A rally is a mobile encounter in which most of the action takes place on a straight path, such as a race or pursuit. Creatures and wagons don’t need to have the racing condition during a rally, and a racing creature doesn’t need to be in a rally. However, they work well together, especially for the last sprint!
These rules step back from tracking absolute position in favor of relative distances between things moving at a similar speed. The “camera” follows overhead as the crew gets up to Mad Max antics.
Rally maps are the space within a single ground measured in 5-foot increments, tracking each force’s position relative to others within 120 feet. The map is 24 squares by 24 squares, as a ground is a square 120 feet on a side. When a force catches up, slows down, or pulls in from the side, put them at their relative distance on the map. If it moves farther than 120 feet away, it drops off the grid and enters an adjacent ground. A rally moves in the same general direction from round to round. On the map, “up” is “forward,” and “down” is “behind.” Forces can move laterally (such as a wagon pulling in close so that the fighter on the roof can jump across), but most movement is forward as they chase or race toward a destination. The map changes every round as the action moves forward. Each round’s map is where the action is in that round. Calculate distance at the end of every round. If one force moves farther forward than the other, move it one square up on the map for every 5 feet farther it traveled that round. A force higher on the map can freely slow down at this point, moving down on the map. However, it can’t stop directly in front of another force this way—that’s what cornering is for (outlined below). Rally encounters work like other mobile encounters, with the following exceptions. Forces in a rally don’t move freely around the map. Instead, at the end of each round, the faster force moves a space upward on the map for every 5 feet faster its base walking speed is than the others, to represent pulling ahead. A force can also move down on the map, which represents pulling back. In a rally, a force can shift at the start of its turn to move sideways relative to another A shift check is similar to a pass: one creature from each force makes a Dexterity check contested by the other’s (wagons use a Drive check instead). (wagons use a Drive check instead). First, a shifting force moves laterally up to 1d6 x 5 feet. The force that rolled higher on the shift check can add or subtract up to 5 feet times the difference. Finally, the faster force can add or subtract up to the difference in their speeds. This reduces the distance they pull ahead at the end of the round by an equal amount. The final calculation is: Distance shifted in feet = (1d6 x 5) + (up to the difference in contested results x 5) + or - (up to the difference in speed) Cornering lets a force attempt to stop another’s movement or force it into a 90 degree turn. A force can attempt to corner another force it’s ahead of on the rally map. A corner check is similar to surrounding: one creature from each force makes a Dexterity check contested by the other’s (wagons use a Drive check instead). If successful, the cornering force can bring both forces to a stop or turn the rally 90 degrees left or right.