Vehicle Information
Vehicle Combat Turn
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Determine Initiative Before determining initiative, resolve A and B below for riggers. Once that has been done, determine initiative normally.
A. Allocate Control Pool Dice The rigger must decide which dice from the Control Pool will be available for the remainder of the vehicle turn, and which are to be used in the vehicle position test.
B. Make Position Test Roll appropriate vehicle skill and any control pool dice against a TN# of handling modified by the terrain. Each driver decides whether they will flee, pursue or fight. For fleeing and pursuing vehicles the driver and the vehicles occupants get a potential of 1 action for every 2 successes on the test. Also for every success the vehicle travels a number of meters equal to the cruising speed. For fighting vehicles every success give the vehicles occupants the potential of 1 action. Vehicles travel a distance equal to the cruising speed for every 2 successes.
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Resolve Actions Drivers must spend at least one action controlling their vehicles or make a crash test at the end of the turn.
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Begin New Combat Turn Before this occurs an escape test can made if the fleeing vehicle had more successes than pursuing vehicles on the positioning test. Roll highest occupants intelligence in the pursuing vehicle against a TN of the net successes gained by the fleeing vehicle modified by the escape test table.
Crash Test
Required if subject of a successful ram or vehicle takes serious or worse damage.
Power = cruising speed / 10, see table for category.
Use body and 1/2 armour to roll, only armour reduces the power though. Passengers take the same power that the car took - car armour and personal impact armour and suffer a damage category = to whatever damage was left after the impact.
Ramming
Can be tried by a vehicle when distance is less than 1 meter. Each side rolls (drivers skill + body + 1/2 armour - handling); TN# = (body of opponent + 1/2 armour - terrain modifier), control pool also applies. Driver that loses makes a crash test, for a tie nothing happens.
Position Test Modifiers
Terrain Modifier
Open 0
Normal +1
Restricted +2
Tight +4
Crash Test Table
Terrain Modifier
Open -1
Normal 0
Tight +2
Restricted +4
Impact Table
Power = cruising speed / 10
Speed Damage Category
1-20 Light (L)
21-60 Moderate (M)
61-200 Serious (S)
201+ Deadly (D)
Ramming Table
Terrain Modifier
Open 0
Normal -2
Restricted -3
Tight -4
Escape Test Modifiers
Terrain Modifier
Open -4
Normal -2
Tight 0
Restricted +2
Vehicle Damage Modifiers
Vehicle Target Initiative Speed
Damage Number
Light +1 -1 No change
Moderate +2 -2 75 %
Serious +3 -3 50 %
Vehicle Operation Table
Base is handling of vehicle, roll only skill + autopilot.
Situation Target Number Modifier
Complex controls +1
Unfamiliar vehicle
Non-stressful situation +1
Stressful situation +3
Large vehicle of type +2
Very large vehicle of type +3
Bad conditions +2
Terrible conditions +4
Rigger in control -(VCR level x 2)

