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Combat

Vehicle combat

Boarding and starting a vehicle are an Action each. A running vehicle moves the driver to the front of the queue and gives them its MOVE. A maneuver is a driving check; failure means losing control.

Boarding and starting

  • Getting into a vehicle is an Action. Getting out is movement.
  • Starting and shutting off are an Action each. With Interface Plugs you can jack into the vehicle with that same Action — and drive it hands-free.

So you can't jump into a car and drive off in one turn — that's by design.

Once the vehicle is running:

  1. The driver immediately moves to the front of the Initiative Queue.
  2. Their MOVE becomes the vehicle's MOVE. Penalties to the driver's own MOVE don't apply to the vehicle.
  3. Run is no longer available to the driver — you're in a car, why would you run.

Without plugs, one hand is always on the wheel. Took your hand off — at the start of your next turn the vehicle goes out of control.

Ordinary driving

If REF + driving skill is greater than 9, driving is the same as walking: you move with the vehicle, no checks, and your Action is free for shooting.

If it's 9 or less — every turn you spend an Action on a check, REF + skill + d10 against DV 10. Fail — you lose control. That's why kids aren't allowed behind the wheel.

The skill depends on the vehicle: Drive Land Vehicle for ground vehicles, Pilot Air Vehicle for aircraft, Pilot Sea Vehicle for boats.

Maneuvers

Anything unusual where a mistake could end in a crash is a maneuver. It takes both the Move Action and the Action. Check REF + skill + d10 against the DV; failure means losing control.

ManeuverDV
Swerve, sharp turn, emergency stop13
Landing (aircraft)13
Drift, jump17
Aerobatics (aircraft)17

The GM decides when a maneuver is needed. If failure risks nothing, there's no check.

Losing control. Where the vehicle goes this turn is up to the GM. If it hits something, that's ramming.

Ramming

Hit something with HP — a pedestrian, cover, another vehicle: both it and your vehicle take 6d6 damage. Every person in the crash — the pedestrian who was hit and everyone in the vehicles — suffers the Whiplash Critical Injury.

If the ramming destroyed the cover or the other vehicle, you keep going. If not, your vehicle stops. You always run over a pedestrian and keep going; if they survive, they can grab onto the vehicle.

Dodging a vehicle: a pedestrian rolls DEX + Evasion + d10 against DV 13 — and, if they want, jumps onto it while doing so.

Shooting at vehicles

A vehicle has HP. As long as it has at least 1, it runs. At 0 it's wrecked: it doesn't run and can't be used as cover, but it can be repaired.

  • A vehicle doesn't dodge: the shooter rolls against the normal range table. But a person in the vehicle can dodge a shot at themselves.
  • A vehicle's ordinary glass has no HP and gives no cover: shots go right through it. Bulletproof glass is a Nomad upgrade.
  • Weak spots — tires, engine, gas tank: an aimed attack, the whole Action, −8. Hit — damage that gets through the vehicle's armor is doubled. In melee you hit the weak spot of a stationary vehicle automatically; a moving one takes a roll against DV 13, still at −8.
VehicleHPSeatsCombat MOVESpeed, mph
Roadbike35220100
Superbike35260300
Compact groundcar50420100
High-performance groundcar50440200
Super groundcar50260300
Jetski3522060
Speedboat5042060
Gyrocopter35220100
Helicopter60440200
AV-4100640200
AV-960260300

Related: How combat works, Cover and shields

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