Chase Combat Rules

Not all fights can be won. Sometimes your only options are escape… or die.

For your standard action, you have the following options. Note that these options can be accomplished with any skill, stat, ability, or power you choose, barring GM overrule. For instance, you could scout with a perception check, or with your leaping power ("I jump over the tree lines to see what's ahead"). Explain which of the actions you are trying to accomplish, what skill/power/ability you want to use, and how your character goes about doing it. The GM has final say on what is allowed.

To use a skill, simply roll it as any other skill check. To use a power, roll the powers rank + 1d20 for your result.

  • Move again.

  • Scout. Make a check of DC 10. For every degree of success, you know if there is a hazard, an enemy, or nothing in the track squares ahead of you.

  • Hinder. Make a check. The result of your check creates a hazard (see below) in the space directly behind you, the DC they need to overcome equaling the result of your check.

  • Disable a Hazard. If you are directly in front of or behind a hazard you are aware of, you can attempt to remove the hazard. The DC for this equals 5+the normal DC to overcome the hazard.

  • Attack. If you are directly in front of or behind the chasing enemy, you can directly attack them; if you choose not to use a standard attack power, the damage DC is determined by the GM.

  • Recover. If you are under the effects of a negative status from a hazard or otherwise, you can spend your turn attempting to recover from the status.

    THESE RULES ARE OVERRULED IF THE PLAYER IS ON A COMBAT MAP.

Combat Maps

Some squares may contain enemies. If a character enters a track square with a non-chasing enemy, they move down to the furthest left side of the relevant combat map. Rules and turns on combat maps proceed according to normal M&M rules, with the addition of the fact that if the character manages to make it to the furthest right side of the map, they exit that combat and advance to the next track square.

If the chasing enemy manages to catch up to the players, both parties will immediately enter a combat map.

Hazards

Some squares contain hazards. If you enter a square with a hazard, you must roll a check and overcome the set DC of a hazard. Failure means losing your move action next turn. Failing by two degrees means having half speed the turn after that, failing by three degrees means half speed for the rest of the chase.

Once a player reaches the end of the track, they can spend their action to escape. Once they do, they have successfully exited and are safe!