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Mangusta Express

Mangusta Express / RPG  / Chases & Races

Chases & Races

# STREAMLINED CHASE RULES

*streamlines and supercedes the chase rules on page 40-41 of Network 23*

## READY, STEADY..

1. **BUILDING THE TRACK**
Take a standard card deck of 52 cards, shuffle it, draw ten cards and arrange them in a row, face up.
Each face card is an hazard (see point 3). Eliminate hazards from the first two positions.

2. **USE DICE TO TRACK BODY POINTS**
For each vehicle, take the corresponding die and use it as a counter for the vehicle and to keep track of its Body Points (BPs). Turn the dice on their highest value.
You can use toy cars and keep track of the Body Points separately.

– SIDECAR d4
– CAR d6
– SCHOOLBUS d8
– ARMOURED VAN d12
– JUGGERNAUT d20

3. **HAZARDS**
Each time a vehicle move into a slot with an obstacle, the driver must test Cool(WIL). In case of failure, the vehicle takes damage and stops.

– J 1d2 damages mud, road bend
– Q 1d4 damages U turn, traffic block
– K 1d10 damages cement viaduct, sycamore tree

4. **ARRANGING THE STARTING GRID**
In a chase, the prey starts from the third position, the chaser starts from the first.
In a race, all vehicles start from first position.
Eliminate every obstacle from the first two positions.

## GO!

5. INITIATIVE
At the beginning of each round, Commissioner and players draw initiative by drawing one card from the deck. Highest cards go first.
Vehicles on the same initiative count declare their actions and move at the same time.

6. MOVEMENT
Starting from the highest initiative count, vehicles choose the acceleration.
In case of hazards, or vehicular combat, apply the following Advantage and Disadvantages as needed.

Stop no movement Can prepare an *if…then* action
Cruise speed move 1 slot Advantage on all tests
Fast move 2 slots
Breakneck speed move 3 slots Disadvantage on all tests, deal and receive double damage

Each round it’s possible to accelerate or decelerate by two at most, bar engine modifications.
It usually takes two rounds to arrive at speed 3.

If the driver decides to stop, they can “prepare” a conditionary action like: *If a vehicle comes round the bend, I speed towards them*
It’s possible to shoot from a stopped vehicle with Disadvantage. Each shot landed subtracts a Body Point.

7. FIGHT!
**Every movement action can be exchanged for an attack towards a vehicle in the same slot (sideswiping), or the subsequent slot (rear-ending).**
**The attack is resolved as a contest between Drive (REF) for the attacker and Cool (WIL) for the defender.**

The loser subtract 1d2 Body Points.
Sideswiping grants an Advantage to the attacker.

8. JUMPING
It’s possible for passengers to jump on an enemy vehicle while moving up to Fast speed.
The jumper tests Reflex, on a fail they fall for 1d10 damages at Cruise Speed, or for 2d10 damages if moving Fast.
If the enemy vehicle has an open top, the jumper is considered to be engaged in combat straight away.
If any passengers are present on the enemy vehicles, the jumper enters melee combat with the Passenger(s). A combat round is played for each chase turn.
If no passengers but the driver are present on the enemy vehicle, the jumper can enter a Contest with the driver to take control of the vehicle.

8. COLLISIONS

In case of a head-on collision, the vehicles exchange damages equal to their remaining Body Points.

A vehicle falling to 0 BP is TOTALLED.
Totalled vehicles have a 1 in 6 chance of exploding in 1d4 rounds.
Surviving vehicles have a 50% chance of taking off each turn.

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