Chase Rules From Star Wars
Chase Rules From Star Wars
RUNNING
CINEMATIC CHASES
While this set of rules allows you to measure
out every move of every round, you should consid
er using a “cinematic” approach when running
chases and vehicle battles in your games.
and terrain difficulty numbers on the fly: “You round the hill, character is going to dive behind and knows exactly where the
gun the throttle... and right ahead is a thicket of trees! There’s enemy stormtroopers are standing. Just as with vehicle minia
no time to turn. Make your repulsorlift operation roll as you tures, the players will soon get into the game and move “their”
dive into the thick branches!” ) characters around on the table. Again, the visual representa
You can also create several “encounters” to liven up the tion gets everyone that much more interested in the game!
chase. An encounter is anything “extra” that happens to com
plicate the chase: freak weather, special terrain, people pulling Three-Dimensional Combat
out in front of the combatants, traps (such as repulsor mines If you’re running a battle with exact distances and the com
set up to protect the mouth of a canyon), avalanches caused batants are at different altitudes, here’s a quick and easy way
by the noise of the chase... anything that adds to the tension. to measure approximate weapon ranges:
For example, if the characters are in a chase in the middle
of a city, here are some possible encounters: • Measure the horizontal and vertical distances between the
vehicles.
• Someone pulls out right in front of the characters’ land • Divide the smaller of the two numbers in half and add it to
speeder. The driver must make a Difficult repulsorlift operation the longer one: that’s the range.
roll to avoid a high speed collision.
Example: Thannik is firing at a snowspeeder off
• The characters stumble into a traffic jam. The speederways in
in the distance. It’s 150 meters away and 30 meters
front of them are completely blocked. Now where are they
above him. Thirty meters is the smaller of the two, so
going to go? Maybe they should take to the aqueducts run
add 15 to 150 to get a range of 165 meters.
ning parallel to the highway... but first they have to jump the
security fence: a Very Difficult repulsorlift operation roll is
needed to loft the speeder over the fence and not crash. OTHER NOTES
• If the characters take a wrong turn, maybe they end up
careening into the heart of an immense zoo or amusement Long-Distance Travel
park. They have to make several rolls to avoid obstacles (energy Just as with chases, you should use a combination of scenes
fences surrounding the animals, the machinery of the rides and and rounds for long trips. First, determine the “basic terrain
so forth)... and find some way to avoid getting caught... and difficulty” for each leg of the journey: clear plains might be
not get lost! Easy, while a thick forest might be Difficult. Then, have the
• If the characters weren’t already being hounded by the local driver or pilot make his repulsorlift operation (or other skill)
authorities, they are now! If they’re already being chased, more roll.
police speeders close in from all sides... their capture looks a If the pilot rolls below the difficulty number, there has been
lot more certain. Whoever they’re chasing is probably going to some kind of random incident. The vehicle may break down.
get away if the characters are pulled over. Maybe the characters have a minor accident. Perhaps the local
terrain is populated by large and exceedingly stupid herbivores
• A speeder from a local news agency starts following the
that have a knack for wandering in front of oncoming speed
chase, broadcasting every second of the “pitched battle.” Of
ers.
course, that one speeder will soon be joined by others. Now,
While the incident doesn’t have to be directly related to the
the characters aren’t going to be able to escape (unless they
adventure, it can affect the game: if the characters get pulled
can lose the news agency speeders) and they’re most certainly
over for violating local speed ordinances — and the local law
going to be identified.
enforcement officials run an identity check and find that
Props. You can use Star Wars vehicle miniatures from vari they’re wanted for past offenses — the characters may spend
ous licensed manufacturers to show all the vehicles in a chase. several hours clearing up their problems. Of course, the people
You can just move the vehicles around each turn to show their they’re trying to catch now have a few extra hours to get
relative positions. Use stacks of coins or counters to show the away.
altitude of each speeder. Having terrain to set up around the
vehicles is a nice touch, too. Encounters
While setting up a battle scene like this takes some work, it Pre-planned encounters can be a very effective way to liven
will certainly get the players into the spirit of the chase: they’ll up an adventure with a long trip.
soon start moving “their” speeder around while describing Maybe the characters have to deal with a freak storm and
their maneuvers... and everyone will enjoy the game that much seek shelter. What kind of repulsorlift operation difficulties do
more. they face? What happens if they fail a roll? Where can they
(Because vehicles move so fast, you can’t really create ter find a place to stay and who do they run into while they’re
rain for the whole scene. You also don’t really need to worry there? Who can they get to repair their speeder if it’s damaged
about the “scale” of the battle — just move the figures around in the storm?
to show “roughly” where everyone is.) Any number of other encounters can liven up the game:
When staging major battles between characters, you may maybe the characters get ambushed by bandits, have to avoid
want to use maps and counters — or better yet, painted minia an ambush in a small town when they pull over for lunch, have
tures, Star Wars figures sets and scenery — to show the players to bluff their way through an Imperial security checkpoint
what’s happening. They’re not necessary for the game, but (“These aren’t the droids you’re looking for.”) — whatever you
they help all the players see exactly where their characters and want to add to your game.
their opponents are standing. The player can see the crates his