Chase Rules
Chase Rules
T H E R O L E P L A Y I N G G A M E
C H A S E R U L E S
A R T H U R O D E L L N I V E N
B A S E D O N T H E A L I E N R P G B Y
Tomas Harenstam, Andrew E.C. Gaska, Martin Grip, Christian Granath, and Fria Ligan AB
A N D T H E Y E A R Z E R O E N G I N E S R D B Y
Tomas Harenstam and Fria Ligan AB
P L A Y T E S T I N G A N D F E E D B A C K
kylki, Plas-verbal-tick
D I S C L A I M E R
This document is fan-made and is not an officially licensed product by Fria Ligan AB nor has it been approved by 20th
Century Studios. This document is not meant to replace or supplant any official product created by Fria Ligan AB but
merely to add enjoyment to official products in the ALIEN RPG line.
TA B L E O F C O N T E N T S
CHASE RULES.............................................................................................................................................................1
STARTING THE CHASE..............................................................................................................................................1
RUNNING THE CHASE...............................................................................................................................................1
FAST CREATURES OR VEHICLES IN FOOT CHASES....................................................................................................1
CREATURES WITHOUT SKILLS..............................................................................................................................................1
CHASE MANEUVERS.................................................................................................................................................2
CHASES VS. RACES....................................................................................................................................................................2
CHASE LIMIT..............................................................................................................................................................3
CHASE MANEUVERS.................................................................................................................................................................3
CHASE LIMIT.................................................................................................................................................................................3
TRACKING A CHASE.................................................................................................................................................4
CHASE OBSTACLES..................................................................................................................................................4
FOOT CHASE OBSTACLES, URBAN....................................................................................................................................6
VEHICLE CHASE OBSTACLES, URBAN..............................................................................................................................7
FOOT CHASE OBSTACLES, WILDERNESS.......................................................................................................................8
VEHICLE CHASE OBSTACLES, WILDERNESS.................................................................................................................9
FOOT CHASE OBSTACLES, BUILDING INTERIOR........................................................................................................10
FOOT CHASE OBSTACLES, UNDERGROUND.................................................................................................................11
FOOT CHASE OBSTACLES, SPACEWALK........................................................................................................................12
VEHICLE CHASE OBSTACLES, AERIAL............................................................................................................................13
RESOLUTION............................................................................................................................................................14
SPACE CHASES........................................................................................................................................................15
MISSILES IN SPACE CHASES.................................................................................................................................................17
ASAT MISSILE..............................................................................................................................................................................17
SPACE CHASE MANEUVERS.................................................................................................................................................18
VEHICLE CHASE OBSTACLES, SPACE..............................................................................................................................19
CHASE RULES
Spending any extended time in an urban environment away from a bigger threat (be it a Xenomorph or a
brings about the potential for a chase. Additionally, pursuing assassin). Like combat, chases use Rounds
chases might be useful to implement when the PCs to measure time.
are outgunned and know it, allowing them to get
S TA R T I N G T H E C H A S E
A chase begins when one character flees and another pursuing participant (pursuer). In some cases
character begins pursuit. In order to a chase to start, however there may be multiple participants. If so, the
the two characters must be no closer than SHORT Game Mother can either have the slowest participant
range from one another. Distances in a chase are on each side of the chase (as measured by combined
measured in range categories, from SHORT range to MOBILITY and AGILITY scores) act for their side or
EXTREME range, rather than zones. If the range keep track of each participant individually. If doing
between the participants exceeds EXTREME range, the the latter, it may be helpful to create a sheet of paper
prey escapes. If the range between participants drops tracking the range bands between each participant.
to ENGAGED or below, combat ensues and Initiative is All prey participants act first, starting with the one at
drawn as usual. the “front” of the chase and ending with the one at
Chases are simplest when they are between just the “back,” followed by all pursuer participants, using
two individuals, the fleeing participant (prey) and the the same order.
Fast Creatures or
RUNNING THE CHASE Vehicles in Foot Chases
Chases are played out in Rounds, similar to combat. In some cases, one or more participants may be
However, unlike combat, Initiative is not drawn and decisively faster than the others. This mainly
each participant only gets one action per round, concerns either vehicles involved in a foot chase or
called a maneuver. These must be chosen in secret by creatures with a Speed rating. In such cases, the
each participant. The Game Mother, meanwhile, participant with the speed advantage gets a +2
generates obstacles that complicate each modifier to all Pursue/Flee rolls against the slower
participant’s choice in maneuvers. The prey always participants, but only when the Game Mother rolls
acts first in a chase. an “Open Space” result on the obstacles chart.
Each Round, a chase plays out in the following
order:
1. Each participant secretly picks a maneuver.
2. The Game Mother determines the obstacle and Creatures Without Skills
then reveals it. Some creatures, such as Xenomorph XX121, lack the
3. Each participant reveals their maneuver. skills called for in a chase, such as PILOTING, CLOSE
4. Maneuvers are resolved, with the prey going first, COMBAT, MANIPULATION, or RANGED COMBAT. In such
followed by the pursuer(s). circumstances, substitute MOBILITY for PILOTING. To
5. Each participant makes a Chase Limit roll. counter Block maneuvers, remove obstacles, or fend
6. If any participant’s Chase Limit reaches zero, off bystanders, have the creature roll for one of its
they drop out of the chase. signature attacks: if it deals damage, it succeeds. If it
fails, its maneuver is canceled. Creatures without a
Participants may choose to cancel their maneuvers, RANGED COMBAT skill cannot make Stand and Shoot
but if they do they take no other action that Round. maneuvers.
CHASE MANEUVERS
Every Round, both the prey and the pursuer(s) may STAND AND SHOOT: The participant making this
perform one maneuver. Maneuvers are chose in secret maneuver decides to use violence to slow down the
and require a skill roll, the nature of which depends on other party. Make a normal RANGED WEAPON roll vs.
the specific maneuver. In some cases, the skill roll another participant. Unless you are at ENGAGED range
required is different while on foot vs. in a vehicle. Skill at the end of the Round, this does not end the chase.
rolls for vehicles are marked in [brackets]. If you are a passenger in a vehicle when you make this
roll, you take a -2 penalty to your roll.
PURSUE/FLEE: Prey make this roll to get further
from their pursuer(s), while pursuer(s) make this roll OTHER: If a player suggests an idea for a maneuver
to close the distance. Roll MOBILITY [PILOTING]. A that is not covered by the above options, the Game
success means the range category between the chase Mother may feel free to allow their suggestion. Such a
participants increases or decreases by one degree. maneuver must involve a skill roll of some kind and is
For instance, you may increase your distance from the only action the PC can take during that Round.
SHORT to MEDIUM range or, alternatively, decrease it to
ENGAGED range, ending the chase if your target is STUNTS: For every extra success a character rolls on
unable to get away by the end of the Round. their maneuver, they may choose one of the following
stunts. These stunts must be chosen before other
HIDE: This maneuver is only possible for prey and participants’ maneuvers are revealed.
allows them to try and evade their pursuer(s), as long ➢ You increase or decrease the range category
as they are no closer than MEDIUM range. Make an between you and the target participant by one
opposed MOBILITY [PILOTING] roll vs. the nearest level. This is in addition to any other range shifts
pursuer’s OBSERVATION. If you win, you successfully that may occur in the round.
evade your pursuer(s) and the chase ends (for you at ➢ One of the other participants in the chase (your
least). At MEDIUM range, your roll takes a -2 penalty, choice) falls prone. This gives them a -2 penalty
while at EXTREME range it gains a +2 bonus. to Pursue/Flee and Cut Off maneuvers.
➢ You distract one of the other participants in some
BLOCK: This maneuver can only be performed by way, possibly by yelling at them or throwing
prey and allows them to attempt to obstruct the path something at them. While this doesn't slow them
of their pursuer(s). Roll CLOSE COMBAT [PILOTING]. If down, it does make it harder for them to focus.
you succeed, you move one range category away The other participant gains +1 STRESS LEVEL.
from your pursuer(s) and they must also make a ➢ You gain a +1 bonus to resolve whatever obstacle
CLOSE COMBAT or MOBILITY [PILOTING] roll (no action) the Game Mother throws at you.
to plow through or maneuver around your obstacle. If ➢ You assist an ally or friend, giving them a +1
they fail this roll, their maneuver is canceled. bonus to their maneuver roll.
➢ You add a Stress Die to your “Chase Limit.”
CUT OFF: This maneuver can only be made by the
pursuer(s) and involves them attempting to find a
shortcut to close the gap between them and the prey.
Make an opposed MOBILITY [PILOTING] roll. If the
nearest prey is at LONG or EXTREME range from you,
your roll takes a -2 penalty. If you succeed, you reduce
the distance between you and the nearest prey
participant to ENGAGED, initiating combat between
the two of you. If you lose or roll a tie, the distance is
increased to EXTREME. If the distance was already
EXTREME, you drop out of the chase.
In certain circumstances, a chase may be described as Second, while a chase ends when either the prey
a race. There is no “prey” or “pursuer” because escapes or the pursuers catch them, the race
neither party is trying to “catch” the other. Rather, continues until one party reaches the target
each party is attempting to reach a goal before the destination. This can be determined using a modified
other one does. In such a situation, the Game Mother version of the Chase Limit mechanic. Instead of each
should run the race as a chase, with some changes. participant having their own individual Chase Limit,
First, whereas in a typical chase, combat is the Game Mother keeps track of a single Chase Limit
initiated when the range between participants drops for all participants. When it reaches 0, the
to ENGAGED, in a “race” both parties continue the participants at the “front” of the race, reach their
chase, with the roles of “prey” and “pursuer” destination.
reversing.
CHASE LIMIT
Assuming that every character continues to succeed 1 rolled, the participant must reduce their Chase Limit
at their rolls, a chase could go on indefinitely. This by one Stress Die. When a participant has no more
deflates the tension inherent to a chase scene, so Stress Dice left to represent their Chase Limit, they
chases are time limited by a number called a “Chase drop out of the chase, either too tired to continue or
Limit.” getting lost.
The Chase Limit functions similar to Supply ratings The upshot of that is that once every participant
for consumables. Only rather than being determined on one side has expended their Chase Limit, the
by the items you have on hand, the Chase Limit is set chase ends, regardless of whether or not any of the
by the Game Mother depending on the difficult of the participants have caught one another.
chase involved. Aspects which may affect difficulty Note that some members of a group may drop out
include how open the area is, how many people are of a chase earlier than others. If they are the pursuers,
present, and whether you are able to move at your full this means they fall behind and let the other pursuers
speed. See the table below for a guideline to scaling continue the chase. If, on the other hand, they are the
Chase Limit. pursued party, this presents a few possibilities. They
Like Supply ratings, a Chase Limit is represented might be caught and captured, they might get into
by a series of Stress Dice which are rolled at the end combat with the pursuing participants, or they might
of a Round by each participant in the chase. For every even hide. What they cannot do is continue fleeing.
Chase MANEUVERS
MANEUVER ELIGIBILITY SKILL EFFECT
Pursue/Flee Pursuer/Prey MOBILITY [PILOTING] The active participant moves closer or further away from the
target participant, by one range category. If the range category
becomes ENGAGED at the end of the Round, combat begins and
the chase ends. If the range exceeds EXTREME at the end of the
Round, the prey escapes and the chase ends.
Hide Prey MOBILITY [PILOTING] The prey evades their pursuer(s). The chase ends or the prey sets
vs. OBSERVATION an ambush. Can be only done at MEDIUM range or more. At
MEDIUM range, the roll has a -2 penalty, at EXTREME range it has a
+2 bonus.
Block Prey CLOSE COMBAT The prey moves away from their pursuer(s) by one range
[PILOTING] category and the pursuer(s) must roll CLOSE COMBAT [PILOTING]
or lose their maneuver.
Cut Off Pursuer MOBILITY [PILOTING] Range between the pursuer and the prey becomes ENGAGED,
vs. MOBILITY resulting in immediate combat and the end of the chase (unless in
[PILOTING] a race). This maneuver has a -2 penalty at LONG range or further.
Stand and Pursuer/Prey RANGED COMBAT The active participant attacks the target participant with a range
Shoot weapon. Normal modifiers for ranged attacks apply.
Chase LIMIT
DIFFICULTY CHASE LIMIT EXAMPLE SITUATION
C H A S E O B S TA C L E S
Every round, after the chase participants have chosen
their maneuvers, the Game Mother selects a chase
obstacle. This may be generated randomly, using one
of the chase obstacle tables below, or chosen by the
Game Mother at their discretion. There are a total of
three chase obstacle tables in this book, for each of
the circumstances a chance is likely to occur in the
scenario (on foot, in vehicles, or underground).
Additional chase obstacle tables can also be
generated for other circumstances.
EXAMPLE
Captain Charlize and another member of her As the prey participant furthest back,
crew, Hayes, is running down the streets of Hayes goes next. He make a MANIPULATION roll
Alexandria Colony, pursued by a heavily to convince the performers to let him past
armed mercenary. The corridor is cramped but but fails, which cancels out his other
relatively clear of debris, so the Game maneuver, leaving him vulnerable.
Mother decides that the difficulty is about The mercenary goes next and the Game
average, with a Chase Limit of 4. The Chase Mother rolls MOBILITY For him to pursue.
starts at LONG range, with Charlize furthest three He uses his second success to yell at
and Hayes closest. Hayes, threatening to gut him when he
The players and the Game Mother each catches him, increasing Hayes' STRESS LEVEL
choose their maneuvers for Charlize, Hayes, by +1. The mercenary then uses his third
and the mercenary in secret. Charlize’s success to fire at Charlize, hitting her but
player and the Game Mother both choose to failing to penetrate the armor she's
Pursue/Flee, while Hayes’ player chooses to wearing. The mercenary is now at LONG range
Stand and Shoot. The Game Mother meanwhile from Charlize and MEDIUM range from Hayes.
rolls 7 on the Foot Chase Obstacles table, At the end of the round, the two
causing a group of street performers to players and the Game Mother each roll a
interrupt the chase. number of Stress Dice equal to the Chase
The Game Mother reveals the obstacle. She Limit determined earlier. Charlize rolls
and the players also reveal their maneuvers. one facehugger, reducing her Chase Limit
Charlize’s player acts first, since she’s to 3. The Game Mother rolls no
the prey participant who’s furthest forward. facehuggers for the mercenary, so his
She makes a MANIPULATION roll to persuade the Chase Limit remains 4. Hayes' player
street performers to let her pass, scoring rolls three facehuggers, reducing his
one success. She then makes her MOBILITY roll Chase Limit to 1. If he doesn't increase
to escape the mercenary. She rolls one his Chase Limit with a stunt, Hayes could
success, allowing her to increase her conceivably fall out of the chase within
distance by one range category, to EXTREME just one more Round.
range.
FOOT Chase OBSTACLES, URBAN
2D6 OBSTACLE
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 CROSSWALK: The crossing light for the sidewalk goes from “walk” to “don’t walk” and vehicle traffic crowds the
street. The prey gains a +2 bonus to the Hide maneuver, but a -2 penalty to Pursue/Flee and Stand and Shoot.
4 OBSTRUCTION: A permeable but hard barrier like a storefront window, stacks of crates, or a roadblock obstructs the
way. If the prey has chosen to Pursue/Flee, Hide, or Block, they must first make a STRENGTH roll (no action) to break
through the barrier. If they fail, their maneuver fails and they take D3 damage.
5 VEHICLE: A vehicle pulls up in front of the prey, blocking their way. This gives a +2 bonus to the Cut Off maneuver
but a -2 penalty to Pursue/Flee and Stand and Shoot.
6 CROWD: Foot traffic increases substantially as a crowd of pedestrians move into the path of the chase. The prey gets
a +2 bonus to a Hide maneuver and even if they did not choose that maneuver, the pursuer(s) must make an
OBSERVATION roll (no action) to spot them. If the pursuer(s) fail the roll, their maneuver fails for the Round. Any
failed Stand and Shoot maneuver means a bystander is hit.
7 BYSTANDERS: A gathering of street performers, activists, or homeless people block the path. The prey must make a
MANIPULATION roll (no action) to convince them to get out of the way. Success gives the prey a +2 bonus to a Hide
maneuver. A failed roll means that the prey’s maneuver for the Round fails.
8 SECURITY: A pair of law enforcement or security officials block the chase, weapons drawn. This imposes a -2 penalty
to Pursue/Flee, Hide, and Stand and Shoot maneuvers. If any chase participant uses the Stand and Shoot maneuver,
they will be fired upon by law enforcement. Either the prey or the pursuer(s) can make a -2 MANIPULATION roll (no
action) to remove the cops.
9 HOMELESS: A homeless person accosts the pursuer(s) and tries to get money from them. The pursuer(s) must either
make a MANIPULATION roll, pay them, or push the homeless person away with a CLOSE COMBAT roll. If they fail their
maneuver for the Round fails.
10 GARBAGE: Garbage and debris obstructs the street, making the ground difficult to traverse. Both the pursuer(s) and
the prey take a -2 penalty to Pursue/Flee maneuvers, but the prey get a +2 bonus to Block maneuvers.
11 OPEN SPACE: Foot and vehicle traffic clears substantially. Both the prey and the pursuer(s) gain a +2 bonus to Stand
and Shoot maneuvers, but the prey take a -2 penalty to Hide maneuvers.
12 HOODLUMS: A group of street hoodlums block the road, threatening the prey with violence. The prey must make a
MANIPULATION roll (no action) to get past. A failed roll means the hoodlums attack the prey and the prey’s
maneuver for the Round fails automatically. A successful roll means the hoodlums attack the pursuer(s) instead.
VEHICLE CHASE OBSTACLES, URBAN
2D6 OBSTACLE
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 BILLBOARD: A huge holographic advertisement moves suddenly within the chase participants’ field of vision,
blocking their line of sight. All participating drivers must make an OBSERVATION roll (no action) to stay on course. A
failed roll means the driver’s maneuver fails.
4 SMOG: Weather conditions take a sudden change for the worse, blowing smog, sleet, or sand into the view of the
chase participants. All Pursue/Flee maneuvers take a -2 penalty but Hide maneuvers gain a +2 bonus.
5 CROSS TRAFFIC: A large vehicle moves into the path of the chase. This gives a +2 bonus to Block maneuvers but a -2
penalty to Pursue/Flee maneuvers. Any failed maneuver results in D3 points of damage to the driver’s vehicle.
6 RED LIGHT: The traffic lights change, bringing a stop to vehicle traffic and filling the streets with pedestrians. This
gives a +2 bonus to Cut Off maneuvers but a -2 penalty to Pursue/Flee and Stand and Shoot maneuvers. Failed
maneuvers result in collateral damage.
7 PATROL CAR: A police or security vehicle moves into the chase, sirens blaring. This gives a -2 penalty to Pursue/Flee,
Hide, and Stand and Shoot maneuvers. Anyone making a Stand and Shoot maneuver will draw the cops’ fire. Either
the prey or the pursuer(s) can make a -2 MANIPULATION roll (no action) to remove the cops.
8 FREEWAY: The vehicles move into a wide open highway, with sparse traffic. This gives a +2 bonus to Pursue/Flee and
Stand and Shoot maneuvers but a -2 penalty to Hide and Block maneuvers.
9 STREET GANG: A street gang with vehicles like motorbikes or gyrocars begins to pursue the chase participants. The
prey must make a MANIPULATION roll (no action) to get past. A failed roll means the street gang attacks the prey,
resulting in one point of damage. A successful roll means the gang attack the pursuer(s) instead.
10 CONSTRUCTION: Major construction or roadwork occurs along the path of the chase. As a result, participants gain a
+2 bonus to Hide, Block, and Cut Off maneuvers, but a -2 penalty to Pursue/Flee and Stand and Shoot. Failed
Pursue/Flee maneuvers inflict D3 points of damage to the driver’s vehicle.
11 TRAFFIC JAM: Traffic becomes congested as slow moving vehicles move into the chase path. This gives a +2 bonus
to Block maneuvers but a -2 penalty to Pursue/Flee and Stand and Shoot maneuvers. Failed maneuvers result in
collateral damage.
12 ALLEYWAY: The chase enters a narrow street, drive, or alley. Both the prey and the pursuer(s) must make an
additional PILOTING roll (no action) to pass through. If they fail, their vehicle becomes Wrecked and the chase is
over. If a participant chooses to do so, they may choose to move carefully, allowing them to forego the roll but also
canceling their maneuver for the Round.
FOOT Chase OBSTACLES, WILDERNESS
2D6 OBSTACLE
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 RAVINE: The chase path winds into a rugged ravine with steep slopes and extensive rocks or vegetation. This
imposes a -2 penalty to Pursue/Flee, Cut Off, and Stand or Shoot maneuvers, but a +2 bonus to Hide and Block
maneuvers.
4 ROUGH TERRAIN: The path veers through rough terrain such as a thicket of reeds or a fast flowing stream. Before the
prey can make their maneuver, they must first make a CLOSE COMBAT roll (no action) to pass through the obstacle. If
they fail, their maneuvers is canceled and they take D3 damage.
5 UNSTEADY GROUND: The ground gives out beneath the prey, causing them to lose their footing. This causes
Pursue/Flee maneuvers by the prey to fail automatically and gives a +2 bonus to Cut Off maneuvers.
6 TREES/MONOLITHS: The chase moves into an area filled with thick, tall obstacles like trees or standing stones. This
imposes a -2 penalty to Pursue/Flee maneuvers but a +2 bonus to Hide maneuvers. Even if the prey does not use
the Hide maneuver, the pursuer(s) must make an OBSERVATION roll (no action) to spot them or else the prey
successfully escapes.
7 WILD HERD: A herd of wild animals moves into the path of the chase. The prey must make a MOBILITY roll (no action)
to move among the animals without panicking them. Success gives the prey a +2 bonus to a Hide maneuver. A
failed roll means the animals panic, stampeding and causing D3 damage to all participants in the chase. If the chase
occurs on a lifeless or desolate world, reroll for a different obstacle.
8 PACK PREDATORS: A group of predators move into the path of the chase. This imposes a -2 penalty to Pursue/Flee,
Hide, and Stand and Shoot maneuvers. If any chase participant uses the Stand and Shoot maneuver, the predators
attack them. The prey and the pursuer(s) may forego their maneuver to make a MOBILITY roll (no action) to hide
from the predators. If the chase occurs on a lifeless or desolate world, reroll for a different obstacle.
9 HOLE: The pursuer(s) catch their foot in a hole in the ground. The pursuer(s) must make a MOBILITY roll (no action)
to free themselves. If they fail their roll, their maneuver for the Round is canceled.
10 DEBRIS: Rocks, logs, or other debris obstructs the path, making the ground difficult to traverse. Both the pursuer(s)
and they prey take a -2 penalty to Pursue/Flee maneuvers, but the prey get a +2 bonus to Block maneuvers.
11 OPEN SPACE: The path moves into an open clearing, free of obstacles. Both the prey and the pursuer(s) gain a +2
bonus to Stand and Shoot Maneuvers, but the prey take a -2 penalty to Hide maneuvers.
12 LANDSLIDE: A landslide occurs. Both the prey and pursuer(s) must make a MOBILITY roll (no action) to avoid getting
caught in the slide. Failure means they take D6 damage and their maneuver is canceled.
VEHICLE CHASE OBSTACLES, WILDERNESS
2D6 OBSTACLE
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 WINDING ROAD: The path ahead veers wildly through large, wide obstacles like giant trees, hillocks, or boulders.
Every driver in the chase must make an OBSERVATION roll (no action) to stay on course. A failed roll means the
driver’s maneuver fails.
4 FOG/DUST: Weather conditions take a sudden change for the worst, blowing either smoke, snow, or dust into the
view of the chase participants. All Pursue/Flee maneuvers take a -2 penalty but Hide maneuvers gains a +2 bonus.
5 OBSTRUCTION: A large boulder, tree, or other obstacle falls into the path of the chase. This gives a +2 bonus to Block
maneuvers but a -2 penalty to Pursue/Flee maneuvers. Any failed maneuver results in D3 points of damage to the
driver’s vehicle.
6 SLIPPERY ROAD: The ground becomes slippery or uneven. This imposes a -2 penalty to Pursue/Flee and Cut Off
maneuvers.
7 STAMPEDE: A large herd of animals stampedes through the path of the vehicles. This imposes a -2 penalty to
Pursue/Flee, Cut Off, and Stand and Shoot maneuvers. The prey must make a PILOTING roll (no action) to move past
the animals. A successful roll gives them a +2 bonus to Hide or Block maneuvers. A failed roll, means the prey’s
vehicle collides with one of the animals, causing them to stampede and imposing D3 damage on all participants in
the chase. If the chase occurs on a lifeless or desolate world, reroll for a different obstacle.
8 OPEN ROAD: The vehicles move into a wide open clearing, with few obstacles. This gives a +2 bonus to Pursue/Flee
and Stand and Shoot maneuvers but a -2 penalty to Hide and Block maneuvers.
9 STORM: A violent storm occurs, not only obscuring the path forward but acting as an active hazard, giving a +2
bonus to Hide maneuvers but a -2 penalty to Pursue/Flee, Cut Off, and Stand and Shoot maneuvers. Both the prey
and the pursuer(s) must make a PILOTING roll (no action) to avoid taking damage from the storm. A failed roll means
the participant’s vehicle takes D3 hull damage and their maneuver for the Round fails.
10 DROP: The vehicles veer into a sudden drop such as a pit or a ravine. Hide, Block, and Cut Off maneuvers gain a +2
bonus while Pursue/Flee and Stand and Shoot maneuvers take a -2 penalty. Failed maneuvers result in D3 points of
hull damage.
11 MEGAFAUNA: A massive animal, at least the size of a rhinoceros or a large bear, wanders into the path of the
vehicles. Pursue/Flee maneuvers fail automatically but Block and Cut Off maneuvers gain a +2 bonus. Failed
maneuvers result in the vehicles crashing into the animal, inflicting D6 points of hull damage and twice that amount
of damage to the animal.
12 CLIFFSIDE ROAD: The chase leads the participants along the edge of a cliff or other steep drop. All participants must
make a PILOTING roll (no action) to pass through. If they fail, their vehicle tumbles off the ledge and becomes
Wrecked, ending the chase. If a driver chooses, they may move carefully, foregoing their maneuver but avoiding
damage.
FOOT Chase OBSTACLES, BUILDING INTERIOR
2D6 OBSTACLE
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 CROWDED HALL: The chase leads into a crowded but narrow room. The prey gains a +2 bonus to Hide maneuvers,
but a -2 penalty to Pursue/Flee and Stand and Shoot. If the Stand and Shoot maneuver is used and fails, the attack
hits a bystander.
4 OBSTRUCTION: A permeable but hard barrier like a storefront window, stacks of crates, or a stairwell obstructs the
way. If the prey has chosen to Pursue/Flee, Hide, or Block, they must first make a STRENGTH roll (no action) to break
through. If they fail, their maneuver fails and they take D3 damage.
5 CROSS TRAFFIC: A couple of people pulling, pushing, or carrying a massive object move through the path of the
chase. This gives a +2 bonus to the Block and Cut Off maneuvers but a -2 penalty to Pursue/Flee and Stand and
Shoot maneuvers.
6 MAZE: The chase moves into a large room full of many people and multiple exits. This gives a +2 bonus to the Hide
maneuver but a -2 penalty to the Cut Off maneuver. Even if the prey does not choose the Hide maneuver, the
pursuer(s) must make an opposed OBSERVATION roll (no action) to spot them or the prey successfully escapes.
7 ELEVATOR SHAFT: The chase leads to an elevator currently in use. If the prey is attempting to Pursue/Flee, they must
make a MOBILITY roll (no action) to climb down or up the shaft or else their maneuver is canceled.
8 SECURITY: A pair of law enforcement or security officials block the chase, weapons drawn. This imposes a -2 penalty
to Pursue/Flee, Hide, and Stand and Shoot maneuvers. If any chase participant uses the Stand and Shoot maneuver,
they will be fired upon by law enforcement. Either the prey or the pursuer(s) can make a -2 MANIPULATION roll (no
action) to remove the cops.
9 LOCKED DOOR: The chase leads to a locked door. If the prey has chosen to Pursue/Flee, Hide, or Block, they must
first make a -2 MOBILITY (mechanical lock) or COMTECH (electronic lock) roll (no action) to unlock the door. If they
fail, their maneuver fails automatically.
10 CLUTTER: Clutter covers the zone, making it difficult to traverse. All participants take a -2 penalty to Pursue/Flee
maneuvers, but the prey get a +2 bonus to Block maneuvers.
11 OPEN SPACE: The path moves into an open deck, corridor, or room, free of obstacles and bystanders. All participants
gain a +2 bonus to Stand and Shoot maneuvers, but the prey take a -2 penalty to Hide maneuvers.
12 HOODLUMS: A group of hoodlums block the path, threatening the prey with violence. The prey must make a
MANIPULATION roll (no action) to get past. A failed roll means the hoodlums attack the prey and the prey’s
maneuver for the Round fails automatically. A successful roll means the hoodlums attack the pursuer(s) instead.
FOOT Chase OBSTACLES, UNDERGROUND
2D6 OBSTACLE
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 NARROW PASSAGE: The tunnel narrows substantially, cluttered with rocks and other debris, making it almost
impossible to run. This imposes a -2 penalty to Pursue/Flee, Stand and Shoot, or Cut Off maneuvers but a +2 bonus
to Hide and Block maneuvers.
4 CHASM: The path forward brings the participants to a wide but shallow chasm. Before the prey or pursuer(s) can
execute a Pursue/Flee, Hide, Block, or Cut Off maneuver, they must make a STRENGTH roll (no action) to jump
across. If they fail, their maneuver fails and they take D3 damage.
5 CAVE-IN: A cave-in occurs directly ahead of the prey, blocking their way. This causes Pursue/Flee maneuvers by the
prey to fail automatically and gives a +2 bonus to Cut Off maneuvers.
6 MAZE: The tunnel branches off into several winding paths, separating and merging back together unpredictably. This
gives a +2 bonus to Hide maneuvers. Even if the prey does not make a Hide maneuver, the pursuer(s) must make an
opposed OBSERVATION roll (no action) to spot them or they lose track of the prey and exit the chase.
7 TREMOR: A tremor shakes the ground around the participants, causing debris to fall around them. The prey and
pursuer(s) must both make a MOBILITY roll (no action) to avoid debris. Success gives a +2 bonus to Hide, Block, and
Cut Off maneuvers. Any participant who fails their MOBILITY roll takes D3 damage.
8 FLOODED TUNNEL: The chase moves across a flooded tunnel or underground river. The prey and pursuers must both
make a -2 STAMINA roll (no action) to swim across before executing Pursue/Flee, Block, or Cut Off maneuvers.
Failure means the participant’s maneuver is canceled for the Round.
9 HOLE: The pursuer(s) get stuck in a narrow passageway and catch their foot in a hole in the ground. They must
make a MOBILITY roll (no action) to free themselves before executing a Pursue/Flee or Cut Off maneuver.
10 CRUMBLING GROUND: The ground here is steep and slippery, with a crumbling composition. Both the pursuer(s) and
they prey must make a MOBILITY roll (no action) to avoid falling. If they fail, they take D3 damage and their
maneuver fails automatically.
11 OPEN SPACE: The path moves into an open cavern or chamber, free of obstacles. Both the prey and the pursuer(s)
gain a +2 bonus to Stand and Shoot maneuvers but a -2 penalty to Hide maneuvers.
12 EARTHQUAKE: A minor earthquake occurs. Both the prey and pursuer(s) must make a MOBILITY roll (no action) to
avoid getting hit by falling debris. A failed roll means they take D6 damage and their maneuver is canceled.
FOOT Chase OBSTACLES, Spacewalk
2D6 OBSTACLE
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 TANGLE: The chase leads into a tangled web of cables, antennae, or other equipment extending from the ship or
station. The prey gains a +2 bonus to the Hide maneuver, but a -2 penalty to Pursue/Flee and Stand and Shoot
maneuvers.
4 JAMMED AIRLOCK: The chase leads to a jammed door or airlock that’s partially closed. If the prey has chosen to
Pursue/Flee, Hide, or Block, they must first make a -2 HEAVY MACHINERY or COMTECH roll (no action) to pass
through. If they fail, their maneuver fails automatically.
5 OBSTRUCTION: A massive object such as a floating crate, debris, or piece of equipment swerves into the path of the
chase. This gives a +2 bonus to the Cut Off maneuver but a -2 penalty to Pursue/Flee and Stand and Shoot
maneuvers.
6 NARROW SPACE: The chase moves into a series of narrow, tight space. This gives a +2 bonus to the Hide maneuver
but a -2 penalty to the Cut Off maneuver. Even if the prey does not choose the Hide maneuver, the pursuer(s) must
make an opposed OBSERVATION roll (no action) to spot them or the prey successfully escapes.
7 PARTICLE CLOUD: Thick clouds of smoke, gas, or particulate debris moves into the path of the chase. The prey must
make an OBSERVATION roll (no action) to move through the clouds without becoming diverted. Success gives a +2
bonus to the Hide maneuver. Failure, means the prey’s maneuver for the Round fails.
8 VECTOR CHANGE: The ship or station lurches suddenly. All participants must make a -2 MOBILITY roll (no action) to
regain their footing if under gravity or to avoid being knocked off course if weightless. If they fail the roll, their
maneuver for the Round is canceled.
9 DOOR SLAM: A door or airlock in front of the pursuer(s) locks shut unexpectedly. The pursuer(s) must make a -2
COMTECH roll (no action) to disable the lock or lose their maneuver.
10 DEBRIS: Clutter, debris, and loose machinery covers the zone, making it difficult to traverse. All participants take a -2
penalty to Pursue/Flee maneuvers, but the prey get a +2 bonus to Block maneuvers.
11 OPEN SPACE: The path moves into an open deck, corridor, or space, free of obstacles. All participants gain a +2
bonus to Stand and Shoot maneuvers, but the prey take a -2 penalty to Hide maneuvers.
12 EXPLOSION: An explosion occurs. All participants must make a MOBILITY roll (no action) to avoid getting caught in
the blast. Failure means their maneuver is canceled and they take D6 damage.
VEHICLE CHASE OBSTACLES, AERIAL
2D6 OBSTACLE
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 CLOUD FORMATION: The chase moves into a large cloud formation, obscuring the path ahead. Every pilot must make
an OBSERVATION roll (no action) to stay on course. A failed roll means the pilot’s maneuver fails.
4 HEAVY WINDS: Weather conditions take a sudden change for the worst, with heavy winds, torrential rains, or
thunderstorms battering the vehicles. All Pursue/Flee maneuvers take a -2 penalty but Hide maneuvers gains a +2
bonus.
5 FLOCK: A flock of flying animals move into the path of the chase. This gives a +2 bonus to Block maneuvers but a -2
penalty to Pursue/Flee maneuvers. Any failed maneuver results in D3 points of damage to the driver’s vehicle and
the deaths of any animals the vehicles hit. Alternatively, in an urban area, this could be an explosion from a nearby
building.
6 NARROW GAP: The chase moves into a narrow gap, such as between two buildings or through a narrow canyon. This
gives a -2 penalty to Hide maneuvers.
7 SECURITY: A police, security, or military vehicle moves into the chase, issuing warnings to the participants. All
Pursue/Flee, Hide, and Stand and Shoot maneuvers take a -2 penalty. Any participant who makes a Stand and
Shoot maneuver will be fired upon. Participants can make a -2 MANIPULATION or COMMAND (if the PC is part of the
chain of command) roll (no action) to get the vehicle to disengage.
8 OPEN AIR: The vehicles move into a clear weather space, with few clouds or obstacles. This gives a +2 bonus to
Pursue/Flee and Stand and Shoot maneuvers but a -2 penalty to Hide and Block maneuvers.
9 VERTICAL OBSTACLE: The path moves abruptly into a large, vertical obstacle such as a cliffside or a massive building.
Failed Pursue/Flee maneuvers result in the vehicle crashing and becoming Wrecked, ending the chase. The pilot
may cancel their maneuver to pass over or around the obstacle carefully.
10 MAZE: The chase winds into rugged terrain or a densely packed set of buildings. This gives a +2 bonus to Hide,
Block, and Cut Off maneuvers but a -2 penalty to Pursue/Flee and Stand and Shoot maneuvers. Failed Pursue/Flee
maneuvers result in the vehicle taking D3 points of damage.
11 FOG/SMOKE: The chase moves through a thick cloud of fog, smoke, or smog, making it difficult to see. This gives a
+2 bonus to Hide maneuvers but even if the prey does not choose to make a Hide maneuver, the pursuer(s) must
make an OBSERVATION roll to follow the prey. If they fail, the prey escapes.
12 STORM: The chase participants are hit by a violent storm, possibly a hurricane, tornado, blizzard, or severe
thunderstorm. All participants must make a PILOTING roll (no action) to avoid taking damage. If they fail, their
vehicle crashes and becomes Wrecked. Even on a successful roll, they lose their maneuver for the Round.
RESOLUTION
A chase comes to an end when one of the following ➢ A participant is Broken or killed. Or, in a vehicle
things happen: chase, their vehicle is Wrecked or destroyed.
➢ The distance between the prey and the pursuer
exceeds EXTREME range at the end of the Round. Note that it is possible for the chase to end for some
➢ The distance between the prey and the pursuer is participants and not others. In such a case, continue
ENGAGED range or lower at the end of the Round. running the chase for the participants still in it only if
➢ A participant expends their Chase Limit, resulting the PCs are involved. If the only remaining chase
in either escape or capture for the prey. participants are NPCs, the Game Mother may resolve
➢ The prey manage to hide or otherwise disguise the chase off screen (Dealer’s Choice).
their trail at the end of the Round, such that the
pursuer(s) are unable to follow.
➢ A participant decides to end the chase
intentionally, standing their ground as the prey or
breaking off pursuit as a pursuers.
S PAC E C H A S E S
Vehicle chases in space function similarly to ground COMTECH roll. The sensors officer of a ship must be
or air chases, but with some important differences. the one to make the roll. If the officer if an NPC, the
The following rules only apply to vehicle chases, not Game Mother rolls.
“foot chases” (i.e. spacewalks).
The terrain of space is exceptionally flat so barring LAUNCH COUNTERMEASURES: Similar to the
unusual circumstances, the Game Mother should set Launch Countermeasures action during space combat
the Chase Limit at 4. but with a key difference: this maneuver most be
Whereas in a ground chase, each participant has chosen before the active ship knows the target ship
their own Chase Limit, in space chases, the Chase has chosen to attack for their maneuver. Roll RANGED
Limit is shared by the crew of a ship, with the COMBAT vs. RANGED COMBAT. If the target ship is a
commanding officer making the roll each Turn. If the missile, the roll is opposed by PILOTING and the Home
commander is an NPC, the Game Mother makes the In maneuver instead. Every success rolled by the
roll. active ship cancels out a success for the attack roll by
As in space combat, time is measured out in Turns the target ship. If the target ship chose not to attack
rather than Rounds. However, unlike space combat, for their maneuver, this maneuver is wasted. Only the
only one action may be taken per Turn. The crew ship’s gunner can make this roll. If the gunner if an
must decide together which maneuver to take, after NPC, the Game Mother rolls.
which point the relative crew member makes a roll.
Each Turn, a space chase plays out in the following CUT OFF: Similar to the Cut Off maneuver in ground
order: chases, but the roll is made with a PILOTING roll. If the
1. Each participating ship’s crew secretly picks a nearest prey ship is at LONG or EXTREME range from
maneuver. you, your roll takes a -2 penalty. If you succeed, you
2. The Game Mother determines the obstacle and immediately reduce the distance between you and
then reveals it. the nearest prey participant to CLOSE, initiating
3. Each participating ship’s crew reveals their combat between the two of you. If you lose or roll a
maneuver. tie, the distance is increased to EXTREME instead. If
4. Maneuvers are resolved, with the prey ship(s) the distance was already EXTREME, you drop out of
going first, followed by the pursuer ship(s). the chase. The pilot of a ship must be the one to make
5. Each participating ship’s commanding officer the roll. If the pilot if an NPC, the Game Mother rolls.
makes a Chase Limit roll.
6. If any participating ship’s Chase Limit reaches TARGET LOCK: Identical to the Target Lock action
zero, it drops out of the chase. during space combat, this maneuver must be taken
before a Fire Weapon or Home In maneuver can be
The following chase maneuvers are possible during a made on a subsequent Turn. To make this maneuver,
space chase. roll COMTECH. The sensors officer of the ship must be
the one to make this roll. If the officer is an NPC, the
PURSUE/FLEE: Similar to the Pursue/Flee Game Mother rolls. This maneuver can be countered
maneuver during ground chases, but made with a with the Go Dark maneuver on subsequent Turns.
PILOTING roll. The pilot of a ship must be the one to Missiles start with a lock already in place and do not
make the roll. If the pilot if an NPC, the Game Mother have to make this maneuver unless they lose that lock
rolls. (see the sidebar “Missiles in Space Chases”).
GO DARK: This maneuver is similar to the Go Dark FIRE WEAPON: Identical to the Fire Weapon action
action during space combat. The prey ship make an during space combat, this maneuver requires the
COMTECH roll. Every success cancels out one of the Target Lock maneuver to have been made
successes from the pursuer’s Target Lock maneuver. If successfully on a previous Turn. If the target lock is
every success is canceled, the pursuer loses target lost due to the target ship successfully making a Go
lock and is unable to attack the prey. Whether a Dark maneuver, the active ship must make another
success or failure, this maneuver prevents Target Lock maneuver. Make a RANGED WEAPON roll
Pursue/Flee and Target Lock maneuvers until Power vs. another participant. Unless you are at CLOSE range
Up Engine and Power Up Sensors maneuvers have at the end of the Turn, this does not end the chase. If
been executed respectively on subsequent Turns. The the active ship is a missile, it rolls for PILOTING instead.
sensors officer of a ship must be the one to make the The gunner of the ship must be the one to make this
roll. If the officer if an NPC, the Game Mother rolls. roll. If the gunner is an NPC, the Game Mother rolls.
This maneuver can be countered with a Launch
POWER UP SENSORS: Similar to the Power Up Countermeasures maneuver in the same Turn.
Sensors action during space combat, this maneuver is
required to reactivate sensors following a Go Dark
maneuver, allowing Target Lock maneuvers to be
made. Whereas a Power Up Sensors action in space
combat requires no roll but takes two Turns, this
maneuver takes a single Turn but requires a -2
EMERGENCY REPAIRS: Identical to the OTHER: As in ground chases, if a player suggests an
Emergency Repairs action during space combat, this idea for a maneuver that is not covered by the above,
maneuver allows damaged components to be the Game Mother may allow their suggestion. Such a
repaired for a Shift or until they are damaged again. maneuver must involve a skill roll and is the only
Make a COMTECH or HEAVY MACHINERY roll as action the ship’s crew can take during that Turn.
indicated by the component damage tables on pages
198-199 of the core rules. The chief engineer of the STUNTS: For every extra success a character rolls on
ship must be the one to make this roll. If the chief is their maneuver, they may execute a stunt.
an NPC, the Game Mother rolls. ➢ You increase or decrease the range category
between you and the target ship by one level.
POWER UP ENGINE: Similar to the Power Up This is in addition to any other range shifts that
Engine action during space combat, this maneuver is may occur in the round.
required to reactivate engines following a Go Dark ➢ One of the other participants (your choice)
maneuver, allowing Pursue/Flee maneuvers to be suffers minor component damage and must roll
made. Whereas a Power Up Engine action in space on the table on page 198 of the core rulebook.
combat requires no roll but takes two Turns, this ➢ You grant a +1 bonus to a subsequent roll by
maneuver takes a single Turn but requires a -2 HEAVY another member of your ship’s crew.
MACHINERY roll. The chief engineer of the ship must ➢ You gain a +1 bonus to resolve whatever obstacle
be the one to make this roll. If the chief is an NPC, the the Game Mother throws at you.
Game Mother rolls. ➢ You add a Stress Die to your “Chase Limit.”
HOME IN: This maneuver is for missiles only (see the A space chase ends when:
sidebar “Missiles in Space Chases”). This maneuver is ➢ The range between prey and pursuer(s) exceeds
similar to Pursue/Flee, but when the missile closes to EXTREME at the end of the Turn.
within CONTACT range at the end of the Turn, the ➢ The distance between prey and the pursuer(s) is
missile explodes, dealing damage to the prey. Roll CONTACT range or less at the end of the Turn,
PILOTING, with a +2 bonus for the missile’s speed. This allowing ramming or boarding actions.
maneuver be counteracted by the Launch ➢ A participant expends their Chase Limit.
Countermeasures maneuver. Additionally, if the target ➢ A participant chooses to end the chase
ship makes a successful Go Dark maneuver and intentionally, either standing their ground as prey
cancels the missile’s target lock, the missile must or giving up the chase as the pursuer.
make a successful Target Lock maneuver before it can ➢ The participant’s ship is destroyed or disabled.
make a Home In maneuver again.
Missiles in Space Chases
During a space chase, slow-moving projectiles like However, missiles can only take the Cut Off, Target
missiles are treated as miniature ships, rather than Lock, and Home In maneuvers. Missiles start with a
attacks. This allows a pilot to outrun a projectile, the target lock on the ship their mothership fired on.
same way they might outrun a ship. This only applies When a missile successfully closes to within CONTACT
if the initial attack roll to fire the missile is successful. range of its target, it detonates, dealing damage as
All missiles are pursuers unless fired upon by another normal.
missile or involved in a race. See below for typical missile stats.
Unlike most ships, missiles have a Speed of 2,
giving them a +2 bonus to all Home In maneuvers.
ASAT Missile
SPEED: 2
SIGNATURE: -2
THRUSTERS: +4
HULL: 1
ARMOR RATING: 0
STANDARD ARMAMENT:
ASAT Missile Warhead
UPGRADES:
Enhanced Sensors
Overpowered Thrusters
Stealth Technology
SKILLS:
COMTECH 7
PILOTING 7
Space Chase Maneuvers
MANEUVER ELIGIBILITY SKILL EFFECT
Pursue/Flee Pursuer/Prey PILOTING The active ship moves closer or further from the target ship, by
one range category. If the range category becomes CONTACT at
the end of the Turn, combat begins and the chase ends. If the
range exceeds EXTREME at the end of the Turn, the prey
escapes and the chase ends.
Go Dark Pursuer/Prey COMTECH Each success rolled cancels out a success from the pursuer’s
Target Lock maneuver. If every success is canceled out, the
pursuer loses their target lock on the prey and is unable to fire.
Pursue/Flee and Target Lock maneuvers are impossible until
the Power Up Engine and Power Up Sensors maneuvers are
executed respectively.
Power Up Sensors Pursuer/Prey -2 COMTECH Bring sensors back online. Required after a Go Dark maneuver
before a Target Lock maneuver can be made.
Launch Pursuer/Prey RANGED COMBAT vs. The target ship’s attack fails. This maneuver must be chosen
Countermeasures RANGED COMBAT before the pursuer’s maneuver is revealed.
[PILOTING]
Cut Off Pursuer PILOTING Range between the pursuer and the prey becomes CLOSE,
resulting in immediate combat and the end of the chase (unless
in a race). This maneuver has a -2 penalty at LONG range or
further.
Target Lock Pursuer/Prey COMTECH The active participant attacks the target participant with a
range weapon. Normal range modifiers apply.
Fire Weapon Pursuer/Prey RANGED COMBAT The active participant attacks the target with a ranged weapon.
[PILOTING]
Emergency Repairs Pursuer/Prey COMTECH or HEAVY A success repairs damaged components for one Shift or until
MACHINERY the component is damaged again.
Power Up Engine Pursuer/Prey -2 HEAVY Bring the engine back online. Required after a Go Dark
MACHINERY maneuver before a Pursue/Flee maneuver can be made.
Home In Pursuer +2 PILOTING The missile moves closer or further away from the target ship,
(Missile Only) by one range category. If the range category becomes CONTACT
at the end of the Turn, the missile explodes, dealing damage as
normal.
2 DEAD END: If the prey has chosen to Pursue/Flee, Hide, or Block, this maneuver fails automatically.
3 FLYBY: The ships in the chase shoot past one another, misjudging the relative velocity between one another. The
pilots on both the pursuer and prey ships must make an additional PILOTING roll (no action) to stay on course. A
failed roll means the ship’s maneuver is canceled for the Turn.
4 LARGE BODY: A large asteroid, space hulk, or other giant body lurches nearby. This gives a +2 bonus to Go Dark
maneuvers and Launch Countermeasures maneuvers but a -2 penalty to Pursue/Flee and Fire Weapon maneuvers.
5 GRAVITY WELL: The flight path brings both pursuers deep into a nearby gravity well. This imposes a -2 penalty to
Pursue/Flee maneuvers but a +2 bonus to Cut Off and Target Lock maneuvers.
6 EM BURST: A burst of electromagnetic radiation sweeps through the flight path, perhaps from a leaking reactor or
the local star. The radiation causes the participating ships to suffer severe instrumental errors, requiring every ship’s
sensors officer to make a COMTECH roll (no action) to maintain their flight path. Failure means the ship’s maneuver is
canceled for the Turn.
7 SECURITY: A security or military spacecraft nearby hails both the prey and the pursuers. This imposes a -2 penalty
on Pursue/Flee, Go Dark, and Fire Weapon maneuvers. Any ship that performs a Fire Weapon maneuver will be
fired upon by the interloper. Any participant may make a -2 MANIPULATION or COMMAND (if the ship is part of the
same organization) roll (no action) to call the approaching ship off.
8 OPEN SPACE: The ships move into a wide open region of interplanetary space, between major gravity wells. This
gives a +2 bonus to Pursue/Flee, Target Lock, and Fire Weapon maneuvers but a -2 penalty to Go Dark and Launch
Countermeasures maneuvers.
9 SPACE STORM: A coronal mass ejection, gamma ray burst, or other violent radioastronomical event occurs. All ships
must make a PILOTING roll (no action) to avoid taking damage from the event. A failed roll means the participant’s
ship takes D3 hull damage and any characters aboard gain D3 Rads each.
10 DEBRIS CLOUD: The ships veer into a cloud of micrometeorites or shrapnel. This gives a +2 bonus to Launch
Countermeasures maneuvers and a -2 penalty to Target Lock maneuvers. Failed Pursue/Flee maneuvers result in
the ship taking D3 points of hull damage.
11 EXPLOSION: A massive explosion occurs within the flight path of the chase, possibly from an exploding missile, two
asteroids colliding, or a violent stellar event. This imposes a -2 penalty to Pursue/Flee and Target Lock maneuvers
but a +2 bonus to Go Dark, Cut Off, or Launch Countermeasures maneuvers. Failed Pursue/Flee maneuvers result in
D6 points of hull damage.
12 OBERTH MANEUVER: The chase brings the ships perilously close to a planet, moon, or asteroid’s surface. All pilots
must make an additional PILOTING roll (no action) to avoid crashing. Failure results in the ship crashing and
becoming Wrecked, ending the chase. Ship crews may choose to forego their maneuver to maneuver carefully over
the surface, avoiding a crash.