A chase is a
Dynamic Challenge.
The "chase" is tracked on the following chart, one for each vehicle. The winner of a Driver vs Driver exchange checks off a box. The goal of the chase on this track is to get the feel for the abilities and actions of the opponent and their vehicle, and so outmaneuver/outspeed them to victory.
| MoS | Ladder | Description | Effect |
| 0 | [][][] | Dents, dings, scrapes - you're getting a feel for the other driver's (and car's) abilities. | None. |
| 1 | [][][] | Outmaneuver or force to swerve or otherwise distract the other driver. | +1 on next roll (only). |
| 2-4 | [][] | Getting your foe's measure, and figuring out how to counter their actions. | +1 rest of chase. |
| 5-6 | [][] | You know what they're going to do before they do it, and can act (and react) to their attempts with ease. | +2 rest of chase. | |
| 7+ | X | You are the master of this chase. If the Pursuer, you have cut the Pursued off, boxed them in, driven them off the road, etc. If you are the Pursued, you have outfoxed them, peeled them off, left them choking on your dust. | End of the Scene |
Circumstance bonuses:
- +1 for intrinsically faster/suitable vehicle for the terrain.
But what, you say, about trying to
shoot at the other guy's car? Ah. Each car has its own damage track. Folks in either vehicle can (as they tell the story) try to shoot at the other vehicle.
The attack is made by Gunfighting of the attacking parties (no numerical advantage) vs the Driving of the defending parties.
| MoS | Result | Ladder | Description | Effect |
| +1 | Clipped | [ ][ ] | A noticeable result. The driver is distracted, forced to swerve, etc. | Loser is -1 penalty to their next action. Box resets after that action. Penalty only taken once, even if Clipped multiple times in a round. |
| +2 - +4 | Hurt | [ ][ ] | A palpable result. Vehicle takes minor damage, such as a mirror knocked off, a starred window, the driver getting shaken. These things can be resolved/patched up after the battle is over. | Vehicle/Driver is -1 to all actions for the rest of the scene/battle. |
| +5 - +6 | Injured | [ ][ ] | A significant result. Car capability is definitely impaired -- a tire going flat, a radiator hit, an (NPC) driver being wounded, the vehicle being pushed too hard (to avoid damage) and so being damaged itself. | Loser is -1 penalty per box to most actions until repaired. |
| +7 | Taken Out | X | The vehicle is critically damaged. The engine is out, the tires are effectively gone, the (NPC) driver is out of commission, the whole vehicle bursts into flames or drives off a cliff, something like that. | Loser is out of the battle/scene. |
Circumstance bonuses:
- -1 superior position for defender (moving vehicles) (in extremely tight/crowded circumstances, this might be higher)
- Any advantages for range.
- -1 superior armor (possibly more if the car is actually armored)
- -1 defensive fighting (the driver is trying to avoid being hit)
You can also try to shoot at folks in the other vehicle, but with the following circumstance modifiers:
- -1 superior armor (the vehicle)
- -1 superior position (a ducking, weaving vehicle; a small window)
- Any advantages for range.
The defender of the exchange uses their Gunfighting or the driver's Driving skill, whichever is
better.
Chase Scene Thoughts
Chase Scene on Foot
Same as the above, except:
- Use Running vs Driving
- No shooting at the other vehicle, obviously.
- Circumstantial modifiers may be themselves modified.
FATE Mechanics,
Combat Rules,
Tests And Challenges