Chase and capture rules

By OutcastTwoFour, in Dark Heresy Rules Questions

Greetings all,

As an agent of the Inqusition it has occasionally proven necessary for my character to chase after heretics and the like. Given he has an AB of 5 and the Sprint talent, he can run faster than pretty much anyone he has crossed paths with to date. The problem is that how to resolve trying to physically restrain/capture/tackle said heretics once my character has caught up to them. As far as I can tell there are no rules covering this situation in the books, 1st or 2nd editions, as the run action does not allow for any attacks. Any and all suggestions on how to solve this will be greatly appreciated.

p.132 Takedown talent is what you want.

p.149 Shocking quality for weapons (namely shock mauls)

p.145 Concussive quality for weapons as well(stun grenades)

The other option would be something that deals fatigue points (unarmed damage, 1d5-3+SB, if it deals damage, also inflicts 1 level of fatigue). Choke Grenades. Setting them on Fire also causes them to suffer levels of Fatigue, but will require immediate assistance to put the fire out.

The Knockdown attack and Grappling are also worth considering as a means to keep them in a given place, but unfortunately won't knock them out or stun them (besides grapple allowing an unarmed attack).

Basically its going to be a matter of any rules that stun the enemy, or apply levels of Fatigue.

Once an enemy is stunned for enough rounds, hopefully the GM will be kind enough to let you get them in manacles.

Edited by KommissarK

Same as what Kommissar said, but also web guns, some pysker powers or just getting the person into melee stance (effectively touching them) would force combat which then obvious what Kommissar's advice would said begin.

Also everyone has a melee attack called "Stun" which is basically a callled shot to the head that causes a few turns of stun damage. That should give you enough time to slap manackles on them or to let your comrades catch up.

Ending your move next to an enemy you can engage them in melee provoking an attack if they run without disengaging, if they disengage just charge them next turn and repeat.

EDIT: Also there is a knockdown type of move you can do as part of a charge as well.

Edited by kenobi87

Also, you can do a grapple as part of a charge action.

This is a late reply but I feel it's worth it as I too had the same question at one point and I'm sure others will in the future. After all, chasing heretics is what we do!

The campaign in the GM kit, Desolation of the Dead actually has rules for chasing (and later on for racing, but it's more or less the same thing). As presented, a chase is an extended opposed agility tests between the chaser and the chased, with the first to say 5 or 10 Degrees of Successes winning and respectively catching up to their target or getting away. To make it more exciting than a series of dice rolls, there are 'mini encounters' which can be used between the rolls. Such as the person being chased stopping briefly to turn around to fire a shot (do one round of combat) or perhaps knocking obstacles over to slow the chaser down (making them roll a seperate agility test to leap over it or get delayed, I.e lose a degree or two of success to the target total).

If the chaser wins, it's up to you what happens. You can have the target automatically caught or begin combat in melee with the chaser needing to stun/takedown the target.

I hope this helps!