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Chase Part II

· 2 min read
Richard Miller
Game Designer and Engineer

As the system shifted toward more abstract mechanics, chases also needed to follow suit. The previous system relied on containers for positioning, which felt too tactical. Instead, chase distance is now tracked with a simple d6, making the system faster, more flexible, and capable of handling split chases seamlessly.

The New Chase Mechanic

Each participant in the chase selects a relevant skill based on their approach:

  • Drive / Athletics – Moving forward (driving a vehicle or running).
  • Navigation – Finding shortcuts in urban environments.
  • Survival – Navigating difficult terrain (forests, wastelands, etc.).
  • Other creative skills – As long as the player can justify them.

Each side rolls their dice, applying bonuses based on their skill rolls.

  • The team with the highest total moves the chase one step forward.
  • If the escapees win the round, increase the tracking die.
  • If the chasers win the round, decrease the tracking die.
  • The chase ends when the d6 reaches 7 (escape) or 0 (capture).

Weapons & Interference

Firing on an opponent in a chase introduces a tactical choice:

  • Use the attack’s success to boost your team’s roll.
  • Force the opponent to downgrade their die for the final roll (d12 → d10).

This mechanic ensures that chases stay engaging, flexible, and cinematic while keeping the focus on player decisions and teamwork.


Full Chase Rules