Vehicle Chase Rules
AX.GIL.13.08 - Vehicle Encounters: Structured Chase Rules
This section defines the Structured Chase framework for vehicle encounters in the Iron Lattice setting. It is a Genre Catalog extension of the core AxiomRPG combat system, not a replacement. All standard rules (initiative, action economy, Conditions, the Wild Die) remain fully in effect. This framework adds one structural layer: the Position Track, which replaces the grid-based movement implicit in on-foot combat with a relative positioning system appropriate to high-speed vehicle encounters.
What this system handles: - Vehicle pursuits (escape, intercept, shadowing) - Vehicle-to-vehicle combat (ramming, targeted fire, weapons fire between moving vehicles) - Multi-vehicle encounters with convoy and pursuit group dynamics - Mixed encounters where some participants are on foot and some are in vehicles - Passenger actions during a chase (Harmonics, ranged fire, electronic warfare)
What this system does not handle: - Air vehicle encounters (drone swarms, aerial pursuit), the Position Track framework applies in principle; specific aerial rules are deferred until AX.GIL.13 aerial threat types are defined - Vehicle-vs-on-foot-only combat where no chase is occurring, use standard AX.C.11 combat with vehicle Structural Health from AX.GIL.09.01
PART ONE: THE POSITION TRACK
Core Concept
A vehicle encounter is organized around a single shared Position Track that describes the spatial relationship between two vehicle groups. All mechanical stakes, what actions are available, what rolls are required, when the encounter ends, derive from position on this Track.
[ SEPARATED ] ←→ [ DISTANT ] ←→ [ FAR ] ←→ [ NEAR ] ←→ [ CONTACT ]
Position is shared and relative. There is one Track per vehicle pair. In multi-vehicle encounters (see Part Four), only one Track runs between the Lead Driver of each side, supporting vehicles participate through the Action Phase rather than by running additional Tracks.
Starting Position is set by the GM based on the fiction leading into the encounter:
| Scenario | Starting Position |
|---|---|
| Vehicles racing from a standing start | Distant |
| Pursuit already underway when play begins | Far |
| Ambush from behind | Near |
| Emergency evasion from a stationary position | Near |
| Vehicles that collide or are already entangled | Contact |
| ## PART TWO: TURN STRUCTURE |
A vehicle encounter uses the standard AxiomRPG Turn structure with one addition: each Turn begins with the Move Phase before the Action Phase resolves.
Full Turn Sequence
1. INITIATIVE , standard 1D6 roll (5–6 Top, 1–4 Bottom); rolled once at encounter start
2. MOVE PHASE , all Lead Drivers roll Pilot simultaneously; resolve position shift
3. ACTION PHASE , all participants act in initiative order using current Position
4. END OF TURN , apply Conditions; check encounter end conditions
Initiative is rolled once at the start of the encounter and does not change Turn-to-Turn unless a Condition explicitly affects it. The Move Phase resolves simultaneously for all vehicles before any character takes their Action Phase turn, position is established before anyone fires, hacks, or uses Harmonics.
PART THREE: THE MOVE PHASE
The Pilot Roll
Each Lead Driver makes a Speed + Pilot roll every Turn during the Move Phase. This roll does not target a fixed Threshold, instead, the two drivers' successes are compared to determine whether and how far position shifts.
Roll: Speed + Pilot + Vehicle Speed Rating
The Vehicle Speed Rating (defined in AX.GIL.09.01) adds dice directly to the driver's Pilot pool. A driver in a vehicle with Speed Rating +2D rolls their Speed dice + Pilot dice + 2D. This is the primary mechanical advantage of a faster vehicle.
Resolving Position
After both Lead Drivers roll, compare total successes:
| Margin | Position Shift |
|---|---|
| Tie, equal successes | No change; position holds |
| Winner by 1–2 successes | Position shifts one step toward the winner's goal |
| Winner by 3+ successes | Position shifts two steps toward the winner's goal |
Direction of shift is always toward the winning driver's objective. A fleeing driver who wins the roll moves one or two steps toward Separated. A pursuing driver who wins moves toward Contact.
If position is already at an end state (Separated or Contact) and the driver at that end wins the roll again, no further shift occurs, see Encounter End Conditions in Part Six.
The Driver's Dilemma
A driver may forgo their Move Phase Pilot roll to instead take a Vehicle Maneuver during the Action Phase (see Part Five). Doing so means the driver contributes no successes to the Move Phase, their vehicle holds its position while the opposing driver's roll resolves unopposed. An unopposed driver shifts position one step automatically, regardless of the number of successes rolled.
This is the central tension of the driver's Turn: contest the position, or spend it on a maneuver that changes the conditions of the contest.
PART FOUR: MULTI-VEHICLE ENCOUNTERS
When more than two vehicles are involved on one or both sides, the following rules apply. This replaces running a separate Track per vehicle pair, which becomes unmanageable at scale.
Lead Driver Designation
At the start of each Turn, each side designates one vehicle as their Lead. The Lead's driver makes the Move Phase Pilot roll for that side. All other vehicles on that side are Support Vehicles, their drivers participate in the Action Phase only and do not make Move Phase rolls.
The Lead designation may change each Turn. The side simply declares which vehicle is their Lead before the Move Phase dice are rolled. There is no action cost to changing Lead designation between Turns.
Support Vehicle Actions
Support vehicle drivers and all passengers in support vehicles act during the Action Phase under the same Position rules as passengers (see Part Five: Passenger Actions). They are bound by the two-active-participant limit, across all Support vehicles combined, a maximum of two participants may take actions that affect the chase each Turn. The remaining crew may act on themselves (heal, reload, use Harmonics on allies) but cannot contribute to the chase mechanics.
Focused Fire Advantage
If two or more Support vehicles fire on the same target in the same Turn, the second and subsequent attackers gain +1D on their attack roll. This represents coordinated suppression and converging fire angles. The bonus applies only when attackers are at the same Position as their target.
Losing a Lead Vehicle
If the Lead vehicle is Disabled during a Turn, the side immediately designates a new Lead from their remaining Support vehicles. The new Lead takes over at the current Position. If no vehicles remain capable of operating, the encounter ends for that side.
PART FIVE: THE ACTION PHASE
After the Move Phase resolves, all participants act in initiative order. The current Position determines what actions are available to everyone except the Lead Driver (who, if they did not forgo the Move Phase, has already used their Primary Action on position, their Action Phase is limited to Minor Actions, Free Actions, and Reactions unless otherwise noted).
Clarification: A driver who made their Move Phase Pilot roll does not forfeit their entire Action Phase. They forfeit their Primary Action; it was spent on the Pilot roll. Minor Actions, Free Actions, and Reactions remain available. A driver who forgo the Move Phase retains their full Action Phase including their Primary Action for a Vehicle Maneuver.
Passenger Cover
Passengers inside an enclosed vehicle (standard sedan, SUV, armored transport, HIA Ghost) have Partial Cover by default: +1 Defense against fire from outside the vehicle. Passengers who lean out of windows or fire from open doors lose this cover for the Turn they do so.
Passengers in open vehicles (motorcycle equivalent, open truck bed, vehicle with no roof or doors) have no cover. The vehicle provides no defensive benefit to its occupants.
The NVS Strike Runner is an explicit exception defined in AX.GIL.09.01: passengers in the Strike Runner have no cover regardless of its enclosed configuration. The vehicle's speed is its defense; its construction prioritizes exit speed over occupant protection.
Passenger Action Limit
A maximum of two passengers per vehicle may take actions that affect the chase each Turn, fire at the opposing vehicle or occupants, use Harmonics on external targets, deploy electronic warfare, create road obstacles. Additional passengers beyond the first two may still act on themselves or their own vehicle's occupants (apply first aid, reload weapons, use Harmonics on allies) but cannot contribute to the chase mechanics that Turn.
This limit applies per vehicle, not per side. A pursuing vehicle with five passengers may still only have two of them firing at the fleeing vehicle each Turn.
Passenger Actions by Position
| Position | Available External Actions |
|---|---|
| Separated | None. All actions are internal, heal, reload, use Harmonics on self or allies, communicate. |
| Distant | Electronic actions (hacking, jamming, Network Presence Technomancy, Hearth-Net monitoring). Ranged fire at Disadvantage. Harmonics with Distant range capability only. |
| Far | Ranged fire at standard difficulty. Electronic actions unrestricted. Harmonics at Near range or better are not available externally. |
| Near | Ranged fire with no range penalty. Harmonics at Near range fully available against external targets. Boarding attempts may be declared. |
| Contact | All actions available. Melee through windows or across vehicle bodies is possible (GM approves based on vehicle type). Boarding is straightforward. |
| ### Passenger Actions: Assist |
A passenger may use their Primary Action to Assist their driver, granting the driver Advantage on their Move Phase Pilot roll next Turn. This uses the standard Help/Assist rule (AX.C.11). Only one Assist bonus applies per vehicle per Turn regardless of how many passengers attempt it.
Passenger Actions: Chase Interference
A passenger may use their Primary Action to create direct obstacles or hazards for the opposing driver. Each of the following is a specific application of an existing Talent roll, no new Talent is required:
Throw a Breaching Charge: Precision (Speed) Threshold 2 to land correctly. On success, the opposing driver makes Speed + Pilot vs Threshold 3 or loses their Move Phase contribution next Turn (swerving to avoid). On failure, the charge lands wide, no effect.
Target a Tire: Precision (Speed) Threshold 3 (small, moving target at speed). On success, the target vehicle suffers a Tire Blown Vehicle Condition.
Network Warfare: Technical (Wit) Threshold 2. On success, all electronic coordination for the opposing side operates at Disadvantage for the scene, comms, GPS, NTC grid positioning, drone support feeds.
Deploy Axiomatic White Noise Generator: Minor Action to activate. All Harmonics-based detection of the user's vehicle operates at Disadvantage within Close range for the scene.
PART FIVE-A: VEHICLE MANEUVERS
Vehicle Maneuvers are Primary Actions available to a driver who has forgo their Move Phase Pilot roll. Each Maneuver is listed with its prerequisites and full mechanical effect.
EVASIVE ROUTING Available to: Fleeing driver | Position: Distant or farther
The driver takes the vehicle off the predictable line, cutting through a side street, doubling back, breaking into unmapped territory. The route becomes genuinely hard to follow.
Roll Speed + Pilot vs Threshold 3. On success, all pursuing vehicles' Lead Drivers make their Move Phase Pilot roll at Disadvantage next Turn. On 4+ successes, the Disadvantage persists for two Turns. On failure, no effect, and because the driver forgo the Move Phase, position shifts one step toward Contact automatically.
ENVIRONMENT EXPLOIT Available to: Any driver | Position: Any | Requirement: A specific environmental feature must be narratively present
The driver uses a feature of the terrain to gain positional advantage, threading through traffic, cutting through a construction site, ducking under a rail overpass. Declare the feature before rolling.
Roll Speed + Pilot vs Threshold 2. On success, position shifts one additional step in the driver's favor on top of the automatic one-step shift from forgoing the Move Phase (net: the driver gains position despite spending the Pilot roll on the Maneuver). On failure, the environment becomes a hazard: the driver makes a Body Save vs Threshold 2 or the vehicle suffers a Tire Blown Vehicle Condition from the failed navigation.
See Part Seven: Environment Tables for GM guidance on available features by terrain type.
RAM Available to: Pursuing driver | Position: Contact | Minimum Armor: 1 (floor applies, see below)
The driver accelerates directly into the target vehicle, using mass as a weapon.
Roll (Armor value in dice, minimum 1D) + Pilot vs the target driver's Speed + Pilot (no Speed Rating, the target is reacting, not maneuvering). On success, deal 1D6 Structural Health damage to the target vehicle per net success. On failure, the ramming vehicle takes 1D6 Structural Health damage instead.
Armor floor: Even vehicles with Armor 0 may Ram, rolling 1D as their Armor contribution. This represents the driver's willingness to absorb the collision regardless of vehicle mass, recklessness as a substitute for tonnage. The result is that an Armor 0 vehicle that Rams and fails takes damage against a 1D pool, which is significantly more dangerous than for a heavier vehicle. A Strike Runner driver who Rams is gambling with a fragile vehicle.
BVHI Heavy Transport: The Song-Smithed chassis reduction (−5 Structural damage per collision event, minimum 0) applies to Ram damage received and to collision damage from failed Environment Exploit maneuvers. It does not apply to targeted weapons fire.
PIT MANEUVER Available to: Pursuing driver | Position: Near or Contact
A precision contact technique, the pursuing vehicle strikes the rear quarter of the target to induce a spin. Requires skill more than mass.
Roll Speed + Pilot vs Threshold 3. On success, the target driver must make a Body Save Threshold 2 or lose control, they cannot make their Move Phase Pilot roll next Turn and position shifts one step toward Contact automatically. On failure, no effect. On a Critical Failure (Wild Die shows 1 and total successes equal zero), the executing vehicle spins out instead, the same loss-of-control effect applies to the attacker.
HARD BRAKE Available to: Fleeing driver | Position: Near or Contact
The driver kills speed abruptly, forcing the pursuing vehicle to overshoot.
Roll Speed + Pilot vs Threshold 2. On success, position shifts two steps toward Distant as the pursuer blows past. On failure, no position shift, and the driver must make a Body Save vs Threshold 2 or the vehicle suffers a Tire Blown Vehicle Condition from brake stress.
FORCED STOP Available to: Pursuing driver | Position: Contact | Minimum Armor: 2
The driver uses vehicle mass to box in, bump, and physically halt the target. Requires meaningful bulk, Armor 1 vehicles lack the lateral mass to execute reliably.
Contested roll: both drivers roll Speed + Pilot (no Speed Rating for either, this is a skill contest at matching speed, not a race). If the pursuer wins by 2+ net successes, the target vehicle is stopped: the encounter ends, the target is at Contact and cannot move. If the target wins or ties, the maneuver fails, the target shifts one step toward Distant and the pursuer's vehicle holds position.
PART FIVE-B: TARGETING VEHICLES DIRECTLY
Passengers and drivers may choose to direct weapons fire at the opposing vehicle rather than its occupants. This is declared before the attack roll.
Vehicle Defense
A vehicle's Defense against targeted fire is calculated using the same formula as character Defense, with Vehicle Speed Rating substituting for the Speed Attribute:
Vehicle Defense = (Speed Rating ÷ 3, round down) + 1
| Vehicle | Speed Rating | Vehicle Defense |
|---|---|---|
| Standard Ground Vehicle | +2D | 1 |
| BVHI Heavy Transport | +1D | 1 |
| NVS Strike Runner | +3D | 2 |
| HIA Ghost-Class Vehicle | +2D | 1 |
Successful attacks against a vehicle deal damage to Structural Health rather than occupant Health. Occupant Defense is unaffected, targeting the vehicle and targeting an occupant are separate declarations requiring separate attacks.
Triggered Vehicle Conditions
Certain attacks can trigger Vehicle Conditions directly, bypassing the Structural Health threshold triggers:
- Tire shot: Precision (Speed) Threshold 3 vs Vehicle Defense; on hit, Tire Blown immediately (regardless of Structural damage dealt)
- Engine shot: Precision (Speed) Threshold 4 vs Vehicle Defense; on hit, Engine Hit immediately; this requires a called shot declared before the attack roll
- Electronic system disruption: Technical (Wit) Threshold 3 vs Vehicle Defense; on success, Systems Failure for electronic subsystems only (communications, Bound-Spirit integration, NTC tracking), does not impose the Pilot roll penalty of the full Systems Failure Vehicle Condition
PART FIVE-C: BOARDING
Boarding is a special action available at Near or Contact position. A character declares a boarding attempt as their Primary Action.
At Near: The character must first move between vehicles, an Athletics (Body) or Acrobatics (Speed) roll vs Threshold 3. On success, they are now on or in the opposing vehicle. On failure, they do not make the crossing and may be at risk (GM discretion based on the fiction, falling from a moving vehicle at Near range is serious).
At Contact: The boarding attempt requires only the crossing roll at Threshold 2. The vehicles are adjacent and speed-matched.
Once aboard the opposing vehicle, the boarding character is on foot inside a vehicle encounter. They act in initiative order using standard on-foot combat rules. The vehicle's occupants may engage them normally. The chase continues around them.
PART SIX: VEHICLE CONDITIONS
When a vehicle takes damage to its Structural Health, or when certain maneuvers fail, it may suffer a Vehicle Condition. Vehicle Conditions impose penalties on the driver's Pilot rolls, the vehicle's physical degradation becomes the driver's mechanical problem.
Vehicle Conditions stack with character Conditions but are tracked separately. A driver may simultaneously carry a personal Speed Condition (gunshot wound) and a vehicle Tire Blown Condition, both apply to relevant rolls.
| Condition | How It Triggers | Effect |
|---|---|---|
| Tire Blown | 5+ Structural damage in one hit; targeted tire shot (Precision Threshold 3) | −1D to driver's Pilot rolls |
| Engine Hit | 10+ Structural damage in one hit; targeted engine shot (Precision Threshold 4 called shot) | −2D to driver's Pilot rolls; vehicle cannot shift more than one position step per Turn regardless of successes |
| Frame Compromised | Structural Health at 50% or below | −1D to driver's Pilot rolls; Ram maneuvers against this vehicle deal +1D6 Structural damage |
| Systems Failure | Structural Health at 25% or below | −2D to driver's Pilot rolls; all electronic systems offline (NTC tracking, communications, Bound-Spirit subsystems) |
| Disabled | Structural Health at 0 | Vehicle stops; driver and passengers make Body Save Threshold 2 or take 1D6 Health damage; encounter ends for this vehicle |
Multiple conditions from the same category (two sources of Pilot pool reduction) do not stack, only the worst applies. Each must be cleared individually. Conditions from different categories (Tire Blown + Systems Failure) stack fully.
Field Repair
A Technical (Wit) Threshold 3 roll and ten minutes of work can clear a Tire Blown condition in the field. All other Vehicle Conditions require a workshop, proper tools, and at minimum one hour; they are not field-repairable during an encounter.
Structural Health Reference
| Vehicle | Structural Health | Armor | 50% Threshold | 25% Threshold |
|---|---|---|---|---|
| Standard Ground Vehicle | 30 | 1 | 15 | 8 |
| BVHI Heavy Transport | 60 | 3 | 30 | 15 |
| NVS Strike Runner | 20 | 0 | 10 | 5 |
| HIA Ghost-Class Vehicle | 25 | 1 | 13 | 7 |
| ## PART SEVEN: ENCOUNTER END CONDITIONS |
An encounter ends when any of the following is true. All end conditions may be overridden by the fiction, a Covenant invoked mid-chase, a pursuing faction receiving new orders, or a fleeing party surrendering voluntarily always takes precedence over mechanical resolution.
Escape: The fleeing vehicle reaches Separated and wins the Move Phase roll by 1+ successes while at Separated. The pursuer cannot maintain contact across the range. If the fleeing vehicle's monitoring is suppressed (HIA Ghost vehicle passive, active Axiomatic White Noise Generator), escape at Separated is automatic regardless of the Move Phase result, the pursuer cannot coordinate a wider cordon without a target signal.
Intercept: The pursuing vehicle reaches Contact and the fleeing vehicle cannot shift position; it is Disabled, the driver is incapacitated, or a Forced Stop maneuver succeeded.
Vehicle Disabled: Either vehicle reaches 0 Structural Health. The disabled vehicle stops; occupants make Body Save Threshold 2 or take 1D6 Health damage from the uncontrolled stop. The functioning vehicle may continue, stop, or hold, the encounter ends for the disabled vehicle regardless.
Driver Incapacitated: A driver reduced to 0 Health or suffering a Major Speed or Body Condition can no longer drive. A passenger may attempt to take the wheel as their Primary Action: Speed + Pilot vs Threshold 3. On success, they assume control using their own Speed + Pilot pool. On failure, the vehicle holds position and cannot contribute to the Move Phase next Turn. An uncontrolled vehicle without a driver drifts toward the nearest obstacle, occupants make a Body Save Threshold 2 each Turn or take 1D6 damage until the vehicle is controlled or comes to a stop.
Negotiated End: The fiction resolves before the mechanical conditions do.
PART EIGHT: IL-SPECIFIC INTERACTIONS
HIA Ghost-Class Vehicle, Monitoring Absence
The Ghost vehicle's passive suppression of NTC network monitoring translates to the following effect in a vehicle encounter: any pursuing vehicle that relies on NTC grid coordination (traffic camera feeds, grid-level positioning, org comms integration) must make a Technical (Wit) Threshold 3 roll at the start of each Turn before the Move Phase. On failure, that vehicle's Lead Driver makes their Move Phase Pilot roll at Disadvantage; they are navigating without a target signal.
This effect is suppressed if the pursuer carries a practitioner actively using Network Presence (Technomancy) or a Signal Scryer operating their Hearth-Net Deck. These approaches pierce the monitoring gap through direct harmonic practice rather than relying on NTC infrastructure.
Harmonics in Motion
Using Harmonic Traditions from a moving vehicle is fully supported. The Friction Rule applies normally in all cases, Resonance Stress accumulates and clears on the standard Short Rest schedule regardless of whether the practitioner is moving. The Armor Penalty to Harmonic rolls (defined in AX.GIL.09.01) also applies as normal.
The table below notes how each Tradition's Disciplines typically interact with the vehicle encounter context. These are guidance notes, not restrictions, GMs should adjudicate unusual applications on a case-by-case basis.
Temporal Harmonics
| Discipline | In-Vehicle Context |
|---|---|
| Covenant | Fully functional. Covenants sealed in a moving vehicle carry the same legal weight as those sealed anywhere else. A Temporal practitioner who seals a Covenant during a chase has made a binding legal event. |
| Archive | Functional but unusual. Archive reads the harmonic resonance of a past moment at a location, the vehicle is passing through locations, not occupying them. An Archive roll targeting a location the vehicle is currently passing through is possible at standard difficulty. Targeting a location already passed requires a Threshold 4 roll (the resonance window is closing). |
| Resonance-Ward | Fully functional. The Ward attaches to the practitioner or a touched subject, not to a location. |
Tectonic Harmonics
| Discipline | In-Vehicle Context |
|---|---|
| Song-Shaping | Functional for physical targets within range. Moving at speed imposes −1D on Song-Shaping rolls targeting external objects (the harmonic connection is harder to sustain while the practitioner's position is constantly changing). No penalty for targets inside the same vehicle. |
| Resonance-Map | Functional at standard difficulty for the vehicle's current location. Cannot be used on locations already passed. |
| Ground-Sense | Usable to track other vehicles by their road vibration signature. Effective range is Near (vibration signature dissipates at Far in urban environments, Distant in open terrain). Counts as the character's Primary Action. The first use in a scene imposes Stressed on the practitioner per standard Friction rules. |
Technomancy
| Discipline | In-Vehicle Context |
|---|---|
| Bind-Spirit | Fully functional for targets within range. Hardware that moves with the vehicle is treated as a stationary target for Bind-Spirit purposes, the practitioner is also moving, so relative position is constant. |
| Logic-Speak | Fully functional at standard difficulty. Remote Logic-Speak targeting systems outside the vehicle operates at standard range rules. |
| Plane-Walk | Fully functional. The practitioner's physical body remains in the vehicle while their consciousness enters the Silicon Demi-Plane, the vehicle's movement does not interrupt an active Plane-Walk. However, if the vehicle is disabled or the practitioner's body takes damage while Plane-Walking, they are immediately ejected from the Demi-Plane and return Stressed. |
Marginal Harmonics
| Discipline | In-Vehicle Context |
|---|---|
| Nudge | Fully functional. The Nudge re-roll applies to any single die in any roll, including a driver's Move Phase Pilot roll, if the practitioner declares the Nudge before the result is finalized. |
| Probability-Read | Fully functional as a Primary Action. On success, ask the GM one question about the most likely position outcome of the next Turn's Move Phase. This is information, not a guarantee: the driver must still roll. |
| Obscurement | Fully functional. Applied to the vehicle as the target, Obscurement suppresses attempts to perceive or locate the vehicle within the Discipline's range parameters. |
| ### Adrenaline Surge, Driver Application |
A Human driver who activates Adrenaline Surge gains their extra Primary Action. In the vehicle encounter context, this extra action resolves as follows:
- A driver who made their standard Move Phase Pilot roll may use the Surge action for one Vehicle Maneuver (the Maneuver no longer requires forgoing the Move Phase, the Surge covers both)
- A driver who already forgo the Move Phase for a Maneuver may use the Surge action for a second Vehicle Maneuver or for one Passenger-category action
- A passenger may use the Surge action for a second chase-relevant Passenger action (subject to the two-participant limit per vehicle, if both Surge-action uses from the same character go toward chase actions, they count as two of the two permitted slots)
The NVS Strike Runner's note that Surge activates as a Free Action for drivers applies here unchanged.
NVS Burn Suit + Adrenaline Surge
If a Burn Suit-wearing Human activates Surge while driving, the Burn Suit's suppression of the Surge's Minor Body Condition side effect applies. This interaction is unchanged from foot-combat.
BVHI Heavy Transport, Song-Smithed Chassis
As noted under the Ram Maneuver, the Heavy Transport's Song-Smithed chassis damage reduction (−5 Structural per collision event, minimum 0) applies to Ram damage received and to collision damage from failed Environment Exploit maneuvers. It does not apply to direct weapons fire against the vehicle.
PART NINE: ENVIRONMENT TABLES
The Environment Exploit Maneuver requires a specific environmental feature to be present. The following tables give GMs six options per terrain type to reach for without requiring full improvisation. Roll 1D6 or select the most appropriate option for the fiction.
All features listed are available to either driver, a pursuing driver may also attempt to Environment Exploit through the same terrain the fleeing driver just navigated.
TABLE 9.1, URBAN (The Spire Districts, City Streets) Roll 1D6 when a chase occurs in a dense urban environment.
| D6 | Feature | Exploit Benefit | Exploit Failure |
|---|---|---|---|
| 1 | Street market, stalls, crowds, blocked sightlines | Thread through; opposition loses visual contact (Disadvantage on Move Phase next Turn) | Strike a stall; Tire Blown from debris |
| 2 | Construction zone, barriers, equipment, uneven surface | Cut through the site; shift two steps toward goal instead of one on success | Lose control on uneven ground; Tire Blown |
| 3 | Traffic grid, heavy vehicles, locked signals | Use the traffic as a buffer; pursuing vehicle must make Threshold 2 Pilot or hold position this Turn | Trapped in gridlock; hold position for two Turns regardless of Move Phase result |
| 4 | Underground parking structure, low ceiling, pillars, ramps | Drop underground; Disadvantage on all detection of your vehicle until you re-emerge (2 Turns) | Clip a pillar; Frame Compromised |
| 5 | Rail or tram crossing, active signals | Thread the crossing gap; position shifts two steps | Caught by crossing gate; hold position one Turn |
| 6 | Emergency services blockade, lights, barriers, crowd | Use the blockade as a wall; pursuing vehicle must break off or navigate around (shift two steps toward Separated) | Drawn into the blockade; Body Save Threshold 3 or take 1D6 damage from police response |
| TABLE 9.2, HIGHWAY / OPEN ROAD | |||
| Roll 1D6 when a chase occurs on a major road or highway with open sightlines. |
| D6 | Feature | Exploit Benefit | Exploit Failure |
|---|---|---|---|
| 1 | Long-haul freight convoy, multiple large vehicles | Weave through the convoy; gain Partial Cover (opponents at Disadvantage for ranged fire for 2 Turns) | Clipped by a freight vehicle; 1D6 Structural damage |
| 2 | On-ramp merge point, high-speed traffic entering | Use the merge as a screen; gain one position step from confusion in pursuit | Caught in the merge; Tire Blown from curb contact |
| 3 | Bridge section, narrow lanes, barrier walls | Use the walls to prevent flanking; Forced Stop and PIT Maneuvers against you operate at Disadvantage for the bridge duration | Barrier contact; 1D6 Structural damage and hold position |
| 4 | Toll gate infrastructure, barriers, staggered lanes | Thread through at speed; pursuing vehicle must make Threshold 3 Pilot or take 1D6 Structural damage from gate contact | Barrier contact; 1D6 Structural damage |
| 5 | Road works, single lane, flaggers, rough surface | Rough surface slows pursuit; opposing Move Phase rolls at −1D for 2 Turns | Rough surface damages own vehicle; Tire Blown |
| 6 | Tunnel entrance, limited lanes, lighting change | Force pursuit into a known bottleneck; one Position step gain and Disadvantage on opponent's ranged fire inside | Misjudge the entry; hold position one Turn as you recover |
| TABLE 9.3, INDUSTRIAL DISTRICT | |||
| Roll 1D6 when a chase occurs in BVHI work zones, warehouse districts, port facilities, or processing plants. |
| D6 | Feature | Exploit Benefit | Exploit Failure |
|---|---|---|---|
| 1 | Active loading dock, forklifts, pallets, ground crew | Weave through dock activity; pursuing vehicle must make Threshold 2 Pilot or hold position | Strike a pallet; 1D6 Structural damage, Tire Blown |
| 2 | Chemical transport vehicle, restricted passage zone | Force pursuit to slow or face NTC/LGT violation flags; one Turn where pursuing vehicle cannot close position | Trigger a spill; all vehicles in zone make Threshold 2 Body Save or take Minor Vehicle Condition |
| 3 | Processing plant interior, narrow aisles, overhead hazards | Interior pursuit; all maneuvers operate at +1 Threshold but pursue cannot use Support Vehicles (too narrow) | Ceiling or wall contact; Frame Compromised |
| 4 | Rail freight yard, active tracks, crossing trains | Use crossing trains as a barrier; pursuing vehicle must make Threshold 3 Pilot or hold position for 2 Turns | Caught by a train crossing; hold position 2 Turns |
| 5 | BVHI Song-Smithed rubble field, unstable terrain | Tectonic practitioners have Advantage on Environment Exploit here; others may attempt at standard Threshold | Rubble contact; Tire Blown |
| 6 | Security perimeter gate, automated barriers, guard post | Force pursuit through a checkpoint; pursuing driver must make Threshold 3 Pilot or the encounter draws org security response (GM determines response timing) | Own vehicle flagged at gate; encounter draws org security response for both sides |
| TABLE 9.4, TUNNEL / UNDERGROUND | |||
| Roll 1D6 for chases in BVHI tunnel networks, Halfling sub-routes, urban underground, or NTC server facility corridors. |
| D6 | Feature | Exploit Benefit | Exploit Failure |
|---|---|---|---|
| 1 | Branching junction, multiple tunnel exits | Take an unannounced branch; Disadvantage on all pursuit Move Phase rolls for 2 Turns (lost the route) | Take the wrong branch; hold position 2 Turns backtracking |
| 2 | Maintenance crew and equipment, tunnel blocked partially | Thread through maintenance; opposing driver at −1D on Move Phase roll this Turn | Forced to halt for crew safety; hold position one Turn |
| 3 | Active BVHI drilling operation, noise, dust, vibration | Vibration suppresses Ground-Sense tracking; Tectonic pursuit loses tracking advantage for the scene | Vibration destabilizes own vehicle; Minor Vehicle Condition (handling degradation, treat as Tire Blown) |
| 4 | Halfling-standard dark corridor, lighting suppressed | HIA and Halfling drivers: Advantage on Move Phase rolls here. All others: −1D on Move Phase rolls | All drivers at −1D on Move Phase rolls (darkness affects everyone) |
| 5 | Flooded section, partial water coverage on road surface | Speed-dependent vehicles penalized; Heavy Transport ignores this; Strike Runner at Disadvantage on Move Phase | All vehicles make Tire Blown Save Threshold 2 from hydroplaning |
| 6 | Tunnel collapse zone, partially blocked ceiling | Force pursuit through the collapse zone; pursuing vehicle makes Threshold 3 Pilot or takes 1D6 Structural damage | Own vehicle takes 1D6 Structural damage from falling debris |
| TABLE 9.5, HALFLING BURROW-STATE APPROACH / BORDER ZONE | |||
| Roll 1D6 for chases near Halfling sovereign territory, border roads, checkpoint corridors, and the deliberately unmapped approach routes. |
| D6 | Feature | Exploit Benefit | Exploit Failure |
|---|---|---|---|
| 1 | Data-Dark zone, NTC monitoring drops out | Ghost vehicles and HIA drivers gain automatic monitoring-absence effect; escape at Separated is automatic | NVS and NTC vehicles lose all electronic navigation; −2D on Move Phase rolls until clear |
| 2 | Halfling border hedge, living thorned barrier, deliberately uncharted | A Halfling driver knows the gap; all others at Disadvantage on Move Phase rolls through hedge zone | No gap found; vehicle takes 1D6 Structural damage from hedge contact |
| 3 | HIA Counter-Surveillance perimeter, White Noise Generators active | Marginal Harmonics practitioners: Advantage on all Obscurement in this zone; opposing electronic systems at Disadvantage | White Noise affects own electronics; −1D on Technical-based actions for the scene |
| 4 | Probability-distorted checkpoint, Marginal Harmonics saturation | Probability-Read users: may ask two questions per use here instead of one | Non-Marginal drivers: Move Phase rolls at Disadvantage (probability distortion affects reaction time) |
| 5 | Unmapped road network, Halfling-standard obscured routes | Halfling driver knows routes; gains 2 position steps automatically as pursuer loses the road | All drivers make Threshold 3 Pilot or hold position (road disappears on maps) |
| 6 | Sovereign border crossing, armed HIA post | Fleeing driver who crosses the border gains asylum from pursuit (pursuing vehicle stops or creates an international incident) | Misjudged crossing timing; HIA detains the crossing vehicle regardless of which side it belongs to |
| ## PART TEN: VEHICLE MODIFICATIONS |
The following is a proposed modification framework for campaign play. Vehicles may be modified by characters with relevant Talent investment, primarily Technical (Wit) for system modifications and Craft (Body) for structural work. Some modifications require specific org resources.
Modifications are organized into five slots: Engine, Chassis, Electronics, Weapons Mount, and Special. A vehicle may carry one modification per slot. Installing a modification requires the stated roll, cost, and time; removing one requires a Craft (Body) Threshold 2 roll and one hour.
ENGINE MODIFICATIONS
Performance Tune | Technical (Wit) Threshold 2 | ℃3,000 | 4 hours Recalibrate the engine's harmonic dampeners for peak output. Increases the vehicle's Speed Rating by +1D. The vehicle now pings NTC monitoring more frequently, every 5 minutes instead of every 10. Black market tune removes the monitoring increase but adds Threshold 3 to field repair rolls (the engine is running outside certified tolerances).
Silent Running Engine | Technical (Wit) Threshold 3 | ℃12,000 | Org-access required (NTC or HIA parts) Replace standard engine with a Marginal-Harmonics-dampened power plant. The vehicle's acoustic and EM signature drops to near-zero. All Notice rolls to detect the vehicle by sound or EM signature operate at Disadvantage. Does not affect visual detection. Compatible with HIA Ghost-Class Vehicle by default (already installed).
Reinforced Drive Train | Craft (Body) Threshold 2 | ℃5,000 | 6 hours Harden the drivetrain components against collision stress. The vehicle's Engine Hit Condition now triggers at 12+ Structural damage in one hit (up from 10+). Already-installed Song-Smithing does not stack with this modification, use whichever threshold is higher.
CHASSIS MODIFICATIONS
Song-Smithed Plating | Attunement (Tectonic access required) Threshold 3 | ℃15,000 | BVHI workshop, 24 hours Apply Tectonic Harmonics Song-Shaping to the vehicle's chassis panels. The vehicle gains the same passive collision damage reduction as the BVHI Heavy Transport (−5 Structural per collision event, minimum 0). Incompatible with vehicles that already have this feature.
Armored Shell | Craft (Body) Threshold 2 | ℃8,000 | 8 hours Add hardened ballistic plating. Increases the vehicle's Armor by +1 (maximum Armor 4). Each point of additional Armor reduces the vehicle's Speed Rating by −1D (the weight cost). This reduction applies before the Speed Rating is used in the Move Phase Pilot pool.
Rollcage and Restraints | Craft (Body) Threshold 1 | ℃1,500 | 2 hours Install a full rollcage and five-point harness system. When the vehicle is Disabled, occupants make their Body Save at Advantage instead of standard difficulty. Does not reduce the damage, only increases the chance of avoiding it.
ELECTRONICS MODIFICATIONS
NTC Network Suppressor | Technical (Wit) Threshold 3 | ℃6,000 | Controlled; NTC violation if discovered Permanently suppresses the vehicle's NTC registration ping. The vehicle no longer appears in standard NTC monitoring. Possessing a suppressor is a Juris-Axiomatic violation in all LGT-signatory jurisdictions. A Network Presence practitioner scanning specifically for suppressed vehicles may detect the absence as a Technical (Wit) Threshold 4 roll.
Hearth-Net Bridge Relay | Technical (Wit) Threshold 2 | ℃4,000 | HIA-adjacent parts required Install a Halfling-standard encrypted communications relay. All communications from the vehicle are automatically encrypted at Marginal Harmonics standard, Technical decryption alone is insufficient. Gives all occupants access to the Hearth-Net's dark-channel monitoring while in the vehicle. Incompatible with NTC-registered vehicle electronics (the Halfling encryption corrupts standard NTC telemetry).
Axiom-Stress Array | Technical (Wit) Threshold 2 | ℃5,000 | NVS or NTC parts Install a continuous Entropy monitoring system. Occupants always know the local Entropy level without requiring an Attunement roll. Alerts automatically when Entropy approaches Kinetic Debt threshold. Useful for NVS Kinetic Auditors operating in Human districts.
WEAPONS MOUNT MODIFICATIONS
Fixed Hardpoint (Light) | Craft (Body) Threshold 2 | ℃4,000 | Controlled Mount a single light weapon (pistol-class or equivalent) in a fixed forward or rear-facing position. The driver may fire this weapon as a Minor Action rather than a Primary Action, but only in the fixed direction. The weapon must be reloaded manually, a passenger spends their Primary Action to reload.
Swivel Hardpoint (Medium) | Craft (Body) Threshold 3 | ℃10,000 | Controlled; dedicated gunner required Mount a medium weapon (carbine-class or equivalent) in a powered swivel mount. A dedicated passenger operates the mount as their Primary Action, they may fire in any direction within a 180° arc. The gunner does not count against the two-active-passenger limit; the hardpoint is the vehicle system, not a passenger action. The vehicle becomes an obvious threat, any NTC scan at Near range immediately identifies the hardpoint.
Breaching Charge Dispenser | Technical (Wit) Threshold 2 | ℃3,500 | Controlled Install a rear-facing automated charge dispenser holding up to four Breaching Charges. The driver may dispense a charge as a Minor Action during the Action Phase without requiring a passenger. Dispensing uses the same resolution as the Throw a Breaching Charge Passenger Action (Precision Threshold 2 to land on target) but uses the driver's Speed + Precision pool.
SPECIAL MODIFICATIONS
Pilot-Assist System (NTC Bound-Spirit) | Technical (Wit) Threshold 3 | ℃20,000 | NTC installation required Install a low-tier Bound-Spirit subsystem calibrated to assist with vehicle operation. The Bound-Spirit provides real-time route analysis, hazard identification, and Move Phase support, the driver gains +1D on all Move Phase Pilot rolls. The Spirit is not combat-capable and cannot take independent action; it is strictly an operational assistant. Note: if the vehicle suffers Systems Failure, the Bound-Spirit is offline until the vehicle is repaired. NTC retains a copy of the Spirit's navigation logs.
Harmonic Shielding Package | Attunement (Marginal access required) Threshold 4 | ℃25,000 | HIA parts, 48 hours Apply a full Marginal-Harmonics shielding package equivalent to the HIA Ghost vehicle's baseline. All detection of the vehicle, radar, sonar, Axiomatic scan, operates at Disadvantage. The vehicle does not appear in NTC network registration. Compatible with any vehicle chassis; incompatible with the NTC Pilot-Assist System (the Marginal shielding corrupts the Bound-Spirit's signal environment). Installing this modification on a non-HIA vehicle is the kind of thing the HIA notices.
Emergency Ejection System | Craft (Body) Threshold 2 | ℃6,000 | NVS parts Install a driver and passenger ejection system. When the vehicle is Disabled, the driver may activate the system as a Reaction, all occupants are ejected in a direction determined by the GM based on vehicle orientation. Ejected occupants take 1D6 damage from the ejection regardless (less than the Disabled vehicle crash save). This supersedes the standard Disabled end condition save for occupants who are ejected.
PART ELEVEN: THREAT STAT BLOCK INTEGRATION
All IL threat stat blocks that include vehicle-operating personnel require a Pilot entry. This applies to NVS Strike crews, BVHI site security convoys, HIA surveillance and logistics teams, and any other threat type that may encounter the party in a vehicle context.
Pilot Entry Format
In IL threat stat blocks, add Pilot as a standard Talent entry following the existing format:
PILOT: [value]D (Focus: [vehicle type if applicable])
Default Pilot Value
Threats without specific Pilot investment use the following default:
Default Pilot = Speed value ÷ 2, round down, minimum 1D
This is consistent with the AxiomRPG untrained talent rule, a character can attempt any Talent without training, but performs at roughly half their governing Attribute value. The minimum 1D prevents any threat from being entirely unable to operate a vehicle.
Pilot Reference Table
| Threat Speed | Default Pilot |
|---|---|
| 2D | 1D |
| 3D | 1D |
| 4D | 2D |
| 5D | 2D |
Specialist driver threats (HIA Logistics Ghost, NVS Rapid-Response Merc operating a Strike Runner, BVHI convoy driver) should be given explicit Pilot values during stat block creation in AX.GIL.13, not defaulted. The default applies to security guards, generic org personnel, and any threat for whom vehicle operation is incidental rather than professional.
GM REFERENCE: QUICK CHASE SETUP
Step 1, Establish the Track One Track between the two sides. Set starting position from the fiction. In multi-vehicle encounters, identify the Lead vehicle for each side.
Step 2, Determine Pilot Pools Driver pool = Speed + Pilot + Vehicle Speed Rating. Note existing Conditions on driver or vehicle.
Step 3, Run the Move Phase Lead Drivers roll simultaneously. Compare successes. Margin of 1–2 = one step; margin of 3+ = two steps. A driver who forgo the Move Phase for a Maneuver cedes one step automatically.
Step 4, Resolve the Action Phase Resolve in initiative order. Apply Position table for passenger action availability. Maximum two chase-affecting passengers per vehicle per Turn.
Step 5, Check End Conditions Separated + fleeing driver wins roll again = escape. Contact + disabled or incapacitated = intercept. Structural Health 0 = disabled. Incapacitated driver = loss of control.
Quick Reference Tables
Position Track, Available Actions
| Position | External Actions Available |
|---|---|
| Separated | None (internal only) |
| Distant | Electronic, Harmonics (Distant-capable), Ranged fire at Disadvantage |
| Far | Ranged fire (standard), Electronic unrestricted |
| Near | Ranged fire (no penalty), Near Harmonics, Boarding declared |
| Contact | All; Ram and PIT available for pursuing driver |
Vehicle Conditions Summary
| Condition | Trigger | Driver Pilot Penalty |
|---|---|---|
| Tire Blown | 5+ dmg one hit / tire shot | −1D |
| Engine Hit | 10+ dmg one hit / called shot | −2D; max one step shift |
| Frame Compromised | ≤50% Structural Health | −1D; Ram deals +1D6 |
| Systems Failure | ≤25% Structural Health | −2D; electronics offline |
| Disabled | 0 Structural Health | Encounter ends; occupant save |
Vehicle Modification Slots
| Slot | Modifications Available |
|---|---|
| Engine | Performance Tune, Silent Running Engine, Reinforced Drive Train |
| Chassis | Song-Smithed Plating, Armored Shell, Rollcage and Restraints |
| Electronics | NTC Network Suppressor, Hearth-Net Bridge Relay, Axiom-Stress Array |
| Weapons Mount | Fixed Hardpoint (Light), Swivel Hardpoint (Medium), Breaching Charge Dispenser |
| Special | Pilot-Assist System, Harmonic Shielding Package, Emergency Ejection System |
| ### Full Example: Two-Track Chase |
The party's HIA Ghost vehicle (Speed Rating +2D; Structural Health 25; Armor 1) is being pursued by an NVS Strike Runner (Speed Rating +3D; Structural Health 20; Armor 0) and a Standard Ground Vehicle (Speed Rating +2D; Structural Health 30; Armor 1). The Standard Ground Vehicle is the NVS side's Support vehicle for this encounter, the Strike Runner is the Lead.
Track: Ghost vs. Strike Runner (Lead), Starting Position: Near
TURN 1
Initiative: Ghost driver rolls 5, Top. Strike Runner driver rolls 3, Bottom. Standard Vehicle driver rolls 4, Bottom. GM NPCs act between Top and Bottom.
Move Phase (simultaneous, Lead Drivers only): - Ghost driver: Speed 3D + Pilot 2D + 2D Speed Rating = 7D → 3 successes - Strike Runner (Lead): Speed 4D + Pilot 3D + 3D Speed Rating = 10D → 4 successes
Strike Runner wins by 1, position shifts one step from Near to Contact.
Action Phase:
Ghost driver (Top): Chooses Evasive Routing (forgoing next Turn's Move Phase roll to impose Disadvantage on the Strike Runner). Wait, the Ghost driver already made their Move Phase roll this Turn. Evasive Routing requires forgoing the Move Phase, which means declaring it before the Move Phase and not rolling. The Ghost driver already rolled. They cannot take a Vehicle Maneuver this Turn, their Primary Action was spent on the Move Phase. Ghost driver fires at the Strike Runner driver through the window (Contact, standard attack): Speed 3D + Precision 2D = 5D → 2 successes. Strike Runner driver Defense is 2 (Speed 4D + no armor = 4÷3=1, +1 = 2). Hits. 2H damage to Strike Runner driver.
GM NPCs, Standard Ground Vehicle passenger (between Top and Bottom): Fires at Ghost vehicle as a vehicle target. Vehicle Defense of Ghost = Speed Rating 2D ÷ 3 = 0, +1 = 1. Rolls Precision: 3D → 1 success. Meets Defense 1. Hit. Deals standard weapon damage to Structural Health (2H per success = 2 Structural damage to the Ghost). Below the 5+ threshold for Tire Blown.
Ghost passenger (Bottom): Assists the Ghost driver, the Ghost driver will have Advantage on their Move Phase roll next Turn.
Strike Runner driver (Bottom): Position is Contact. Wants to Ram. Armor 0 means 1D (floor). Rolls 1D + Pilot 3D = 4D vs Ghost driver's Speed + Pilot (no Speed Rating): 3D + 2D = 5D. Ghost driver rolls 5D → 3 successes. Strike Runner rolls 4D → 2 successes. Ghost wins, Ram fails. Strike Runner takes 1D6 Structural damage = 4 Structural damage.
Standard Ground Vehicle passenger (Bottom, second Support action): This is the second active passenger action from the NVS side's Support vehicle. Fires at Ghost tires: Precision Threshold 3 vs Ghost Vehicle Defense 1. Rolls 3D → 1 success. Threshold 3 not met. Miss.
End of Turn 1: Track: Contact (Strike Runner right on the Ghost) Ghost: −2 Structural Health (23 remaining), Ghost driver has Advantage next Move Phase Strike Runner driver: −2 Health (from Ghost driver's pistol hit) Strike Runner vehicle: −4 Structural Health (16 remaining, from failed Ram)
TURN 2, Ghost driver declares Evasive Routing before the Move Phase. They will not roll in the Move Phase; Strike Runner shifts one step automatically (Contact holds, already at Contact, no further shift possible). Ghost driver rolls Speed + Pilot vs Threshold 3 for Evasive Routing, with Advantage from passenger Assist: 5D at Advantage (4+) → 4 successes. Success, Strike Runner makes next Move Phase at Disadvantage.