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sla_industries_brp/sla-industries-brp/SLA_VEHICLES_AND_CHASES.md
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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

  1. Set current band.
  2. Each side declares approach:
    • Aggressive
    • Neutral
    • Evasive
  3. Each driver makes chase test.
  4. Compare outcomes.
  5. 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

  1. Describe hazard.
  2. Call test (Drive, Mobility, COOL, etc.).
  3. Apply edge from context.
  4. 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

  1. Roll collision damage.
  2. Apply vehicle armour reduction.
  3. Subtract from Hull.
  4. 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 / Athletics
  • Stealth
  • Survival
  • occasional COOL under 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.