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Military Vehicles / Vehicle Factors / Tethered Vehicles

Tethers In Vehicle Chases

Source Starfinder #24: The God-Host Ascends pg. 49
Since vehicles involved in chases measure their movement relative to each other instead of to fixed points, two tethered vehicles can still participate normally in chases except as noted below. Generally, the two vehicles must be engaged in the chase before they can be tethered to one another.

Pilot Actions: The defender cannot take the break free action to disengage from the controller while tethered. If the controller takes the break free action to disengage with the defender, the defender is immediately freed of the tether. Piloting checks to attempt evade and trick actions with vehicles connected by a flexible tether take a –2 penalty. If the tether is rigid, this penalty increases to –4.

A pilot who wishes to take the speed up action while tethered must first succeed at an opposed Piloting check as if dragging a tethered vehicle (see above). If they succeed, they can attempt the action. If they move forward to a new zone, the vehicle tethered to them is immediately dragged to that zone as well. The pilot of the dragged vehicle cannot then attempt a speed up action until the start of the next round.

Chase Progress: During the chase progress phase, the GM advances vehicles as normal. Then, if the tethered vehicles are not in the same zone, the GM moves the defender’s vehicle one zone closer to the controller. If the vehicles are still in different zones, the GM moves the controller’s vehicle one zone closer to the defender. The GM continues moving the tethered vehicles in this fashion until they share the same zone.