GURPS Chase Chart

== Chase Rules ==
Each round, do the following
# Quarry secretly chooses a maneuver and writes it down. It can be either a general or quarry maneuver that he meets the preconditions for.
# Pursuer chooses and announces his maneuver. It can be either a general or pursuit maneuver that he meets the preconditions for.
# Pursuer resolves any skill or attack rolls, other than the Chase roll.
# Quarry resolves any skill or attack rolls, other than the Chase roll.
# If either side has crashed, stopped, or is too badly damaged to continue, the chase is over. If the Pursuer can't continue, the Quarry escapes. Otherwise, the Quarry is caught. If the chase continues, roll a Chase Contest.
## This is a Quick Contest of vehicle operating skills (or DX-based Running for pedestrians).
## Add a speed bonus based on vehicle speed on the Size/Range chart. There is no speed bonus when using a Static maneuver.
## Add a bonus equal to vehicle handling.
## Add the "Chase Roll" modifier for the maneuver.
## The winner can increase or decrease the range by 1 step if he wins by 5+, and 2 steps at 10+. If one side chose a static maneuver and the other didn't, the moving side can change the range by one step.
# Set ranges for the next round. If the range goes beyond Extreme, the Quarry escapes.
;Wiping Out
A handling check (due to a Force, Ram, or failed Reverse or Stunt) that fails by a vehicle's stability rating or less is a close call, and the actor must make an Emergency Action or Stop maneuver on the next round.
A handling check failed by more than the stability rating, or a close call not followed by emergency action, causes a Wreck. The vehicle Stops and takes damage; those inside take 1d6+Speed bonus hits as injury.
;Gunslingers and Attacking
Gunslingers can always attack with guns unless they're attempting to Hide. They add weapon Acc during Disembark/Embark, Force, Move & Attack, or Ram maneuvers, and Acc+4 during an Attack maneuver.
General Maneuvers	General Maneuvers 	General Maneuvers 	General Maneuvers 	General Maneuvers
Maneuver 	Description 	Precondition 	Actions 	Chase Rolls
Attack 	Stop and make an aimed attack. 	No preconditions 	Everyone on your side may make a ranged weapon attack, adding Accuracy 	Static
EmbarkDisembark 	Enter or leave a vehicle. 	Must have access to a stationary vehicle 	Make vehicle control roll to start a vehicle. Passengers may make ranged weapon attacks. 	Static
Emergency Action 	Avoid a crash 	This or Stop is mandatory after a close call. Not an option otherwise. 	Clear the close call. 	-5
Force 	Attempt to make a rival crash. 	At close range with a vehicle that could strike your rival. 	Roll vehicle operation to hit. Target may dodge. If you hit, target rolls vehicle control or wipe outs. Your passengers may make ranged weapon attacks. 	-2
Move 	Attempt to close or open the distance on your rivals. 	Default maneuver 	Success changes the range 	0
Move and Attack 	Attack a rival while continuing to move. 	No conditions 	Everyone on your side makes ranged weapon attacks, or (optionally) melee attacks at Close range. 	-2 for pedestrians or vehicle operators
Stop 	Stop moving, effectively ending the chase. 	This or Emergency Action is mandatory after a close call. 	Pursuers let the quarry escape, and quarries let the pursuer catch them at Close range. 	No roll, as the chase ends.
Stunt 	Perform some risky action to improve your position. 	No conditions 	Roll against vehicle operation at a penalty. Failure results in a Wipeout. 	+1 per -2 penalty on the vehicle operation roll.
Quarry Maneuvers 	Quarry Maneuvers 	Quarry Maneuvers 	Quarry Maneuvers 	Quarry Maneuvers
Maneuver 	Description 	Precondition 	Actions 	Chase Rolls
Hide 	Avoid your pursuer by taking cover in an obstructed area. 	Medium range or greater, suitable scenery or a Lucky break. 	No actions 	-10 at Medium, -5 at Long, +0 at Extreme. Winning the Chase contest either ends the chase or turns you into the pursuer at Close, Short, or Medium range. If you lose, the next round starts at Close range.
Mobility Escape 	Use superior mobility or a different mode of transport to escape. 	A different mode of transport (submarine vs plane) or suitable scenery or a Lucky Break.	No actions 	If your pursuer can't follow, all his future actions are treated as static. If he can follow, -2. Pursuers can use Lucky Breaks to follow if they didn't select at Static maneuver.
Reverse 	The hunter becomes the hunted. 	No preconditions. 	No actions. 	-10. Failing your roll causes a Wipeout. If you win the Chase contest, you become the pursuer. Range next round is Close, win or lose.
Stunt Escape 	Perform some risky action to improve your position and allow you to escape.	Suitable scenery or a Lucky Break. 	Roll against vehicle operation at a penalty. Failure results in a Wipeout. 	+1 per -2 penalty on the vehicle operation roll. If you don't Wipeout and your opponent doesn't match you with a Stunt (at the same penalty or worse!) or Mobility Pursuit, his action is treated as static on this and all future rounds.
Pursuit Maneuvers	Pursuit Maneuvers 	Pursuit Maneuvers 	Pursuit Maneuvers 	Pursuit Maneuvers
Maneuver 	Description 	Precondition 	Actions 	Chase Rolls
Mobility Pursuit 	Use your superiority mobility to cut off your target. 	A different mode of transport (submarine vs plane) or suitable scenery or a Lucky Break.	No actions. 	+5, or +10 if your opponent tried at Stunt Escape. Any range shift must be used to reduce range.
Ram 	Hit your opponent, hoping to damage him. 	Close range and an appropriate vehicle 	Roll vehicle operation to hit. Target may dodge. If you hit, both vehicles do Thrust damage based on vehicle ST. Both you and the target must make a vehicle control roll or Wipeout. Your passengers may make ranged weapon attacks.	-2.