7.9 KiB
Vehicles & Chases (BRP - SLA Industries)
Document Status: First Draft - Playable
Scope: Fast, table-ready vehicle and chase rules integrated into the SLA BRP Edge framework.
1. Design Goals
These rules are built to:
- plug into existing BRP roll-under checks,
- use the same Advantage/Normal/Disadvantage edge flow,
- avoid hex-by-hex bookkeeping,
- keep chase scenes tense and cinematic.
If a scene slows down, simplify to one opposed chase test per round.
2. Vehicle Stat Block
Each vehicle uses this profile:
- Type - Car, Van, Grav-Bike, APC, Train, etc.
- SCL Access - Typical minimum SCL for legal operation or issue.
- Cost - Credits (
c). - Crew - Driver + passengers.
- Speed Bands - Crawl / Street / Highway / Pursuit.
- Handling - Percentile base for control tests.
- Armour - Damage reduction against incoming damage.
- Hull - Structural HP before vehicle failure.
- Size - Small / Medium / Large.
- Traits - Offroad, Enclosed, Open, Airborne, Sluggish, etc.
3. Vehicle Templates
Downtown Compact Car
Type: Civilian Car
SCL Access: 10+
Cost: 800c
Crew: 1 + 3 passengers
Speed: Crawl / Street / Highway / -
Handling: 55%
Armour: 2
Hull: 20
Size: Medium
Traits: Enclosed, Common.
Notes:
- baseline Mort civilian profile,
- weak under sustained high-pressure pursuit.
SLA Interceptor (Grav Car)
Type: SLA Patrol Interceptor
SCL Access: 7+
Cost: 8000c
Crew: 1 + 1 to 2 passengers
Speed: Crawl / Street / Highway / Pursuit
Handling: 70%
Armour: 4
Hull: 30
Size: Medium
Traits: Enclosed, High-Performance, Airborne (low grav).
Notes:
- strong pursuit platform,
- favors aggressive closure and lane control.
Downtown Delivery Van
Type: Panel Van
SCL Access: 10+
Cost: 1200c
Crew: 1 + 1 passenger, cargo bay
Speed: Crawl / Street / Highway / -
Handling: 45%
Armour: 3 front / 2 side
Hull: 28
Size: Large
Traits: Enclosed, Sluggish, High Centre of Gravity.
Notes:
- excellent load utility,
- poor sudden maneuver profile.
Mort Sector Sled Grav-Bike
Type: Grav-Bike
SCL Access: 8+
Cost: 3500c
Crew: 1 rider (+1 at GM discretion)
Speed: Crawl / Street / Highway / Pursuit
Handling: 65%
Armour: 1
Hull: 16
Size: Small
Traits: Open, Agile, Exposed Rider.
Notes:
- strong threading and corner recovery,
- rider vulnerability remains high.
4. Vehicle Tests
Driving uses an appropriate skill:
Drive (Ground)Drive (Grav)Pilot(for relevant craft)
4.1 When To Roll
Do not roll routine travel. Roll only when:
- maneuver is risky,
- speed pressure is high,
- conditions are degraded,
- active opposition exists,
- failure would matter to scene outcome.
4.2 Edge Assignment
Advantage
- clean visibility,
- familiar route,
- prepped maneuver,
- superior vehicle for current terrain.
Normal
- standard Mort traffic/weather pressure.
Disadvantage
- heavy rain/smog/oil,
- panic crowds,
- damaged vehicle,
- overloaded cargo,
- severe route complexity.
4.3 Modifiers
Apply tactical modifiers as normal:
- minor factor: +/-10%
- strong factor: +/-20%
- severe factor: +/-30%
Example:
- Interceptor Handling 70%
- heavy rain + skyway debris: Disadvantage, -10%
- final target: 60%
5. Speed Bands
Use qualitative speed:
- Crawl - parking/crowds/alley creep
- Street - normal city flow
- Highway - fast lanes, harder recovery
- Pursuit - near-limit operation
Band Changes
Increasing one band:
- usually free in calm scenes,
- under pressure may require a control test.
Failing that test:
- delay, poor line, or minor consequence.
Fumble:
- major control loss, obstacle impact, or crash check.
6. Chase Structure (Abstract Bands)
Track relative distance only:
- Engaged
- Close
- Far
- Lost
No exact meter tracking required.
6.1 Chase Round
- Set current band.
- Each side declares approach:
- Aggressive
- Neutral
- Evasive
- Each driver makes chase test.
- Compare outcomes.
- Shift range band accordingly.
6.2 Comparison Priority
- Higher successful tier wins (
Critical > Special > Success). - If both fail, band usually does not change.
- If same tier tie, compare kept roll by table convention (for this subsystem, higher kept roll inside same tier wins tie).
6.3 Band Shift
- Aggressive winner: shift 1 toward Engaged.
- Evasive winner: shift 1 toward Lost.
- Neutral winner: usually hold band, or gain minor narrative edge.
Special/Critical may justify 2-step shift in extreme scenes.
7. Obstacles and Environmental Pressure
Insert obstacle beats to make chases dynamic:
Examples:
- collapsed scaffold,
- checkpoint wall,
- flood lane,
- jack-knifed cargo truck,
- panicked civilian wave,
- maintenance drone swarm.
Obstacle Procedure
- Describe hazard.
- Call test (
Drive,Mobility,COOL, etc.). - Apply edge from context.
- Resolve:
- Success: pass cleanly.
- Failure: lose initiative/position or take minor damage.
- Fumble: collision/spin-out sequence.
8. Collisions and Crashes
8.1 Severity Ladder
- Low (Crawl):
1d6 - Medium (Street):
2d6-3d6 - High (Highway):
4d6-6d6 - Extreme (Pursuit):
8d6+
8.2 Damage Application
- Roll collision damage.
- Apply vehicle armour reduction.
- Subtract from Hull.
- Apply occupant damage (usually 1/2 or 1/3 of post-armour collision damage).
On a driving fumble during collision:
- double damage or roll twice, take higher.
9. Vehicle Condition States
- New - no penalties.
- Used - normal.
- Worn - -10% Handling/chase tests.
- Damaged - -20% Handling; Pursuit unsafe.
- Wrecked - immobile, cover only.
When Hull drops below half:
- degrade one condition step.
At 0 Hull:
- Wrecked.
Repair uses existing repair gear/rules and costs.
10. On-Foot Chases
Use same band model (Engaged/Close/Far/Lost) with alternate skills:
Mobility/AthleticsStealthSurvival- occasional
COOLunder panic
Approach declarations stay identical:
- Aggressive / Neutral / Evasive.
11. Example: RED BPN Skyway Pursuit
Setup:
- squad in SLA Interceptor,
- quarry in delivery van,
- heavy rain,
- starting at Close.
Round 1:
- Interceptor: Aggressive.
- Van: Evasive.
- Interceptor rolls success; van fails.
- Band shifts Close -> Engaged.
Round 2 (Obstacle):
- GM adds partial skyway collapse.
- Both roll at Disadvantage.
- Interceptor succeeds, van fumbles.
- Van takes collision damage and condition worsens.
- GM applies tactical reroute consequences and continues chase.
End conditions:
- quarry
Lost, - forced stop/surrender,
- vehicle disabled,
- or scene transitions to on-foot pursuit.
12. Foundry Integration Pattern
12.1 For Vehicle Items
Store on vehicle records/items:
- type,
- crew,
- speed bands,
- handling,
- armour,
- hull,
- size,
- traits,
- current condition.
12.2 For Chase Tracking
Use a chase helper flow:
- select current band,
- select approaches,
- set edge + modifiers,
- roll both sides,
- output winner + next band.
Keep this visible in chat or a reference panel so all players can follow progress.
13. Quick Reference Tables
13.1 Edge Defaults for Chases
| Situation | Edge |
|---|---|
| Clean weather, known route, superior platform | Advantage |
| Normal city pressure | Normal |
| Storm/smog/debris/critical traffic | Disadvantage |
13.2 Band Shift Intent
| Winner Approach | Typical Shift |
|---|---|
| Aggressive | toward Engaged |
| Neutral | maintain / minor gain |
| Evasive | toward Lost |
13.3 Crash Severity
| Speed | Typical Collision Damage |
|---|---|
| Crawl | 1d6 |
| Street | 2d6-3d6 |
| Highway | 4d6-6d6 |
| Pursuit | 8d6+ |
14. Expansion Slots (Future)
Reserved for future passes:
- mounted weapon fire in chase bands,
- airframe altitude strata,
- convoy multi-vehicle initiative,
- pursuit heat / law-response escalation,
- route-map generators by district.