Where a chase occurs can dramatically influence how it plays out.
Heavy traffic, obstacles, and winding paths could all impede a chase or add strategic options for the vehicles involved.
The GM decides the environment’s effects on the chase, and the sample chase environments can give the GM some ideas.
The environment might affect the entire chase or only some zones—whatever makes the most sense for the scene.
Designating Environmental Zones: The GM should reveal an environmental zone once it comes into view of the foremost vehicle in the chase.
Types of Environments
Environments can affect vehicles in a chase in five main ways.
Active Hazards:
Hazards can directly impede or damage the vehicles in a chase. They ight be persistent or temporary.
Some hazards make one attack against a vehicle when that vehicle enters the hazard’s zone. The hazard might trigger only once, or it might attack every vehicle that enters the zone.
Decide whether a hazard deals damage, knocks a vehicle off course, or both. The hazard’s CR should be close to the item levels of the vehicles involved in the chase, and should use the corresponding attack bonus and damage amount.
If a hazard knocks vehicles off course, the pilot of any vehicle it hits takes a –4 penalty to Piloting checks (in addition to its normal modifiers) for 1 round. If a hazard both deals damage and knocks the target off course, reduce the attack bonus by 2 and halve the damage.
Altered Attacks:
Attacks might be more difficult due to bad weather or barriers that block lines of sight.
Use the normal rules for concealment, cover, and line of sight when implementing environments that alter attacks.
It’s rare for the environment to improve attacks, but if it somehow would, you can reduce the normal penalties for attacking during a chase.
Altered Movement:
Some environments make it easier, more difficult, or more complicated to move.
This might come up in a chase through a space station where some zones lack artificial gravity or on a muddy plain where vehicles could get bogged down.
Altered movement usually causes a +2 bonus or –2 penalty to skill checks attempted during pilot actions.
The environment can work differently on different vehicle types; a wheeled transport might take a penalty when artificial gravity goes out, while a hover vehicle wouldn’t, for example.
Likewise, the effects can change how certain actions work. A massive downhill slope might make it easier to speed up but harder to keep pace, or it could even require a check to slow down.
New Tricks:
Environments can provide new tricks that pilots can use with the trick action during the pilot actions phase.
These could include clipping precarious rocks in a canyon so they fall in your enemies’ paths or diverting oncoming traffic toward your enemies.
These tricks usually have a DC of 2 to 4 higher than the normal trick action, but their effects should also be more impressive.
In terms of game rules, the effect might be a bigger penalty for enemies’ Piloting checks (–4 to –6), or the trick might create a new active hazard in the zone directly behind the vehicle.
Split Routes:
It’s possible for chase participants to take slightly different routes through a zone to gain some other tactical advantage. A split route works much like having two parallel zones in a single zone, one of which has a different environment: usually altered movement (for a shortcut) or an active hazard (for a dangerous zone).
The pilot decides which route to pursue when taking his pilot action.
Even if two vehicles are in the same zone, they can’t interact with each other if they’re on different parts of a split route.
A split route usually lasts for only one zone before converging.
If vehicles that are engaged pursue different routes, their engagement is automatically broken off.
When the route converges again, any vehicles that had been engaged and are still in the same zone automatically become engaged again.