TEXT: Chase rules for WFRP 
   
   
  Chases are a staple of many action genres, be it film, video game or even book. Yet WFRP (like many 
  other RPGs), despite having entire chapters dedicated to combat rules, hardly has a single sentence on 
  how to handle chases. So here’s my attempt at righting this injustice… 
   
  The chase is on! 
  Whenever a chase is about to take place, it is important to consider the scene as this not only 
  determines how easy it is to lose a pursuer but also the risks involved: 
   
  Chase scene 
  Threshold 
  Potential obstacles 
  Crowd, 
  market 
  20 
  Servant bearing a large basket, servant boy pushing a wheelbarrow, 
  pane of stained glass carried by glaziers, group of pilgrims, gaggle of 
  geese, squire & horse, fountain, pillory, stocks, band of musicians 
  Alleys, mews, 
  streets, lanes, 
  avenues, 
  boulevards 
  25 
  Stalls (vegetable, fruit, fish, meat), handcart, herd of pigs, wedding 
  party, religious parade, construction site, funeral procession, fire-eater, 
  class of students, gaggle of initiates, gang of labourers, watch patrol, 
  street theatre, street fair, stack of barrels, pile of sacks, stack of timber 
  Forest 
  30 
  Low branches, exposed roots, thick undergrowth, babbling brook, herd 
  of deer, steep gulley, stack of logs, smoking mound (charcoal kiln) 
  Rooftops 
  35 
  Loose tiles, slippery shingles, clotheslines, flock of birds, rotten thatch, 
  rickety scaffolding, wobbly gargoyles, hole in roof, gaps between 
  buildings (1-8’ depending on street size and building height) 
  Open road 
  40 
  Drainage ditches, toll gates, herd of sheep, coach & horses, gaggle of 
  pilgrims, donkey & cart, oxen & wagon, chain gang, a huge pot hole 
  Fields, 
  meadows 
  45 
  Hedge, fence, low wall, gorse bushes, narrow stream, herd of cows, 
  duck pond, peasants labouring, angry bull, old bridge, hunting party 
  River 
  50 
  Bridge abutments, ferry boat, fishing boat, rapids, fishing nets, tree 
  trunk, logs, timber raft, barge, waterwheel, half-submerged shipwreck 
  High seas 
  55 
  Reef, sandbar, nearby ship, needles, incoming storm, half-visible wreck 
   
  At the start of any chase, if a quarry gets a head-start, he gains 10 Pursuit Score. 
  Thereafter, each round, quarry and pursuer roll a simple Risk test (60%) and check the following table: 
   
  Pursuit test 
  Description 
  Incredible pass 
  Clear Run – you surge & anticipate perfectly, i.e. add Mov+3 to your Pursuit Score 
  Stunning pass 
  Left for Dust – you hit your stride brilliantly, i.e. add Mov+2 to your Pursuit Score 
  Definite pass 
  Going Well – you sprint on enthusiastically, i.e. add Mov+1 to your Pursuit Score 
  Lucky pass 
  Close Shave – you swerve & avoid a collision, i.e. add your Mov to your Pursuit Score 
  Unlucky 
  failure 
  Rotten Luck – you slip, stagger & stumble resulting in a serious loss of pace, i.e. add 
  only 2 to your Pursuit Score 
  Terrible 
  failure 
  Horrible Hindrance – you trip & tumble resulting in a frustrating but otherwise 
  harmless delay, i.e. no bonus to your Pursuit Score this round 
  Disastrous 
  failure 
  Calamitous Collision – you collide with something and are sent spinning into another 
  obstruction, resulting in a minor injury & an infuriating delay, i.e. no bonus to your 
  Pursuit Score this round & take D3W to a random location. 
  Horrific 
  failure 
  Devastating Impact – you trip over something, go flying & smash into an obstacle, 
  suffering a nasty injury & a maddening delay, i.e. no bonus to your Pursuit Score & 
  take D6W to a random location. Also 50% chance of spectacular collateral damage! 
   
  If a quarry’s Pursuit Score exceeds that of his pursuer by more than the threshold, then he’s 
  considered so far gone that the chaser has either lost him from sight and/or has no chance of catching 
  him (unless he finds faster mode of transport?). 
  However if a pursuer’s Pursuit Score reaches his quarry’s score then he has caught him. 
  
  Obstacles to success 
  If either party rolls a double (or whenever the GM wishes to spice things up), the quarry and pursuer 
  encounter an obstacle. To overcome it they must roll against Initiative (instead of the simple Risk test). 
  To determine the encounter, simply refer the table above and adapt the description to fit the obstacle. 
   
  Throwing the scent 
  A quarry can try to slow his pursuer by aggravating his progress, e.g. upsetting a nearby apple cart. 
  As this requires fast reflexes and coordination, this is possibly best expressed as Initiative test, where: 
   
  A pass indicates that quarry has triggered the obstacle (pursuer must now try to clear it, see 
  above) but the quarry has had to slow, so only gains half their Pursuit bonus. 
   
  A fail indicates that the quarry failed to trigger the obstacle and suffers a penalty as described 
  in the Pursuit table (see above) 
  As you can see, this tactic is best employed if the quarry is slower than his pursuer, particularly if the 
  quarry is more cunning and/or local. 
   
  Cutting corners 
  A pursuer can try to drastically catch his quarry by taking a shortcut. As this requires certain acumen, 
  it is probably best expressed as an Intelligence test, where the results are determined using the table 
  above except that all bonuses are doubled but any failure indicates the loss of the quarry! Finally this 
  risky tactic is limited to only twice per chase. It is also easier for those skilled in Orientation (+10%). 
   
  Desperate measures 
  Both quarry and pursuer may attempt other actions (shooting, ramming, jumping) whilst chasing but 
  this will hinder their pursuit (simple Risk test becomes a standard Risk test, i.e. 50%) and render the 
  parallel task more difficult than usual, e.g. -20 BS, a Ride test, etc. 
   
  Modifiers 
  Flee! = +1 Movement 
  Local knowledge = +10% 
  Grievously injured = -1 to -2 Mov & -10 to -20% 
  Conditions affecting traction, e.g. rain, snow = -10% 
  Conditions affecting visibility, e.g. fog, night = -5 Threshold 
  Skills related to the environment, e.g. River Lore for Rivers, Sailing for High Seas 
  Inspired ideas from players = +10% 
   
  Example 
  Jed the budding targeteer has just “borrowed” a bundle of arrows from a fletcher’s stall but the stallholder 
  spotted his sleight of hand (Jed tried to Palm Object but failed terribly) and decided to chase the rascal! While 
  Jed has M4, Hans the fletcher has only M3 (too many Halfling pies). Since Jed has a head start of 1 round he 
  starts with a Pursuit Score of 10. Jed rolls 48 which is a definite pass, indicating he’s Going Well, so he adds 
  Mov+1, i.e. 5 to his Pursuit Score of 10 for 15. The stallholder however rolls 51 indicating a Close Shave, so he 
  adds his Mov, i.e. 3. So after the first round the Pursuit Scores for Jed and Hans are 15 and 3 respectively. 
  Given that the threshold for a crowd is 20, Jed could soon escape, provided he gets lucky. However, next round 
  Jed rolls a 73 indicating a Horrible Hindrance so he’s floored whereas the fletcher rolls a 32 indicating Left for 
  Dust so he adds 5 to his 3, for a total of 8. So despite a good start, Jed is now sprawled in the dirt with Hans 
  only moments away. Thus the chase goes on… 
   
  References 
  Whymme’s House Rules on Pursuits 
  http://homepage.mac.com/whymme/WFRP/rules/pursuits/pursuits.html 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Domukan/Chase rules for WFRP v2.pdf