TEXT: 1
  Savage Worlds and the Pinnacle logo are © 2011 Great  
  White Games, LLC; DBA Pinnacle Entertainment Group. 
  © 2011 Solomon Kane Inc. Solomon Kane® and related logos, characters, names, and 
  distinctive likenesses thereof are trademarks of Solomon Kane Inc. All rights reserved.
  Knight Errant is © John M. Goff and used with permission.
  Produced under license by Studio 2 Publishing, Inc. The Studio 2  
  logo is a trademark of Studio 2 Publishing, Inc. All rights reserved.
  Chase Rules
  A complete list of all changes from  
  Savage Worlds: Explorer’s Edition to Savage World Deluxe, 
  will be on our Downloads page at www.peginc.com.
  
  2
  Chases
  The Vehicle Rules on page 98 handle fast-paced action on 
  the table-top. This is impractical for chases that take place 
  over longer distances such as city streets or the open ocean, 
  so use the Chase rules instead. It’s built for situations when the 
  heroes must catch someone or something—or escape from it!
  Chase Length
  First determine the length of the Chase:
  •	 Standard: Five rounds, used for most chases and usually 
  simulates less than a minute of action per turn.
  •	 Extended: 10 rounds, used for long pursuits such 
  as those that take place between ships, and may be 
  measured in minutes, hours, or even days.
  •	 Dogfight: The “chase” is actually a battle with highly 
  mobile participants. It ends only when one side or the 
  other withdraws or accomplishes its objectives.
  At the end of the last round, any prey who haven’t been 
  otherwise stopped or captured escape and the pursuit ends.
  Chase Cards
  Rather than dealing Action Card as usual, have everyone 
  roll the appropriate “maneuvering Trait” as listed below:
  •	 Agility: Foot chase
  •	 Boating: Watercraft
  •	 Driving: Vehicular chase
  •	 Piloting: Air or spacecraft
  •	 Riding: Mounted animals
  Participants draw a card for each success and raise on the 
  maneuvering Trait roll, and keep one (usually the highest) as 
  their Action Card. This determines not only their initiative but 
  how well they managed to “maneuver” that particular round.
  Characters who don’t score at least a single success remain 
  in the chase but get no Action Card that round.
  Making a maneuvering Trait roll does not count as an action.
   
  ► Advantage: A character with a higher card than a foe is 
  said to have “advantage” over him. This is abstract so it may 
  mean the character is ahead, behind, or even parallel to his 
  foe. The important thing is that he has somehow maneuvered 
  in such a way as to gain a superior position, and can bring his 
  weapons to bear (if he has any and is inclined to use them). 
  See Attacks for further information on using the Advantage.
   
  ► Speed: A character may add +2 to his roll if he or his 
  vehicle has a higher top speed than the fastest opponent; or 
  +4 if his top speed is twice as fast as his opponent’s. (Use 
  Pace plus the character’s maximum possible running value 
  if on foot or mounted.)
   
  ► Edges: Level Headed and the Quick Edge don’t apply to 
  maneuvering Trait rolls in Chases.
   
  ► Terrain: If the Chase takes place primarily over difficult 
  terrain, the GM should inflict a –2 penalty to all participants’ 
  Trait rolls.
   
  ► Climb: If an aircraft has a better Climb than his foe, he 
  may also add +2 to the roll.
   
  ► Passengers: Those riding in a vehicle have a choice. 
  If they want to help the pilot or driver maneuver, and it 
  makes sense in the context of the situation, they may make 
  a cooperative maneuvering Trait roll. They draw no cards 
  themselves but may add to the driver’s total as usual.
  The GM must decide what makes sense here. A passenger 
  in a car might help navigate and make a cooperative roll—but 
  a second passenger probably could not. On a sailing ship, 
  the crew could make a group cooperative Boating roll to help 
  the captain’s total.
  A passenger who makes a cooperative roll and wants to act 
  would suffer the usual multi-action penalty. Passengers act 
  on the driver’s Action Card.
  Attacks
  Characters act on their Action Card as usual. Since distance 
  is abstract, the value of their Action Card determines any 
  penalties to the roll due to Range and whether or not a melee 
  attack is possible (in chases where it’s even a possibility).
  A character must have Advantage (an equal or higher Action 
  Card) than his target to attack it. A character with an Action Card 
  of 7, for example, can only attack targets with Action Cards of 
  7 or lower. A target with a higher card has outmaneuvered the 
  attacker this round and cannot be targeted.
   
  ► Groups: Extras roll as distinct groups and act on the 
  same Action Card as usual. Divide each group’s attacks up 
  proportionately among the opposition, losing attacks against 
  heroes who have Advantage over them. For example, nine 
  
  3
  Chase Rules
  Attack Range & Complications Tables
  Card
  Range
  Complication Table
  Two
  Out of Range. The enemy is out of range 
  or blocked and no attack is possible this 
  round
  Disaster: Make a Trait roll at –4. If the roll is failed, the 
  character suffers a disaster of some sort—a car hits a solid 
  obstacle at its top speed, a runner falls off a ledge, etc. Where 
  this isn’t possible, the runner gives out, the vehicle stops, etc. 
  In any event, this participant is out of the chase.
  3-10
  Long Range (–4)
  Major Obstacle: Objects of some sort get in the way. Make a 
  Trait roll at –2 to avoid them or suffer damage appropriate to 
  half top speed if in a vehicle, or a Fatigue level (Bumps and 
  Bruises, see page 86) if on foot.
  Jack—Queen
  Medium Range (–2)
  Minor Obstacle: Objects of some sort get in the way. Make a 
  Trait roll to avoid them or suffer damage appropriate to half top 
  speed if in a vehicle, or a Fatigue level (Bumps and Bruises, 
  see page 86) if on foot.
  King—Joker
  Short (no penalty), 
  and melee attacks are possible
  Distraction: Something obscures the character’s vision or 
  path. He cannot attack this round.
  wolves act on Seven and there are five player characters, 
  so each hero is assigned two wolves. Any heroes who have 
  higher cards than the wolves aren’t attacked that round. (This 
  keeps characters with low cards from getting attacked by 
  every enemy in the chase.)
  The opposite is not true. The player characters may always 
  attack any foe or group of foes they have Advantage over.
   
  ► Force: A driver with advantage may attempt to distract or 
  even ram another vehicle in the chase as a normal action. 
  The “trappings” may vary, but it is treated as an opposed 
  maneuvering Trait roll modified by range. (Cooperative rolls 
  may be allowed as usual.) On a success, the target suffers a 
  –2 to his next maneuvering Trait roll. On a raise, the target is 
  affected as if they hit an obstacle (see Complications).
   
  ► Shaken Characters: If a character driving or piloting a 
  vehicle is Shaken, he must make an Out of Control roll (see 
  page 100). If the vehicle suffers damage, calculate it at half 
  the vehicle’s Top Speed (see page 58).
  Characters who are Shaken at the start of a turn make 
  their maneuvering Trait roll at –2. They attempt to become 
  un-Shaken on their Action Card as usual.
  Complications
  If a character’s Action Card is a Club, he faces some sort of 
  Compli cation on his action. Check the Complications Table.
  Players who rolled high enough to get multiple cards may 
  choose to take a lower card to avoid a Complication.
  After the Complication is dealt with, the character may 
  continue his action as usual—assuming he survived.
  Example: Knights & Bandits
  The heroes are a knight and a squire chasing three bandits 
  through the woods. The knights are on horseback while the 
  bandits are on foot.
  The three bandits make a group Agility roll (as they’re on 
  foot) and get a 5. That’s one success so they draw a single 
  card—a lowly Three.
  The squire’s Riding roll is 7 after adding +2 for being faster 
  than the bandits. That’s one success so he draws one Action 
  Card—a Jack of Clubs. Clubs signals a Complication, and the 
  Jack indicates a Minor Obstacle (the GM decides he must 
  avoid low-hanging branches). The Squire fails and is hit by 
  the heavy limbs for Fatigue from Bumps and Bruises.
  The knight’s Riding total is 13. He draws three cards and 
  chooses the best—a Joker. Since he’s ahead of the bandits 
  and has a King or higher he can make a melee attack. He 
  levels his lance and one less rogue plagues the King’s Road.
  Example: Road Warriors
  Abel drives a rig through the wasteland. Big Ben rides 
  shotgun beside him, while Cale mans the turret on the back 
  of the fuel tanker. Dala trails behind on a motorcycle.
  Chasing them are five gangers on motorbikes. They make 
  a group Driving roll of 7, draw a single card, and get an Eight.
  Abel makes a Driving roll and gets a 7. Big Ben decides 
  to “navigate,” pointing out the debris in the road ahead, and 
  makes a cooperative Driving roll. He’s successful and adds 
  +2 to Abel’s total, making it 9. That’s a success and a raise, 
  so Abel draws two cards and takes the highest—a Ten. He’s 
  faster than the gangers, so they can’t attack him this round.
  Cale mans a crossbow turret on the back of the rig. He acts 
  on Abel’s card of Ten, meaning he’s at Long Range (–4). He 
  fires and a scores a kill—a ganger bites the radioactive dust.
  Dala is on a motorcycle and rolls a 4. She gets one card—a 
  Four of Clubs. That’s a Major Obstacle Complication so she 
  has to make a Driving roll at –2 or suffer a nasty wipeout. She 
  barely makes it, the GM describing her skidding around an 
  outcropping of rocks.
  The gangers are on Eight so they can only attack Dala (on 
  a Four). Since there are five of them and four targets, the GM 
  divides them up proportionately and decides only two are in 
  position to attack. One ganger misses but the other scores 
  a hit and wounds Dala, meaning she has to make another 
  Driving roll or go Out of Control.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Explorers Edition Update - Chase Rules.pdf