Advantage: A character with a higher card than a foe is said to have “advantage” over him. This is abstract so it may mean the character is ahead, behind, or even parallel to his foe. The important thing is that he has somehow maneuvered in such a way as to gain a superior position, and can bring his weapons to bear (if he has any and is inclined to use them). See Attacks for further information on using the Advantage.
Speed: A character may add +2 to his roll if he or his vehicle has a higher top speed than the fastest opponent; or +4 if his top speed is twice as fast as his opponent’s. (Use Pace plus the character’s maximum possible running value if on foot or mounted.)
Edges: Level Headed and the Quick Edge don’t apply to maneuvering Trait rolls in Chases.
Terrain: If the Chase takes place primarily over difficult terrain, the GM should inflict a –2 penalty to all participants’ Trait rolls.
Climb: If an aircraft has a better Climb than his foe, he may also add +2 to the roll.
Passengers: Those riding in a vehicle have a choice. If they want to help the pilot or driver maneuver, and it makes sense in the context of the situation, they may make a cooperative maneuvering Trait roll. They draw no cards themselves but may add to the driver's total as usual.
The GM must decide what makes sense here. A passenger in a car might help navigate and make a cooperative roll–but a second passenger probably could not. On a sailing ship, the crew could make a group cooperative Boating roll to help the captain’s total.
A passenger who makes a cooperative roll and wants to act would suffer the usual multi-action penalty. Passengers act on the driver's Action Card.
Savage Worlds Deluxe Edition p. 94