TEXT: Car Chase Rules for Cyberpunk 2020 
  By Kevin Cecil 
   
  In the normal day to day operation of motor vehicles, 
  the chance that something is going to go horribly 
  wrong is fairly slim. However, characters seldom ever 
  experience a normal day. The percentages and charts 
  below offer a quick way to “enhance” the driving 
  experience in a cinematic manner. 
   
  Drivers Course   1d10 
  1-2 
  Goes Strait 
  3 
  Turns Left 
  4 
  Turns Right 
  5 
  Sudden Left 
  6 
  Sudden Right 
  7 
  U turn 
  8 
  Stops suddenly Backs up to ram. 
  9 
  Attempts to move into oncoming traffic 
  10 
  Begins swerving back and forth. 
  Chance of a Calamity 
  In the event that players elect to engage in “other than 
  normal” usage of their vehicles, there is a chance that 
  a calamity may occur. The longer they engage in the 
  “creative usage” of their vehicles, the higher this 
  chance rises.  
  5% base  
  +5% light density traffic 
  +10% for med density traffic 
  +20% for heavy density traffic 
  +25% for very heavy traffic 
  +5% for every 10mph over posted limit rounded 
  up 
  +20% if target vehicle has incident ahead 
  +5% for each car ahead of you 
  +10% wet road 
  +20% raining 
   
  Nature of the Calamity 2d10 
  2  Drivers ahead of you change lane 
  3  Driver ahead of you stops 
  4  1d6 vehicles ahead of you wreck 
  5  1d10 vehicles ahead of you wreck 
  6  2d6 vehicles ahead of you wreck 
  7  2d10 vehicles ahead of you wreck 
  8  Driver ahead of you swerves  
  1-5 left – 6-10 right 
  9   Traffic slows considerably after  
  target car passes 
  10  1d6 vehicles stop after target car  
  passes 
   
  11  Truck and trailer jack-knife after target car passes 1d6/2 lanes  
  blocked 
  12  Truck and trailer wrecks with 1d6 other cars 1d6 lanes blocked 
  13  Object in Roadway 
  14  Object falls from vehicle 1-2 small 2 sqr ft 3-4 med 4 sqr ft 5-6  
  large 6-10 sqr ft 
  15  Car spins out ahead of you and stops 1-2 right 3-4 ahead 5-6 left 
  16  Car spins out and hits 2d6 other cars 
  17  Cars collide and explode 
  18  Vehicle spills contents on road way 
  19  A vehicle decides you’re the bad guy and attempts to interfere  
  with your pursuit. 
  20  Road rage, individual(s) begins following and shooting at your  
  vehicle 
   
  Intersection Altercation 
  Density is 1d100 cars 
   
  Day = roll 
  Rush hour = +20% 
   
  Evening = Roll - 10% 
   
  After hours = Roll - 30% 
  Traffic Light Status 
   
  0-5 
   
  Failed (flashing all directions 
   
  6-36 
   
  Green 
   
  37-60  
  Yellow 
   
  60-100  
  Red 
   
   
   
  
  Police pursuit 
  This represents basic police presence, and the percentage chance that they are going to actively seek and locate your 
  position. 
   
  5% Base if speeding or breaking traffic laws 
  +5%  
  if involved in a collision 
  +5%  
  if you hit an object 
  +10%  if involved in shootout 
  +5% 
  for every round involved in a chase past 5 rounds 
   
  Vehicle Maneuver base difficulty 
  Vehicle 
  Tight Turn 
  Swerve 
  Hand Brake 
  reverse 
  Bootleg / rotate 
  Bike 
  15 
  10 
  15 
  na 
  20 
  Sports car 
  10 
  10 
  10 
  10 
  20 
  Compact 
  12 
  12 
  12 
  10 
  25 
  Sedan 
  15 
  15 
  15 
  12 
  25 
  Van/truck 
  20 
  20 
  20 
  15 
  30 
   
  Maneuver Mods 
  Hazards 
   
  Wet road 
  +3 
  Gravel/dirt 
  +2 
  Icy road 
  +5 
  Slippery road 
  +3 
  Down hill grade 
  +1 
  Conditions 
   
  Heavy Rain / Fog 
  +3 
  Insufficient light 
  +3 
  Driver Wounded  
  +2 - +6 
  Driver doing something else 
  +5 
  Every 10% speed over 50%  
  +1 
  Driver blinded 
  +10 
   
  Control Failure  
  1-3 
  Minor skid    lose 1d6 car lengths 
  4-6 
  Major skid    lose 1d10 car lengths 
  7+ 
  Roll vehicle  
   
   
  Base Vehicle Reliability 
  VUR 
   
  50% 
  UR 
   
  25% 
  R 
   
  15% 
  VR 
   
  5% 
  
  Reliability modifiers 
  +10%  Front end impact < ½ max speed 
  +20%   Front end impact at ½ max speed 
  +50%  Front end impact at max speed 
  +15%  Jump, hard landing 
  +15%  Rear impact 
  +10%  Side impact 
  +50%  Roll Over   
  +5%  
  Each round the vehicle takes gunfire 
  +5% 
  Each round over 20 rounds that the vehicle is held at max speed 
   
  Mechanical Failure  
  2d10 
  2 
  Grinding noise from engine compartment: 2d6 rounds until complete failure 
  3 
  Grinding noise from engine compartment, engine stops working 
  4 
  Smoke from engine compartment: 2d6 rounds until complete failure 
  5 
  Flames from engine compartment: 2d6 rounds until complete failure 
  6 
  Wobble from wheel adds 2 to control checks. Max speed reduced by ¼ 
  7 
  Tire goes flat add 5 to control check Max speed reduced by ¼ 
  8 
  Wheel comes off vehicle  
  9 
  Shock gives out, add 5 to control check Max speed reduced by ¼ 
  10 
  Steering controls loosen considerably: add 7 to control checks 
  11 
  Steering linkage comes apart vehicle out of control 
  12 
  Radiator gives out. Steam geysers out: 2d10 rounds until complete failure 
  13 
  Electronics begin shorting, all readouts become intermittent 
  14 
  Brakes begin to fail: add 10 to control checks involving stopping 
  15 
  Brakes fail completely. Add 10 to all control checks 
  16 
  Body panel comes partially off and begins to drag 
  17 
  Engines loses 20% power 
  18 
  Exhaust pipe comes lose, engine gets REALLY LOUD  
  19 
  Hood latch fails; hood pops up obstructing view 1d6 turns, then comes off 
  20 
  All instruments fail. Lights go out, readings die, vehicle still drivable 
   
  Dirt Road/Combat Zone Incidentals 
  % 
  Dirt 
  Combat 
  95-100 
  Furry Animal in road 
  Mangy Dog 
  86-94 
  Road Widens 
  abandoned parking lot 1d10 car bodies 
  70-85 
  Road Narrows 
  Small path through debris  
  66-69 
  Nomad Pack Coming 
  Another car coming (1-3 fast 4-6 slow) 
  61-65 
  Deer/Elk (Large Animal) 
  Homeless guy pushing a cart 
  45-60 
  Rut in road add 5 to control 
  Extra Large Pothole  
  36-44 
  Abandoned Car 
  Stripped out wreckage 
  29-35 
  Fallen Tree/Pile of trash 
  Fallen Building/ Pile of trash 
  21-28 
  Muddy Stream 
  Open Sewer diff 20 to avoid 
  1-20 
  Clear Road 
  Clear Road 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Car Chase Rules by Kevin Cecil.pdf