Terrestrial Vehicle Mechanics

### Driving & Flying

All land and sea vehicles are only able to move forward or backward while taking a move action. Mechs and flying vehicles are capable of moving in any direction. A driver/pilot must use at least one move action on each of their turns while the vehicle in motion or they will Lose Control. A vehicle in motion will remain in motion unless brought to a stop by collision or braking. The speed the vehicle is currently moving is added across all Move Actions on its last turn.

The following can be done as a part of a driver/pilot’s move action:

* Moving a vehicle a distance up to the vehicle’s listed speed.
* Turning a vehicle in motion up to 45°. Land, Flying, and Sea Vehicles have their move speed reduced to ½ for this action.
* Stopping/Hovering. This reduces the vehicle’s speed to 0. This can’t be done if more than two move actions were taken last turn (or this turn if a third action is taken).
* Perform a maneuver. This involves making a Driving or Piloting skill check or risk losing control of the vehicle. Mechs are unable to perform maneuvers.

NOTE: Vehicle actions can’t be taken on a vehicle that has the Losing Control condition other than the Regain Control Maneuver.

#### Losing Control

Losing Control is a condition that is applied to vehicles in certain circumstances. When control over a vehicle has been lost, it will continue to travel at the same rate of speed until it crashes into something or is otherwise stopped. Roll a d3 to determine which direction the vehicle travels, 1 for left, 2 for straight, 3 for right. Flying vehicles in the air will fall.

If the driver takes health damage, they must make a Regain Control Maneuver check at the end of that turn. The DC is increased by the amount of damage dealt to their base health. If the pilot of a Flying Vehicle is accompanied by a copilot, the copilot can make the Maneuver check as normal.

Mechs are immune to the Losing Control condition.

#### Entering/Exiting a Vehicle

A vehicle may be entered or exited as a part of a move action and as long as there is space to occupy the vehicle. Turning the vehicle on or off requires an action and the vehicle may be left running, but it also leaves it vulnerable for theft.

#### Coolant

Drivers and Pilots may choose to perform actions that consume stamina while piloting a vehicle, such as taking a 3rd action. Instead of using their own stamina it uses the vehicle’s coolant.

Vehicles also have particular actions they can take that expend coolant:

Vehicles also have special abilities called Coolant Actions that they can perform in exchange for large quantities of coolant:
 Pedal to the Metal
 Calibration Focus

##### Running out of Coolant

When a vehicle's coolant is reduced to 0 through damage, use, or other effects, it takes damage equal to its Coolant Maximum directly to its Coolant Systems' HP, bypassing armor. If the HP Coolant Systems is less than 1/2, the vehicle explodes and is destroyed. This explosion happens without warning and can't be saved against. If the Coolant Systems are still above 1/2 HP, then the Burning condition is applied to it instead. If extinguished, this condition is reapplied at the start of the round until the vehicle is turned off or until the Coolant Systems are reduced to below 1/2 and triggering an explosion that destroys the vehicle.

Vehicle Explosion:

#### Ramming and Crashing

Ramming a vehicle, creature, or object deals damage to both the vehicle and the thing being rammed. Ramming is done as a part of a move action.

Ramming Damage to Creatures:

\* Effects that increase or reduce speed in a turn also increase or reduce the damage by the same amount.

If ramming a creature of large size or bigger, apply the damage below to your own vehicle as if you were ramming an Obstacle. For Heavy Vehicles this only applies to Huge sized creatures or bigger.

Crashing/Ramming Damage to Vehicles and Obstacles:

If the ramming vehicle does not have the Combat Plow upgrade, it also takes the damage listed above (Combat Plow does not protect from Crashing). Occupants of all vehicles involved take 3 blunt damage directly to their base health. If the Obstacle is not destroyed by the damage then the vehicle's speed is reduced to 0 until the start of the Driver/Pilot's next turn.

When Ramming another vehicle that is in motion, both drivers make a contested Driving/Piloting skill check (Whichever is relevant to what they are operating). Whoever looses the check has the Losing Control condition applied to their vehicle, whoever wins gets to choose what direction the other vehicle goes instead of rolling.

### Shooting at a vehicle:

When firing at a vehicle, you have to beat the targeting DC that is based off of the vehicle’s Weight Classification.
 Medium/Flying Vehicles
 Heavy/Industrial Vehicles

If the vehicle is not in motion, then the DC is reduced by -5 (Minimum of 0). If the vehicle does not have a driver or pilot, then it does not receive any bonus to the DC.

A vehicle is determined to be in motion if the driver/pilot took the move action on their last turn and had moved at least 10m.

Motorcycles and Flying Vehicles operate a bit differently. Due to their small profile, they may instead attempt to dodge using Driving/Piloting skill so long as they are in motion. Flying Vehicles are always considered to be in motion while in the air.

#### Targeting Occupants

You can target the occupants of most vehicles, requiring an aimed shot at -10. This aimed shot can’t target specific limbs and hits the target as normal. Motorcycles and Gyrocopters are exposed, only offering Light Cover and does not require an aimed shot. When targeting the driver/pilot of a Motorcycle or Gyrocopter, they may use their Driving/Piloting skill to attempt to dodge instead of Reflex.

Heavy and Flying Vehicles provide full cover and can’t be shot into or out of. A hatch can be opened to allow an occupant to lean out and fire and allow exit or entry to the vehicle, but doing so exposes the occupants to being targeted. Opening or closing a hatch requires an action.

### Shooting From a Vehicle:

Most Vehicles have weapon slots that various types of weapons can be slotted into. A weapon slot can mount any rifle, heavy weapon, or two SMGs (of the same type). If two SMGs are slotted in the same slot they are considered twin-linked (see below).

Mounted weapons can only be removed outside of combat and typically takes an hour to assemble/disassemble the housing, but may be reloaded as normal. When a weapon is installed into a vehicle’s weapon slot it is either a fixed or a turreted installation. If two of the same type of weapons are being mounted in the same way, they may be twin-linked.

**Fixed Weapons** are installed facing a particular direction. They are only forward-facing, but are gimbaled to allow for easier targeting. These weapons can only be fired by the driver through the vehicle’s steering wheel or relevant control systems and uses the Driving/Piloting skill to fire. Of course, Fixed Weapons can only fire in the direction the vehicle is facing.

**Turreted Weapons** are installed into a swivel mount that allows a gunman to point it in any direction. They provide a +2 bonus to shoot in addition to any attachments the weapon has.

**Twin-Linked Weapons** must both be installed either Fixed or Turreted and must be the same type of weapon (You can’t mix and match an M2 Browning with a flamethrower). Twin-linked weapons are treated as firing one of them for making an attack check, but they both expend ammunition and every hit counts as two.

For example, when you are firing Twin-Linked Mk3A1 with the burst fire function against a target. The Mk3A1 has ATK 2, so you will make two Rifle Skill checks as a part of the attack action. Each rifle will expend 3 rounds out of their magazines per ATK as normal. Let’s say both ATK manage to hit, so instead of the usual 3 hits per atk it now counts as 6. Both checks land a successful hit, so they cause 12 hits.

Mech Weapon Mounts function slightly differently to other types of vehicles in that they are mounted to the arms of the mech. All weapons installed in a mech’s arm are either Fixed or Turreted and weapons can only be Twin-Linked together if they are both installed in the same arm.

Non-Mounted Weapons may be fired by the driver/pilot of a vehicle as long as they have one hand free to maintain control of the vehicle (unless they have the Interface Jacks cybernetic). Occupants of a vehicle may freely fire out of any light, or medium vehicles or gyrocopters. Heavy or other flying vehicles must have a hatch open for the occupants to lean out of to fire.