OSINT-6 CHANGELOG 251228
Foot pursuits and vehicle pursuits need the same dramatic decisions, but they don't operate at the same speed or over the same distances. Counting squares works for a short tactical movement. It becomes awkward across stairwells, traffic, alleys, highways, crowds, and changing routes.
We designed one Chase procedure around relative position. Contact, Close, Medium, and Far describe the useful relationship between pursuer and quarry. Escaped ends the active pursuit. A band doesn't claim that a foot chase and a motorway pursuit cover equal distances. It states what actions and escape opportunities the current position permits.
A chase round is likewise a meaningful pursuit interval rather than a fixed six seconds. In a building, the interval may cover moments. On an open road, it may cover much longer. Each round confirms position, presents an obstacle, selects one lead mover per side, resolves actions, compares progress, and applies consequences.
Limiting ordinary movement progress to one lead mover prevents a larger team from gaining speed merely because it has more participants. Everyone else can still affect the pursuit by assisting, attacking, creating an obstacle, intercepting, communicating, or taking another action supported by position. Team size creates options instead of automatic movement.
Progress then changes the range band. Meeting the route's Difficulty Class earns 1 progress, and exceeding it by 5 earns 2. The difference between the sides moves the range by no more than two bands in a round. Equal progress preserves the position. Speed and route capabilities still matter. A decisive mismatch can shift range automatically or make escape inevitable unless containment, interception, or an obstacle changes the problem.
The abstraction leaves tactical distances intact when an attack requires them. Range bands don't replace weapon ranges. They handle the pursuit-level question: who is gaining, what choices remain available, and what must happen before contact or escape?