The spy team seemed ready for any pursuers. The one on the back turned around with their pistol at the ready.
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For this chase, at the beginning of each Round both pilots will make Piloting: Planetary (Agility) Checks at Hard Difficulty with 2 Setback Dice due to the trees. Having more successes than your opponent will mean that the range band will increase. Increasing the speed of the bike makes you move one speed band automatically (as they are at base speed) but anyone going higher (pilot will if he increases speed) will upgrade their check once. Once you fall out of Extreme range, you are out of the chase! A Despair, if it isn't obvious, will result in a crash.
For the pilots' turn, their maneuvers are considered spent on driving but they can use their action to make a potshot. This must be with a one-handed weapon. If they do, the difficulty of the shot is upgraded once and the next piloting check has its difficulty upgraded twice. Don't shoot and drive!
Everyone receives 2 Setback Dice to their shots due to the speed. Passengers can use a one-handed weapon with no further penalty. Passengers may elect to use a two-handed weapon but will need to roll a Coordination (Agility) Check at Average or Hard Difficulty. If going normal speed, the former, and faster is Hard. Upgrade the die once. If you succeed but get a Despair, your shot will miss but you are otherwise okay. If you fail, your shot has its difficulty upgraded once. If you fail and get a Despair, you fall off the speederbike.
D7 EE Cool for Initiative:
2eP+2eA 4 successes, 2 advantage


D7 EE Cool for Initiative:
1eP+2eA 3 successes, 2 advantage

D7 EE Round 1 Piloting (Planetary):
2eP+2eA+3eD+2eS 3 successes








Initiative Order:
Nekoinu
Nekoinu
Player
Player
Player
Player