain road, it doesn't require many net successes to break away, while on the interstate you can be 2 miles ahead and still clearly in sight.
In most games I vary the target number based on the environment (interstate in summer = easy, mountain road in a blizzard = super hard). I simply use the Terrain table (on p160 on my SR4) for a threshold modifier to stay compatible with SR4 design concepts.
The driving tests are modified by the vehicle Handling rating and the relative "Accel" or Speed. For all conditions but Open, Pursuers get a +1 for every 5 their Acceleration (aka "Run") is higher than the quarry and a -1 for every 5 their Acceleration ("Run") is lower than the quarry. Under Open terrain, like an interstate, pure speed is more important. Pursuers gain a +1 for every 10 their Speed is higher, -1 for every 10 their Speed is lower.
Relative Speed modifiers ALWAYS affect PURSUERS and NEVER the quarry. There's always the likelihood of a mixed group of pursuers, who could even be in different terrains (i.e. a police helicopter and squad car). If you have a mixed group of quarries (such as a biker gang) each pursuer should choose a particular quarry or, if the group is trying to stick together, the slowest vehicle in the group.
If a group of quarries are trying to escape as a group, the group accumulates net successes equal to the lowest rolling member of the group. Which can suck. A lot. Groups are better off splitting up so each quarry has a smaller number of pursuers.
After making the driving test subtract the Terrain table thresholds. Meaning if a driver in Tight conditions only rolls 3 successes they get 0 effective successes and need to make a Crash test. Add up each vehicle's effective successes in the Extended Test. Compare the pursuers total effective successes to the quarry's total effective successes to determine range category.
Compare each round's driving tests. If the quarry has more effective successes in a round than a pursuer, the quarry get to choose the specific distance, staying within the range category. If the pursuer has more effective successes in a round, the pursuer gets to decide the distance, staying within the range category. this gets real important when ranged weapons are brought into play. The side with the best guns wants to be as close to the target as they can while the other side wants as much distance as they can.
Yes, that adds complexity but it also makes the rolls in any individual round still matter as it can be the difference between the samurai being at Medium and Extreme range for their SMG.
There are 4 range categories: close, medium, long, and escape. Escape isn't a range as it is the threshold for breaking contact. Close range is always 0-50m and is the only distance at which Ramming is possible. Any time the pursuer has more total successes, it is Close range. If the quarry has more successes, you'll need to check the table below. Remember that if there are pursuers with different Terrains (i.e. a mix of aircraft and groundcraft), use the pursuer's Terrain.
Tight Environment
close med long escape
>=1 2 3 4 Net Quarry successes from Opposed Extended Test relative to each pursuer
0-50m -100 -200 -300m distance for each range category
Restricted
close med long escape
>=1 2-3 4-5 6 Net Quarry successes from Opposed Extended Test
0-50m -300m -500m -750m distance for each range category
Light
close med long escape
>=2 3..4 5..6 8 Net Quarry successes from Opposed Extended Test
0-50m -300m -500m -750m distance for each range category
Open
close med long escape
>=3 4..6 7..9 12 Net Quarry successes from Opposed Extended Test
0-50m -500 -1km 2km+ distance for each range category
Rules interactions: Crash tests and Ramming need to know specific speeds, so use the most recent Driving test result in accordance with SR4's existing rules on determining speed. Just don't think about it as a velocity per se and just part of the Crash/Ramming process and it will be easier.
I'm tired so I'll post an example tomorrow.