Cars

**Cars** are a type of land vehicle. Piloting a car requires a vehicle proficiency which is leveled using the piloting skill.

Car mechanics in Cogent, just like in real life, revolve around judging your speed as you engage different obstacles. You can put your pedal down to raise your speed, but rolls to make turns and other maneuvers will require more skill and luck. Drive recklessly, and you may crash your car and injure yourself.

## Car proficiencies

*For more on how vehicle proficiencies work, see Piloting*
All car proficiencies use bonus dice of 15. These proficiencies are for specific car models. The injury malnus factors in both injuries to your character and those to your car.

### Code

```
<small>'''VEHICLES'''</small> {{Cogent 1.0 Proficiency
  }}

```

## Speed

How fast a car is going is determined by its speed, which ranges from 0 (the car is stationary) to 5 (the car is going at 100 mph). Accelerating up one speed level takes 1 turn in most cars, while decelerating one speed also takes 1 turn. Every speed level reduces your car's maneuverability and your character's ability to react to oncoming danger, increasing your chances of having an accident.

How far you travel in one turn is a factor of your speed. In the table above, movement speed is factored both in "squares," by which is meant an abstract unit of distance unique to land vehicles meant to keep easily track of their relative distance between each other. These distances are compared to what this means in terms of **Athletics**.

## Terrain and obstacles

When navigating the map in a scene, characters will encounter different roads, turns, and weather conditions. These are the building blocks which a DM can use to build a track. As a general rule, characters will not be asked to make vehicle proficiency checks at every single turn while traveling on the open road, but during a race or an intense chase sequence, these can make for tense moments as characters try to judge their speed against those of their adversaries and their ability to navigate oncoming obstacles.

### Terrain

 Dirt road
 Gravel road
 Off-road
 Mud
 River Crossing

### Turns

 Moderate Turn
 Sharp Turn
 Hill hop
 Hairpin Turn

### Weather (advanced)

 Thick fog
 Snow
 Ice

## Vehicle Combat

### Cars

Cars can attack other cars and motorbikes/landspeeders. To do this, the driver attacks with their driving proficiency in said vehicle, likewise the defending driver uses their driving proficiency to defend.

### Motorcycle/Landspeeders

Motorcycles/landspeeders cannot attack cars, but they can defend with their driving proficiency.

### Weapons

#### Attacking

Drivers cannot shoot ranged weapons, or use melee weapons, while operating a car. However, passengers inside the car can use both 1H and 2H ranged weapons.

Motorcycle riders can use 1H melee weapons against cars or other riders, along with 1H ranged weapons with disadvantage. To remove the ranged weapon disadvantage, the rider must spec into a **Mounted Ranged Combat** skill for their weapon of choice.

In both cases, attacker must call whether they are attempting to strike the operator of a vehicle, a passenger, or the vehicle itself.

#### Defending

When a driver/passenger is being attacked with any of the above weapons, they must roll **Survival** + Armor + 1.

If the vehicle itself is being attacked, it must defend with the driving proficiency applicable to it.

#### Striking Things on Foot

##### Motorcycles/Landspeeders and Melee Weapons

Attacking something on foot with a melee weapon, while on motorized mount starting at SL1, will provide a +1 bonus to that melee weapon. For every SL above SL 1, an additional +1 is added, maxing out at +4 at SL4.

##### Cars and Running Things Over

Attacking something on foot with a car utilizes the driving proficiency. Roll 11 + the car's current SL; the thing on foot rolls with **Athletics** or **Survival** (whichever is higher) + armor.

Striking someone with a car is not considered armor piercing.

## Damage and Crashing

### Cars

Cars have three points of health. When the car takes damage from any source:

**On the first point of damage:** The car takes 1 minor injury, and the driver's driving proficiency receives a -1 malnus (total of -1).
**On the second point of damage:** The car takes 1 minor injury, and the driver's driving proficiency receives a -1 malnus (total of -2).
**On the third point of damage:** The car crashes or is disabled; roll 1d2 to determine.

* 1: Disabled
* 2: Crash

### Motorcycles/Landspeeders

Motorcycles have two points of health. When the motorcycle takes damage from any source:

**On the first point of damage:** The motorcycle takes 1 minor injury, and the driver's driving proficiency receives a -1 malus (total of -1).

**On the second point of damage:** The motorcycle crashes or is disabled; roll 1d2 to determine.

* 1: Disabled
* 2: Crash

### Overrides

If a vehicle fails a CL check in an amount of 3 or more, or if the player makes a point to crash head on into a solid heavy object, the vehicle will automatically switch to a crash state.

### Disabled Vehicles

When a vehicle is disabled, it has suffered a critical mechanical failure and will slow down by 1 SL every turn until it reaches SL 0.

If a disabled car encounters a CL check turn while in the process of slowing down, it will roll with a -3 malus. Failing the CL check will automatically result in a crash.

If a disabled motorcycle encounters a CL check turn while in the process of slowing down, it will roll with a -2 malus. Failing the CL check will automatically result in a crash.

### Crashing

When you suffer an accident, you must roll both for damage to your character and to the car, the latter to determine repair costs later on beyond the 3 (Cars) or 2 (Motorcycles) minor injuries a vehicle has suffered to get to this point.

#### Character injuries

The following are the corresponding injury rolls to your character in relation to speed; apply any maluses or bonuses a car/motorcycle type has to this formula if applicable.

**SL 1:** 1d5-4 (Minor injury possible)

**SL 2:** 1d5-3 (Medium injury possible)

**SL 3:** 1d5-2 (Serious injury possible)

**SL 4:** 1d5-1 (Fatal injury possible)

**SL 5**: 1d5 (Instant death possible)

#### Damage

The following are damage rolls to the car:

**SL 1:** 1d5-2

**SL 2:** 1d5-1

**SL 3:** 1d5+1

**SL 4:** 1d5+2

**SL 5**: 1d5+3

## Contested Rolls

### Catching up to another driver

Once per turn when on the square immediately behind another car going at the same speed, the car in the rear may roll their vehicle proficiency (without any malnuses from speed), plus any maneuver bonuses against the car in the front, which rolls the same to defend. The driver in the rear must beat the driver in the front twice over two non-sequential turns. When they succeed in doing so, they move into their square.

### When two cars are in the same square moving at the same speed

When two cars are in the same square moving at the same speed, they are thought to be moving side-by-side, attempting to pass each other. They are involved in a contested piloting challenge. Both drivers must roll their vehicle proficiency against each other once a turn. The driver with the higher roll wins the turn. The first driver who wins three times succeeds in passing their opponent and moves forward one square.

## Generate a Racetrack

To generate a track: !roll 15d6 or !cogent 6 15 times. Using !cogent results in a much more reasonable track.

**Results**
1 - Hairpin
2 - Light Turn
3 - Straight
4 - Moderate Turn
5 - Sharp Turn
6 - Hillhop

## Car subtypes

Vacant seats count as 10 inventory slots. A grown adult human counts as 10 inventory slots.

## Motorcycle/Speeder Subtypes

Vacant seating space on a motorbike counts as 5 inventory slots; objects *must be strapped down or held onto* or they will fall off at high speed. Holding onto objects at speed requires a CL 1 **Grapple** check.

### Inventory Expansion Options

**Motorcycle Trailers** can be pulled by motorbikes and speeders; they provide 20 more inventory space at the cost of removing the +1 or +2 bonus a motorbike has to maneuverability. It must be stated before an excursion, though, that the player has decided to hitch a trailer to their motorbike.

+1 Defense
+1 to maneuvering on-road
-1 to maneuvering off-road
 **Scooter** | 2

Inconspicuous in urban environment
+1 to maneuvering at SL 0, 1, and 2 on-road
-1 to maneuvering off-road
 **Sport Bike** | 2

SL0 to SL2 in one turn
+1 Defense
+2 to maneuvering on-road
-2 to maneuvering off-road
 **Dirt Bike** | 2

+1 Defense
-1 to maneuvering on-road
+1 to maneuvering off-road
+3 to injury chance (+1 if wearing armor or motorcycle gear)