After much background research including rewatching Grand Theft Auto and Smokey and the Bandit I have fleshed out the rules for using Machinas to create car chase campaigns. Here are the rules so far. Any suggestions or fixes are more than welcome. I have yet to play test them, but now that I have sheriff and deputy minis that should happen soon.
Roll to determine the type of race for the game.
1/2 d6 Race style
1 Race
2 Courier run
3 Escape
Race - first vehicle to reach the destination wins.
Courier run - successfully deliver the package/vehicle to the destination.
Escape - be the only remaining vehicle at the end of the race.
After each Machinas race will be a non-driving event from this table.
1d6 Non-driving event
1 Gas Station encounter
2 Diner/Roadhouse encounter
3 Hitchhiker
4 Broken down car
5 Notel Motel encounter
6 Carjack attempt
Gas station encounter - While refueling your vehicle you have an encounter with 1/2 d6 people.
Diner/Roadhouse encounter - set up the encounter using the THW bar fight rules. If the police arrive they will be added to the next race.
Hitchiker - take a pep challenge to see if you pick up the hitchhiker.
Broken down car - 1-4 your car has broken down and you lose 1 attribute for the next race only. 5-6 you come across a broken down car and can use some of it to modify your car. Increase 1 attribute by 1 point.
Notel Motel encounter - While getting a quick nap you have (1-4) an encounter with 1/2 d6 people or (5-6) you oversleep and start at the back of the pack for the next stage of the race.
Carjack attempt - immediately go to combat with 1/2 d6 people.
After each encounter except Hitchhiker take a PEP challenge to see if a NPC joins you. Use the NPC table to determine who joins you.
2d6 NPC R P F S T S Weapon Attributes
1 Drifter 4 2 3 4 2 2 Knife Roll vs PEP each encounter to see if drifter switches sides.
2 Superhero 3 1 2 3 2 1 N/A Will always attempt a PEP challenge for the group.
3 Jilted Bride 1 0 0 1 1 1 N/A -1 to PEP challenges.
4 Redneck 4 2 3 4 3 1 Dynamite Increased ability to fix the car
5 Abandoned Racer 3 1 2 3 3 3 Tire Iron Knowledge of 1 other car can be used to prevent passing.
6 Annoying Teen 2 0 1 2 1 1 N/A -1 to PEP challenges.
7 Reporter 3 2 1 3 2 1 N/A Contact with news helicopter can be used to avoid obstacles.
8 Ganger 4 2 3 4 1 3 BAP Always tries to fight.
9 Televangelist 2 1 0 2 1 1 N/A +1 to PEP challenges.
10 Nun 4 3 2 4 2 2 N/A +1 to PEP challenges.
11 Killer 3 1 2 3 2 1 2x BAP Always tries to fight.
Jumping Obstacles - player must decide to jump the obstacle before rolling. Immediately take Out of Control test. If successful take Avoiding Wreck test. After passing the test the player vehicle is placed ahead of the obstacle in the same lane.
Up on Two Wheels - after passing an Avoiding Wreck or Out of Control test the player can briefly drive on two wheels. Roll 1d6 - a result of 5 or 6 recovers all bonus dice used during the previous test, a result of 1 removes 1 bonus die.
Once the police have joined the chase any future obstacles will be police roadblocks (1-4), (5-6) player allies such as big rigs, a funeral procession, bikers or blocking cars. Unsuccessfully avoiding roadblocks will immediately lead to an encounter with the police. Big Rigs or blocking cars will automatically let allied players pass without challenge.