New Shadowrun Vehicle Combat and Chase Rules Maneuvers The maneuvers listed below all contain some element of risk in their execution, thus if a character wishes to remin safe he may simply elect to control his vehicle without making a test. Each maneuver requires a Vehicle skill test (Control Pool can be used) and which if failed will call for an IMMEDIATE Mishap test. The TN for the Vehicle skill test is the Handling of the vehicle plus any injury modifiers etc., plus the following Terrain type modifers: Terrain Type_____Modifier to TN Open___________________-1 Normal_________________+0 Restricted_____________+1 Tight__________________+2 For a description of the Terrain types read "Vehicle Combat" in SR2. ---------------------------------------------------------------------------- Pursue/Flee This is an attempt to open or close the distance between the two vehicles. This is done by short bursts of speed, by cutting corners and so forth. System:For every 2 successes in the maneuver test the distance is changed by 1 stage e.g. Long to Medium. The driver does not have to change the full number of ranges if this is not desired. This manuever can only be performed once per turn, however if the test fails the subsequent Mishap test is made at -2 TN making it easier to avoid. Pass This is an attempt to overtake or pass back behind a vehicle, and the driver of the vehicle to be passed wishes to oppose it. System:This is an opposed handling test, if the would-be passing driver wins he overtakes the car, if he ties or loses he does not pass. The TN for the handling tets should be modified by the widthe of the road and size of the vehicles, the GM has discretion here but should base his modifiers on the examples below. Vehicle______Passing Driver's Modifier____Opposing Driver's Modifier Motorbike______________-1____________________________+1_____________ Car/Small Van__________+0____________________________+0_____________ Av. Van________________+1____________________________+0_____________ Truck__________________+2____________________________-1_____________ Lorry/Artic.___________+3____________________________-2_____________ If two or more vehicles are working together to block the passing of another, total their successes and compare to the would-be passer. Force An attempt to ram or side swipe the opposing vehicle, hoping to cause them damage (via the failure of a Mishap test). System:A Force can only be attempted at Close range. The Vehicle skill test TN is increased by the victim's vehicle's Body rating and half its Armour rating. It is decreased by the forcing vehicle's Body and half its Armour rating. If successful the opponent must make an immediate Mishap test, the TN of which increases by 1 for every 2 successes generated in the Force test. Victims of a Force maneuver on Motorbikes receive another +1 to the TN. Riggers who are on the receiving end of a Force maneuver may allocate Control Pool to try to offset and even force the original vehicle. The rigger rolls Control Pool (maximum of their vehicle skill) with a TN calculated as if they were performing a Force. The rigger's successes directly offset the opponent's and if they reduce the opponent's successes to zero the Forcing character has effectively failed his maneuver test and must make a Mishap test. If the rigger's successes exceed the opponent's, then the Mishap test TN may be increased just as if the rigger had performed the Force maneuver. Quick Turn An attempt to lose a pursuing character by darting down a side alley, make a last minute turn to take the off-ramp etc. System:This maneuver can only be performed at Long or Extreme range. If the Vehicle skill test is successful the pursuing character must make an immediate Perception or Sensor test, the TN is 4 (increased for Aural Masking) for a Perception test and the opposing vehicle's Signature for the Sensor test. This TN is modified as below: * +1 per 2 successes generated on the Quick Turn test. * -4 if Open terrain * -2 if Normal terrain * +2 if Tight terrain If the Perception/Sensor test is failed the pursuer loses the target. If the test succeeds he does not. If the pursuer is VERY perceptive he may actually be able to anticipate the turn and close the Range: * 3-4 successes: Close range by 1 stage * 5+ successes: Close range by 2 stages. Double Back This is a 180 degree turn. It is done in the hope that the pursuer cannot mimic the maneuver quickly and thus increase the distance between the vehicles. System:This manuever can only be attempted at Close or Medium range. If it is successful range immediately becomes Close. If the opponent does not perform a Double Back manuever within 10 combat phases the range between the vehicles becomes Long, and then for every 10 combat phases which pass before the opponent does perform the Double Back manuever (or who stops (1 action), turns and re-accelarates (another action)) the range increases another stage. As is obvious when the range becomes Close (the two vehicles pass each other) the opponent can perform a Force manuever. Or they can decide to play chicken :) Brake Hard This is an attempt to decelerate quickly hoping that your persuer will "fly right by", to quote Tom Cruise :). System:If the maneuver test is successful the pursueing character must make an immediate Reaction test with a TN of 5 plus 1 per 2 successes on the maneuver test. If the pursuer fails the test and was at medium or greater range they move one range closer. If the pursuer was at close range, they remain at close range however the pursuer is now in front of the maneuvering vehicle rather than behind. The pursuer can elect not to react and take the range changes automatically. The player who elected to brake hard, and the pursuer -if they _attempted_ to react- cannot bid a higher speed in the next turn than they bid in the current turn. Jink This is an attempt to swerve left and right in order to present a difficult target to attack with ranged weapons. System:For every 2 successes rolled in the maneuver test opponents receive a +1Tn for ranged attacks at the vehicle, however those inside the vehicle take a modifier for making ranged attacks as well, equal to half the modifier (round down) ie +1 TN per 4 successes. For those attempting this tactic whilst running then they also reduce their distance by 1/3, however they do not recieve the penalty for making rnaged attacks (those modifiers are included in the 'Attacker Running' modifiers per SRII. Trick This covers any other sort of manuever the players (and GMs) can think up. The GM is free to add any modifiers to both the Trick tes,t and any resulting Mishap test if teh Trick is failed. A thresh-hold of successes may also be set in order for the Trick to succeed. ---------------------------------------------------------------------------- [Back to the Shadowrun Page.]