Pursuit

One-pager. Pursuit is just combat at a longer tempo — same awareness, Initiative, act-or-wait, reaction and pre-emption, and the same Intense Action split of attention — with a different menu of actions. Know those two pages and you already know this one.

A pursuit is any contest of movement: a car chase, a dogfight, a horseback flight, a submarine running silent, a foot-race through a crowd. Spacecraft are no exception — they're just vehicles.

Turn length scales with the vehicle

A pursuit round is longer than a combat round, and how much longer depends on what you're driving. The slower and more ponderous the contest, the longer the turn and the further apart the chances for a direct attack: a fighter-jet dogfight turns over in seconds, a car chase in longer beats, a tall-ship engagement in minutes. The GM picks a tempo that makes the chase feel right and keeps it for the duration — opportunities to shoot, ram, or board arrive on that rhythm.

What's the same

Rounds, Initiative, declaration order (best to worst, ties by score), waiting, reaction, and pre-emption (Coordination modified by Initiative QR) all work exactly as in combat. A pursuer lining up a ram and a quarry watching for the alley to bolt down are the same act-or-wait standoff as two gunfighters. You still never know for certain you'll act first.

What's different: the action menu

Your primary action is usually a maneuver; secondary actions are small adjustments and setups. The vehicle's own ratings — Accelerate, Turn, Redline — are the ease-factor modifiers for these tasks, so a sporty car turns well and a transport doesn't. The driver's relevant skill is the Score.

Maneuver What it does
Quick Turn Cut down a side street, bank hard, change facing. Needs somewhere to turn.
Sudden Reverse / Double Back Reverse the chase; great for shaking a committed pursuer, risky at speed.
Flat Out Go as fast as the vehicle allows — a Redline task. Consumes your attention (it's your whole turn).
Raise the Stakes Push into terrain or speed that punishes everyone, betting your vehicle and nerve beat theirs.
Force Maneuver Make the other driver react — cut them off, run them toward a hazard, PIT them. Opposed.

The GM provides opportunity and range

Maneuvers are only available when the situation allows them — this is the GM's main lever. There's no Quick Turn on a bridge, no Flat Out in gridlock, no ramming a target two cars ahead. The GM narrates the terrain and the range between vehicles each round; that terrain is what gates the menu, exactly as cover and reach gate combat options.

What players are usually trying to do

Range as the scoreboard

Treat range abstractly — closing, holding, opening — rather than counting meters. Most maneuvers shift range by one step or hold it; QR says by how much. When range opens past the point of contact and stays there, the quarry has escaped; when it closes to nothing, the chase becomes a ram, a boarding, or a fight.

Designer's Note: the famously elaborate 1e space-combat system is gone. It was theoretically brilliant and useless in play. A dogfight over Mars and a car chase through Marseille are the same thing — awareness, timing, nerve, and the limits of your machine — and one page covers both.