I love to run chase scenes, but I prefer to keep the pace fast 'n furious so I usually use a fairly abstract system. I found a simple set of rules for chases on the GURPS forums years ago and have adapted it to several other games since. I'll post the original here for those who might be interested. Remember that these rules were for GURPS, but it isn't too difficult to adapt to any other system.
Chases
Abstract chases can be handled as a series of Quick Contests. Depending on the chase, these could be quick contests of: DX (short distance), HT (long distance), riding, driving, piloting, flying, running, swimming, the pursued individual. The faster or more maneuverable participant may receive a bonus to the roll, or simply be judged the winner automatically.
For more elaborate chase scenes, roll 2d6 on one of the below tables until a participant has won two quick contests in a row (treat all contests mentioned below as quick contests):
Foot Chase
Roll 2d6:
2 – Contest of HT: loser is running out of breath or twists ankle (-2 to further rolls)
3 – Short cut through: back alley, buildings, back door or jumping over railing. Contest of Area Knowledge (IQ-4).
4 – Obstacle: workers carrying a large painting or a piece of glass or a waiter carrying a large tray! DX-2 to avoid.
5 – Hazard: hole, crevice, unseen obstacle, vehicle, stairs. Roll DX or take 1d damage.
6 – Crowded area: street, mall, market, office building, escalator, public-transport vehicle, or wooded area. Contest of ST or DX.
7 – Open ground: Contest, rolling vs. x2 Move.
8 – Bad Visibility: darkness, blind corner, or busy area. Pursuer must make a vision roll to continue.
9 – Barrier: wall, fence, cliff or building. Contest of Climbing (default DX-5 or ST-5).
10 – Bad weather or difficult ground: Contest of DX or HT.
11 – Other people become involved: party-goers, by-standers, bicyclists or authorities. Make reaction rolls.
12 – Commandeer a vehicle. Change to a different chase mode.
Note: Any critical failure results in a fall (1d-3 damage)
Horse Chase
Roll 2d6:
2 – Contest of Riding: the loser’s horse is winded or spooked, or there’s a problem with the saddle, stirrups, or bridles. The horse takes 1d damage if it continues, and is at -2 to rolls.
3 – Short cut: alley, building, little known path, pass or stream. Contest of Area Knowledge (IQ-4).
4 – Obstacle: Tree branch, fallen log, chicken coop or vegetable cart. Riding-2 to avoid.
5 – Hazard: Hole, trap, crevice, unseen obstacle, steep incline, heavily broken ground. Roll vs. Riding or fall for 1d damage.
6 – Congested Area: market, wooded area, cattle fencing, cramped space. Contest of Riding.
7 – Open Ground: Contest, rolling vs. horses Move.
8 – Bad visibility: darkness, woods, dense brush. Pursuer must make a vision roll to continue.
9 – Bad weather or difficult ground. Contest of Riding.
10 – Barrier: thick hedges, tall fences, building, river, canyon or swamp. May involve Riding rolls and damage.
11 – Other People: caravan, mounted authorities, travelers or reinforcements. Make Reaction rolls.
12 – Jump off horse. Change to a different chase mode.
Note: Any critical failure results in a fall (1d damage)
Car Chase
Roll 2d6:
2 – Randomly determine a participant to have a mechanical problem. Roll vs. Mechanic to continue, and Driving rolls are at -2.
3 – Short Cut: back alley, detours, or a route with less traffic. Contest of Area Knowledge (IQ-4).
4 – Obstacle: hot-dog cart, baby carriage or workers carrying an enormous piano, sofa, window or mirror. Driving-2 to avoid.
5 – Hazard: holes, construction, roadblocks, other vehicles. Roll vs. Driving or crash for 2d-2 damage.
6 – Traffic: highway, freeway, downtown area or parking lot. Contest of Driving.
7 – Straightaway: Contest of Driving (+4 for faster vehicle).
8 – Sharp Turn: Contest of Driving, and a hubcap flies off.
9 – Bad Road Conditions: gravel, ice, rain or ‘off-road’. Contest of Driving.
10 – Barrier: wall, roadblock, gate, train or backing out semi-trailer. Driving-4 to avoid.
11 – Other Vehicles: irate motorists or police, sheriff, or state patrol cars. Driving-2 to avoid and/or they may join the chase.
12 – Ditch the Car: change to a different chase mode.
Note: Any critical failure results in a crash (2d-2 damage).