Chase Rules

## Summary

Chases occur whenever one or more creatures are attempting to pursue other creatures through complex terrain.

## Rules

### Initiating a Chase

A chase can be prompted by all manner of scenarios. It is especially common just prior to a combat starting. One side may choose to avoid the combat and begin a chase. To do so, no party member can be subject to a *Creature State* which would prevent a chase (such as being *Paralyzed* or *Restrained*). Each member of a group must *Disengage* from their opponents (potentially triggering attacks and damage). If all party members are not otherwise *Restrained* roll D8 to determine the initial distance between the parties.

### Chase Types

Chases can occur in many variations. Sometimes, one party doesn't know they are being chased. Sometimes two parties are racing via different avenues to the same location. Sometimes one party is chasing another and sometimes, this prey/predator relationship can change half-way through a chase. In order to understand how to run a chase, you need to first work out what kind of chase you are running.

## Distance

Distance can occur in several forms: absolute and relative. If a party has a particular destination in mind, then use a *Distance Countdown*. If the chase has no clear end point, use a *Relative Distance* (for simplicity). Sometimes both may be required such as when trying to lose a pursuer before going to a secret location.

### Distance Countdown

*A distance countdown represents a situation where one or more parties in a chase are attempting to reach a specific destination. This could be the city gates, a hideout, a bridge across a river or all manner of important objectives.*

When using a *Distance Countdown*, the Arbiter specifies the distance to the destination. If both parties are seeking the same destination (as in a Race), then the Arbiter specifies the distance for each party involved.

### Relative Distance

When using a *Relative Distance*, the Arbiter specifies the distance between the *Pursued* and the *Pursuer* parties. This distance can go up or down depending on the success of each party with obstacles.

### Losing the Prey

Whenever the distance between the *Pursued* and the *Pursuer* becomes too large, the *Pursuer* may lose track of their target. The distance required for this to happen depends on the terrain type and movement type (see table below). When this occurs, the *Pursuer* must make a *Wit* check (TS = 14 + terrain modifiers) or the chase will change to *Tracking*. Each turn the distance is greater than the listed distance, the *Pursuer* must repeat this check until the distance is below the specified amount.

## Obstacles

Obstacles represent different challenges that a party may come across. Each obstacle should have options for both the pursued and the pursuer with the decisions made by either party affecting what happens to the other (if possible).

 Distance
 Stamina Loss
 Tracking TS

### Choices

When presented with an obstacle, the pursuer or pursued must make a choice of how they will handle the obstacle. Arbiters should allow parties to come up with their own solutions (the choices presented are just a few default guides). Once a choice has been made, the party must follow all the bonuses/penalties of the choice given.

### Checks

This choice requires the party to make a check of some kind such as Stealth, Acrobatics or Brawn.

* If a check is *Failed*, no *Distance* is rolled (see below) and the party/group suffer the listed *Stamina* loss (see below).

### Distance

This represents how much distance the pursuer or pursued may add or subtract from the distances between each other or the eventual destination.

* A creature which is faster than its opponent (adds +1 to any *Distance* rolls).

### Stamina Loss

This represents how much each party lose in stamina from running. This is in addition to any other kinds of stamina loss (such as from falling, combat etc). If a member of a party runs out of *Stamina*, the party must subtract one from each of their Distance rolls.

* If a party rolls a natural 1 for any *Distance* roll while a party member has zero stamina, that party member gains the *Fatigued* state for any subsequent encounters.
* If a *Fatigued* party rolls a natural 1 for any *Distance* rolls, they must skip a turn.
* When being pursued by multiple *Mooks*, multiply any *Stamina* losses and apply all losses to a single *Mook*. If this is sufficient to negate all *Stamina* remove a *Mook* from the chase.

### Tracking TS

This represents how much a choice affects the difficulty of a tracker to find the trail. High numbers indicate that it is a good method of avoiding a tracker. Negative numbers make it much easier for a tracker to follow.

### Hidden Obstacles

Some Obstacles are not immediately apparent (such as traps). When a hidden obstacle is drawn, draw another obstacle. The players are presented the non-hidden obstacle but must first resolve the hidden obstacle if that obstacle is chosen.

## Reaching Zero

If the total distance between a *Pursuer* and the *Pursued* becomes zero or less several things can happen.

### More Chases

If the *Pursued* really doesn't want to be engaged in combat, they can continue to attempt to flee. To do so they must attempt to *Disengage* their opponents once more (potentially enabling attacks). The chase distance remains at its previous value (ignore negative values). At the end of each turn where the *Relative Distance* is zero the *Pursuers* may each perform an *Action* targeting the *Pursued* as if they were in *Melee* or *Short* range. Doing so increases the *Relative Distance* to 1 again.

### Combat

If the *Pursued* wishes to initiate combat, the *Pursued* must place all of their models in suitable terrain, after which the *Pursuers* may place their models wherever they like.

## Chasing Changes

Sometimes a party may decide they want to try a different strategy.

### Reversing a Chase

If a pursued party wants, they may opt to reverse the chase. If this occurs, it allows them to pick a better location for the final engagement. If a chase is reversed prior to the distance between parties reaching zero, the pursuer gains no benefit on the final engagement.

### Setting an Ambush

If a *Pursued* party wants, they may opt to stop and set up an ambush. To do this, they must have sufficient distance (5 or more) between themselves and the *Pursuer* to prepare.

### Splitting a Chase

If a pursued party wants, they may split up, attempting to split the chase into two or more chases (this can be particularly hilarious with illusions).