TEXT: Savage Worlds presents a great set of abstract
  chase rules. But there are times when they’re a
  bit too abstract. While they do model distance,
  they don’t model position (who’s in the lead,
  who’s in second, etc). For dogfights, spaceship
  battles, and the like, this works out fine, but
  there are times when being first matters. 
  With that in mind, here are some tweaks you can
  make to make the SW chase rules model a tradi-
  tional car chase perhaps a bit more closely. 
  Setup
  Before the chase begins, you’ll need an easy
  way to track position visually. 
  I’ve found that the easiest way is to take all the
  cards, Ace to Deuce, of a single suit from an
  extra deck of cards. When you’re ready to begin
  the chase, lay these out in order; you’ll place
  your markers on these cards to track your posi-
  tion. 
  If you don’t have an extra deck, you can use
  anything: pieces of paper, 3x5 cards, squares
  drawn on a battlemat, whatever’s handy. Cards
  are the best way to go, as you’ll see in a
  moment. 
  Initiative
  For the first round of initiative, determine if
  there’s a lead car at the outset of the chase. If
  your players are cops chasing an escaping felon,
  then the felon should start out in front. However,
  if you’re running a drag race, then everyone
  starts on an equal footing. 
  If you have a lead car, this is where the extra
  cards you’re going to be using for position come
  in handy. Seperate out the Ace and face cards
  into one stack, Deuce through Ten in the other.
  The lead car or cars will draw from the high
  cards, while all the other cars draw from the
  Deuce to Ten stack.
  If you don’t want to worry about this, there’s an
  equally easy way: have all the drivers EXCEPT
  the leader draw for initiative/position. When
  everyone else in position, assign the leader any
  card higher than the highest chaser. 
  Example: Ponch and Jon are chasing Grifty
  McGrift, a bank robber. Ponch and Jon draw,
  getting a Nine and Seven. The GM decides that
  they’re hot on Grfity’s heels, so he places the
  thief on the Ten. If he decided that Grifty has a
  moderate lead, he could place him on the
  Queen, and with a sizable lead Grifty could start
  on the King or Ace. 
  Attacks
  Attacks are handled normally, with one change.
  Cars that Skid, Spin, or Slip on the Out of
  Control table move back in the pack, towards the
  Deuce. 
  Burning Rubber:
  Alternate Chase Rules for Savage Worlds
  by Butch Curry
  Savage Worlds is Copyright 2003, Great White Games. This work is not an officially licensed product and has no affiliation with Great
  White Games.
  Skid
  Move back 1 card
  Slip
  Move back 1d6 cards
  Spin
  Move back to the Deuce
  
  Based on the situation, any of these could also
  take the car completely out of the chase as well.
  For example, if there’s a steep embankment on
  either side of the road, a Slip could send the car
  into the ditch. 
  Obviously, the furthest back you can be placed is
  the Deuce. If you’re on the Deuce and Skid, Slip,
  or Spin, you’re removed from the chase. 
  Maneuvers
  Now it’s time to start the action!
  Being in the lead has it’s advantages: the lead
  car determines whether the chase continues
  straight up Main Street or careening off-road, for
  example. 
  With that in mind, after the first round, do not
  draw for Initiative. If you want to move up to a
  better position, you’ll have to use the Change
  Position or Trail maneuver to do so. The lead car
  will stay in the lead until you’re able to catch him.
  If two cars are on the same card, have the driv-
  ers make an opposed Driving roll. Winner goes
  first. 
  Change Positon and Trail
  Since you’re not drawing cards for position every
  round, Change Position and Trail become  the
  key maneuvers in the chase, particularly if you’re
  running a race of some kind. Other than their
  increased importance, though, there are no
  changes in how they’re handled. 
  Force
  Position is important for another reason: if you
  want to Force an opponent, you must be on the
  same card as them or ahead of them. 
  Flee, Shake a Tail, and Steady
  These maneuvers are all handled normally.
  Obstacles
  If you’re running a car race, obstacles typically
  represent ‘the pack’: a cluster of cars you’ll have
  to avoid in order to get out in front. 
  For chases, the obstacles represent other cars,
  pedestrians, road signs, hot dog carts... virtually
  anything you can imagine. Lead cars have an
  advantage in being able to avoid obstacles better
  than those following them (think of the speeder
  chase in Return of the Jedi for example). If
  you’re forced back in the pack by a Force or a
  roll on the Out of Control table, you’ll have to
  check to avoid obstacles on your next turn. 
  Obstacle Alternative
  Here’s another way to handle Obstacles. It’s fast
  and easy, and has a more organic feel than the
  standard version.
  The GM rolls a d6 at the beginning of each
  round. On a 1, he draws a card. Everyone acting
  on or after that card must make a Driving roll to
  avoid the obstacle that round. 
  You can vary the density of obstacles by increas-
  ing or decreasing the target number of the roll.
  On a 3 or less, you’re driving in heavy traffic, off-
  road through a forest, etc. On a 5 or less, you’re
  driving somewhere you really shouldn’t be, like
  into oncoming traffic! (Check out the ‘Drive Into
  Traffic’ stunt for more on this one.)
  1
  Light traffic/obstacles
  3 or less
  Heavy traffice/obstacles
  5 or less
  Treacherous!
  
  Stunts
  Stunts are the driving equivalent of Tricks;
  they’re wild, cinematic moves you can pull in
  order to gain an advantage in a chase. In many
  cases you can use the Trick rules as is, but in
  others they simply don’t make sense. Here are a
  few examples. 
  Catching Air
  One of the classics. Rather than avoiding an
  obstacle, you drive onto it in order to launch your
  vehicle in the air! (“Look at them Duke boys fly!”)
  This move requires a Driving roll at -4. Success
  means you automatically move up 1d4 positions.
  If you Flee as your next action, you get a +2 to
  your Driving roll. If you fail the roll, roll a d6. On
  a 1-3, you crash into the obstacle for normal
  damage. On a 4-6, you launch in the air and
  move ahead 1 position, but you must roll on the
  Out of Control table when you land. 
  Playing Chicken
  Another classic move. In this one, you whip your
  car around and drive directly at another car
  behind you. 
  You must be ahead of the defending car in order
  to play Chicken. When you do, immediately
  move your vehicle into the same position as the
  defender, and the drivers make an opposed Guts
  roll. The loser veers out of the way and is
  removed from the chase. The winner moves to
  the Deuce. On a tied roll, neither driver flinches,
  and the two cars collide. Either driver can
  choose to pull away before making their Guts
  roll. 
  Drive Into Traffic
  One of the most dangerous of all moves, this
  one is a pure desperation move. With this stunt,
  you try to shake your pursuers by driving into
  oncoming traffic.Upon entering the wrong side of
  the road, you can make no maneuvers except
  dodging oncoming cars or leaving the wrong
  lane. You, and every car that chooses to pursue
  you, must make two rolls every round: a Driving
  roll at -2 to avoid collision, and a Guts check. If
  anyone chooses not to follow, they’re removed
  from the chase.Anyone failing the Guts roll will
  have to leave the chase. Anyone failing the
  Driving roll crashes into an oncoming car at high
  speed. This continues until you’ve either
  removed everyone else from the chase (after
  which you wisely return to the right side of the
  road!) or you return to the right side of the road.
  Slam on the Brakes
  You brake hard in order to move back. Make a
  Driving roll; with a success, you can move up to
  2 positions back, +1 position for each raise on
  the roll. If you fail the roll, you risk going Out of
  Control.
  
  Driving Edges
  Here are a few new driving-related Edges; most
  are applicable to Burning Rubber, while others
  are used for tactical driving. Edges which modify
  your Driving rolls stack with those granted by the
  Ace Professional Edge. 
  Defensive Driver
  Requirements: Novice, Driving d6+
  You’re good at getting out of the way. Whenever
  you’re on the receiving end of an opposed
  Driving roll, you get a +2 to your roll. 
  Fancy Driving
  Requirements: Seasoned, Driving d10+
  You’re a master behind the wheel. You can make
  two different driving maneuvers in a single round
  with no multi-action penalty. (Note that that’s two
  different maneuvers; you can’t Change Position
  twice in one round, though you could Change
  Position and then try to Catch Air.)
  Getaway Driver
  Requirements: Seasoned, Driving d8+
  After a heist, you’re the guy they all want behind
  the wheel. You get a +2 to all your Flee and
  Shake a Tail rolls. 
  Grease Monkey
  Requirements: Novice, Repair d6+
  You’re a wizard with a wrench. You get a +2 to
  all your Repair rolls. 
  Offensive Driver
  Requirements: Novice, Driving d6+
  That’s not ‘offensive’ as in ‘you smell bad’
  (although maybe you do...). Rather, you’re good
  at making other people get out of the way. You
  get a +2 to all your Force rolls. 
  Quick Off the Line
  Requirements: Novice, Driving d6+
  You’re particularly skilled at getting a head start
  in a chase or race. In the first round of the
  chase, draw three cards for Initiative and use the
  best one. For any subsequent draws you draw
  only a single card. 
  Redline
  Requirements: Seasoned, Driving d8+
  You can push your car to the limit, squeezing
  more performance out of it than other drivers
  could ever dream of. When driving a car or
  motorcycle, the Top Speed of your vehicle is
  increased by 10.
  Sharp Turn
  Requirements: Seasoned, Driving d8+
  Rather than using the Turn Template, you can
  make up to a 90 degree turn without making a
  Driving roll. 
  Tune-Up
  Requirements: Novice, Grease Monkey, Repair
  d8+
  You can improve a car’s performance. When you
  tune up a car (make a Repair roll at -2; takes 4
  hours, -1 hour for each raise on your roll), the
  driver gets a +1 on all their driving rolls for their
  next chase. After each chase, the car must be
  retuned to retain the bonus. 
  Edge Alternates
  If you want to keep the number of new Edges
  you introduce to a minimum, try using some of
  these Edges as Maneuver modifiers or the like
  instead:
  Drive Defensively: Until your next turn, you get
  a +2 on all opposed Driving rolls where you are
  the defender. The only maneuver you can per-
  form while doing so is Change Position. 
  Drive Offensively: Until your next turn, you get
  a +2 on all Force Driving rolls, but you take a -2
  on all your rolls to avoid going Out of Control. 
  Tune-up: Make a repair roll at -4. If you suc-
  ceed, you can improve a vehicles performance
  until the end of it’s next Chase. You can either
  increase the top speed of the vehicle by 10 (this
  doesn’t stack with the Redline Edge) or improve
  its handling, giving the driver a +1 to all Driving
  rolls. 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Burning Rubber.pdf