Shadowrun 3E vehicle rules tend to appear overly complex, mainly because several rules expansions and additional circumstance modifiers are added at different places throughout Rigger 3 handbook and Shadowrun 3E Core Rulebook. That makes it somewhat hard to get a grip on the whole concept behind the Shadowrun vehicle rules. Since it isn't helpful to stick to rules if they cost you more time than the actual roleplay they're supposed to support, the full vehicle rules should be used only where they foster fun and excitement. See Rigger Quick Resolution for an alternative approach.
Basically, Shadowrun vehicle rules distinguish between non-combat and combat situation. In non-combat situations the Driving Test, the Sensor Test, and occasionally the Crash Test are the backbone of vehicle operations. In combat situation, the Driving Test is applied in five 'vehicle combat actions': Accelerating, Positioning, Ramming, Hiding and Relocating. All five vehicle combat actions are just variations of the basic Driving Test. Finally, the Maneuver Score is a measure for the relative tactical position and dis-/advantage of vehicles in combat.
The basic vehicle tests and related rules are decribed in SR3 134, 141.
Driving Test
Confer SR3 134.
The Driving Test is a complex action and is necessary whenever a character attempts something that isn't just part of basic vehicle operation. See Skill Ratings and Meanings for examples of a character's general experience with a vehicle. To drive a car or accomplish a standard landing or take-off maneuver, no test is necessary as long as the character has some ranks in the appropriate skill. Exceptional deeds like high-speed maneuvers, stunts, vehicle operations under bad circumstances or combat (see below) require a Driving Test.
To make a Driving Test, the player character rolls the most appropriate vehicle skill. The Target Number is the vehicle's Handling Rate. Rigger may add dice from their Control Pool. In a non-combat situation, the Autonav Rating can be added as well. The Target Number of the Driving Test is modified by the following factors:
Driving Test Modifiers |
Condition |
TN Modifier |
Comment |
Unfamiliar vehicle |
+1 |
|
Non-stressful situation |
-1 |
|
Stressful situation |
varies |
Usually between +0 and +3. |
Lage vehicle of type |
+2 |
|
Very large vehicle of type |
+3 |
|
Weather bad |
+2 |
|
Weather terrible |
+4 |
|
Terrain open |
-1 |
Highways, no trees or buildings. |
Terrain restricted |
+1 |
Suburban streets, light woods, hills, fog, darkness. |
Terrain tight |
+3 |
Urban mazes, badlands, dense wood, total darkness. |
Action performed during combat |
+2 |
Not applied when performing actual combat actions. |
Using datajack but no VCR |
-1 |
Non-riggers may use datajack access (if available) as well. |
Rigger in control (non-combat) |
-1/-2/-3 |
Single VCR rating in non-combat situations. |
Rigger in control (combat) |
-2/-4/-6 |
Double VCR rating in combat situations. |
One Driving Test as a complex action: Roger Rabbit is a rigger with a VCR rating 2 (TN -2, non-combat) and Car skill 3. He's rigged into his yellow cab Benny. Benny has a Handling Rate of 2 (base TN). Roger wants to perform a 360° circle at high speed for a sudden stop (guess only toons can do it). The problem is, there is a heavy hailstorm going down over Toontown (+4 TN, terrible weather) and Benny is driving through rush hour traffic with pedestrians and vehicles on all sides (+3 TN, tight terrain). But luckily, Benny is not an ordinary cab. He has Autonav 4. So the TN for Roger's Driving Test would be 2-2+4+3 = 7. He rolls 10 dice (3 Skill + 3 Control Pool + 4 Autonav). Ergo: Driving Test 10 dice vs. 7 (+roll Car+rp:3+4(Autonav)/7).
As usual, the number of successes indicate how well the character accomplished the task (see SR3 39) and the Target Number indicates how tough a task is (see SR3 92). A Target Number of 4 means an average task. If the GM feels that it is necessary to adjust the base difficulty, he or she may apply a stress-modifier between -1 and +3 as described in the table above. Remember that the base Target Number is defined by the vehicle's Handling Rate.
Sensor Test
Confer SR3 135f., Rig3 30ff., 82
A vehicle's Sensor Rating describes its on-board electronic equipment for detection, identification, location, and weapon locking of other vehicles or objects in general. Sensors are the only way for a rigger to perceive the world outside, since his physical senses are overridden by the VCR. So, a Sensor Test is necessary whenever the rigger or the rigged vehicle tries to perceive something hidden or is actively searching for something. There are two different types of Sensor Tests. Active Sensor Test and Passive Sensor Test.
A Passive Sensor Test offers technical enhanced replacements of the rigger's natural senses. Listening devices, video cameras, enhanced imaging, noise filters, flare compensation and alike. The Passive Sensor Test is a standard Perception Test (simple action) and uses the rigger's Intelligence. The test is modified by any circumstance modifiers (see SR3 231) or technical ehancements of the vehicle. The passive sensor covers 180° in any specific direction.
An Active Sensor Test includes more than just enhancement or replacement of the rigger's natural senses. Active sensors are essentially independent from the rigger (free action). Rangefinders, proximity detectors, radar, microwave-emitter, radio scanner, thermographic and ultrasound sensors are actively trying to identify objects around the vehicle and will notify the rigger about identified objects. Active Sensor Tests are rolled with the vehicle's Sensor Rating. The active sensor covers 360°.
The Target Number for passive sensor tests is 4, modified by the standard perception modifier table (SR3 232). The Target Number for active sensor tests is the opposing vehicle's or object's Signature Rating. The Active Sensor Test is modified as follows:
Sensor Test Modifiers Table (active sensor only) |
Condition |
TN Modifier |
Comment |
ECM or ECCM in use |
varies |
See Electronic Countermeasures (SR3 138) |
Direct Line of Sight |
-2 |
|
Urban vicinity |
+1 |
|
Fog/Smog/Rain |
+1 |
|
Restricted terrain |
+1 |
|
Tight Terrain |
+2 |
|
Sensing vehicle damaged |
+1/+2/+3 |
Target Number increases by Damage Modifier. |
Target concealed by spirit |
varies |
Target Number increased by spirit's force. |
Target concealed by spell |
varies |
Target Number increases as by spell description. |
Successes |
Result |
0 |
No contact. The sensors do not detect the target. |
1 |
Basic contact. The sensors detect the target object and determine its distance, direction of travel and speed. The sensors also identify the target's general type (e.g. building, aircraft, ground vehicle, biological life form) but cannot provide further identification. |
2 |
General contact. The sensors identify the target's general subtype (e.g. a radar dish, a helicopter, a hovercraft, a dragon). |
3 |
Positive contact. The sensors identify the target's specific type (e.g. a XQ-137 Air Search Radar, a Hughes WQ-2 Stallion, a Ford Americar, a Feathered Serpent). |
4+ |
The sensors identify features that distinguish the target from others of its type (e.g. this is the same ForD Americar as back at the Cool Cat Club yesterday). |
Sensor reach
A vehicle's sensor reach is determined by the sensor's Flux Rating which is derived from the Sensor Rating. Basically, the more powerful a sensor is, the greater is its flux rate and thus its reach. The sensor reach is calculated as (Sensor Rating x 1.5), rounded down (see SR3 136f.):
Sensor Rating |
Sensor Flux Rating |
Sensor Range |
0 |
0 |
250 m |
1 |
2 |
2 km |
2 |
3 |
4 km |
3 |
5 |
9 km |
4 |
6 |
12 km |
5 |
8 |
20 km |
6 |
9 |
25 km |
7 |
11 |
32 km |
8 |
12 |
34 km |
9 |
14 |
38 km |
10 |
15 |
40 km |
For a more detailed gameplay, the Flux Rate can be modified by several means. A rigger may willingly lower the flux rate or amplifiy the sensors through his or her vehicle's engine (see SR3 137). Special power amplifiers may be added as a customization option (see Rig3 146), and situational modifiers may aply as well (see SR3 137). On the other hand, Rigger 3 handbook offers a much easier alternative sensor rule as well (see Rig3 82).
Application of Sensor Tests
Basically, Sensor Tests apply only to situations where something is trying to avoid the rigger's attention or the rigger is actively searching for something. There is no need to roll for every car on the street or around the next corner. It is at GM's discretion how much information about the vicinity is revealed without a Sensor Test. Typically, a Sensor Test is necessary to reveal approaching patrol cars, unknown flying objects or hovering drones and alike. Something with ingame relevance.
Similar, there are many things in the sky and on the ground which actively identify themselves. Gridlink clients, military IFF systems (identify friend foe), civilian air traffic control SSR (secondary surveillance radar), challenge-response authentification, or radio-frequency identification. Those things are meant to tell sensors that something is there, though not every sensor is equipped to receive such signatures. Skills like Electronic Warfare od Radio Frequencies may add complementary dice to Sensor Tests in this cases.
Speaking of active identification, a rigger should be aware that Active Sensors produce significant electromagnetic traces which add to a vehicle's Footprint. Just like radio transmitters, amplifiers or ECM. That's a double-edged sword. A rigger may try to pinpoint a specific vehicle or object by its footprint but at the same time, the rigger may be traced by his or her vehicle's own electromagnetic emittance. But this already belongs to the topic of Electronic Warfare.
Maneuver Score
Confer SR3 138-141.
Purpose and application
The Maneuver Score is a rating that measures the relative tactical advantage between vehicles (and pedestrians). The Maneuver Score is only used in combat situation. The basic idea behind the Maneuver Score is the fact that vehicles engaged in combat are superior or inferior compared to each other, depending on vehicle type, speed, terrain and driver/pilot experience. For example, in a pursuit between a truck and a helicopter, the Maneuver Score tries to take the distinct conditions for both vehicles into consideration.
The Maneuver Score is determined at the beginning of every combat turn. Every vehicle involved in combat determines its Maneuver Score and all scores are then compared against each other. The vehicle with a higher result receives a bonus to most vehicle actions in combat (see below) during this combat round (+2). If the result exceeds the opposing vehicle's score by 10 or more, the bonus is doubled (+4). At the same time, the inferior vehicle suffers a -2 or -4 penalty to its vehicle actions. So, the Maneuver Score may influence Driving Tests in combat for up to 8 points relative difference. - The Maneuver Score bonus or malus is mentioned in the combat vehicle action tables (see below).
Maneuver Score components
The Maneuver Score consists of four components. Three of them are determined by circumstances. One of them is determined by an Open Vehicle Skill Test of the driver/pilot. The four components are: Vehicle Points, Terrain Points, Speed Points, Driver Points.
- Terrain Points: Terrain Points reduce a vehicle's Maneuver Score. Point values are determined by terrain type (open, normal, restricted or tight).
Terrain Type |
Terrain Points |
Explanation |
Open |
-0 |
Flat areas, no buildings, empty highways; cloudless sky. |
Normal |
-2 |
Typical countryside, winding roads, few obstacles; partly clouded sky. |
Restricted |
-4 |
Suburban streets, light woods, hilly areas; rain, fog; overcast skies. |
Tight |
-10 |
Urban mazes, badlands, dense woods; mist, smoke, low-light; high winds. |
- Vehicle Points: The Vehicle Points for a turn may be positive or negative, depending on the type of vehicle a character is driving. The more bulky and less versatile a vehicle is, the lower is its Vehicle Point.
Vehicle Type |
Vehicle Points |
Vehicle Type |
Vehicle Points |
Car/Pickup |
+0 |
Small Airplane |
+0 |
Sports Car |
+3 |
Large Airplane |
-5 |
Motorcycle |
+5 |
Fighter Jet |
+20 |
Limousine/Van |
-3 |
Low-Altitude-Vehicle/Thunderbird |
+10 |
Heavy Truck |
-5 |
Helicopter |
+5 |
Tracked Vehicle |
-3 |
Hovercraft |
+2 |
Tractor Trailer |
-7 |
Lighter-than-Air/Zeppelin |
-10 |
Racing Boat |
+5 |
Ultralight Aircraft |
+10 |
Yacht |
-10 |
Train/Monorail |
-10 |
Pedestrian |
Quickness |
|
|
- Speed Points: To determine a vehicle's Speed Points, divide the vehicle's speed (measured in meters per turn, see Speed Rating) by 10 and round down the result.
- Driver Points: The player (and the NPCs) makes an Open Test using the relevant Vehicle Skill to generate his Driver Points. A rigger may allocate Control Pool dice to this Open Test. This dice are not available for any other actions during the combat round.
Example: A helicopter pursues a sports car through Denver downtown. Both vehicles accelerated in the past rounds and a new combat round starts now. Starting distance and speed of both vehicles are determined. The helicopter is 100 meter behind the sports car and on low altitude (that is: between the scyscrapers). The sports car travels with a Speed Rating of 160, the helicopter with 190.
Vehicle, Terrain and Speed Points are determined for both vehicles. The terrain is tight for both, due to traffic and narrow streets and buildings in close vicinity (Maneuver Score -10). Vehicle Point for a helicopter is +5 and +3 for the sports car. Speed Point equals Speed Rating divided by 10, reounded down. That makes another +16 for the sports car and another +19 for the helicopter.
To this point, the sports car's Maneuver Score is 9 (-10 +3 + 16). The helicopter's Maneuver Score is 14 (-10 +5 +19). The helicopter has a slight advantage due to maneuverability and speed. But the driver's and pilot's experience isn't taken into account yet.
Both driver and pilot make an Open Test for their proper skills (Car and Rotor Craft). The highest single result counts. The sports car's driver rolls 8 dice (Car 4 + Control Pool 4), the helicopter's pilot rolls 6 dice (Rotor Craft 6, no VCR). The sports car gets a highest single result of 11, the helicopter only 5.
Finally, the sports car has a Maneuver Score of 20, the helicopter 19. That means, that the rigged sports car receives a -2 bonus to the Target Number of every Accelerating/Braking, Ramming, Hiding, Relocating action or related Driving Test it takes this round. The helicopter suffers a +2 Target Number penalty on all those rolls.
Example: A vectored-thrust surveillance drone tries to keep track of a fleeing pickup in the Warrens. It hovers in considerable height above some ruined buildings and badly torn and dirty streets. The pickup travels with a Speed Rating of 80, the drone on maximum speed of 60. Since the drone isn't designed for high-speed pursuit its only chance is to rely on maneuverability and the fact that it ignores the tight terrain on ground.
Vehicle, Terrain and Speed Points are determined for both vehicles. The terrain is tight for the pickup, due to narrow streets and bad condition (Maneuver Score -10). The drone flies in midair (Maneuver Score -0) Vehicle Point for a pickup is +0 and +10 for vectored-thrust and low-altitude vehicles like the drone. Speed Point equals Speed Rating divided by 10, reounded down. That makes another +8 for the pickup and another +6 for the helicopter.
To this point, the pickup's Maneuver Score is -2 (-10 +0 +8). The drone's Maneuver Score is +16 (+0 +10 +6). The drone has a significant advantage due to the simple fact that it hovers. And it relies heavily on it, because it has an inferior speed and no rigger is in control. That leaves only the drone's autopilot for the pursuit.
Both driver and drone's autopilot make an Open Test for their proper skills (Car and Piloting). The highest single result counts. The pickup's driver rolls 10 dice (Car 5 + Control Pool 5), the drone's autopilot rating is 4. The pickup gets a highest single result of 13, the drone 5.
Finally, the pickup has a Maneuver Score of 11, the flying drone 21. That means, that despite his superior vehicle power and driving skills, the rigger in his pickup is in significant disadvantage. The Maneuver Score of the drone exceeds the pickup's score by 10. That makes up for a +4 penalty on all combat action Target Numbers for the rigger and a -4 bonus for the drone in pursuit. For example, if the pickup driver tries to accelerate further this round, he would have to roll vs. a Target Number of 5 instead of just 2 (assumed Handling rate 3 and VRC rating 1). That would slow him down and thus make it harder to succeed with an escape attempt etc.
The combat vehicle action Positioning is a special vehicle action which affects the Maneuver Score of the next round (see below). Positioning is a driver's attempt to achieve a superior tactical position in combat.
Vehicle actions in combat
In addition to standard combat actions available to player characters (SR3 104), there are five vehicle actions. All are complex actions and all except Positioning are modiefied by the Maneuver Score mentioned above.
Accelerating / Braking
Confer SR3 141
The driver makes a Driving Test using his vehicle skill against the vehicle's Handling Rating and applies modifiers from the Acceleration/Braking Target Modifier Table below. If successful, the vehicle increases/decreases speed equal to the vehicle's Acceleration Rating multiplied by the number of successes. No vehicle can accelerate more than half its Speed Rating in one round. The Speed Rating is measured in meters / turn. A deceleration of more than the vehicle's Acceleration Rating x 4 causes a Crash Test.
Speed Condition |
TN Modifier |
Comment |
Maneuver Score superior |
-2/-4 |
Player exceeds opponent's Maneuver Score by 10 or less / more than 10 points. |
Maneuver Score inferior |
+2/+4 |
Opponent exceeds player's Maneuver Score by 10 or less / more than 10 points. |
Terrain open |
-1 |
Flat areas, no buildings, empty highways; cloudless sky. |
Terrain normal |
+0 |
Typical countryside, winding roads, few obstacles; partly clouded sky. |
Terrain restricted |
+1 |
Suburban streets, light woods, hilly areas; rain, fog; overcast skies. |
Terrain tight |
+3 |
Urban mazes, badlands, dense woods; mist, smoke, low-light; high winds. |
Pursuit |
+1/vehicle |
Vehicle is fleeing from more than one pursuing vehicle; +1 per vehicle in pursuit. |
Excessive speed |
+1 |
Vehicle exceeds its maximum Speed Rating. |
Autonav active |
+Rating |
Vehicle's Autonav is active (rigger switch on/off as free action). |
Rigger in control |
-2/-4/-6 |
Driver has a VCR implant (rating 1/2/3) and rigged the vehicle. |
Positioning
Confer SR3 142
The driver makes a Positioning Test using his vehicle skill against the vehicle's Handling Rating and applies modifiers from the Positioning Target Modifier Table below. Positioning enables a driver to place the vehicle in a better tactical position for subsequent actions. A successful positioning attempt gives a vehicle a higher Maneuver Score for the next Combat Round. This puts the vehicle in a tactical advantage and gives its passengers more opportunities to act. Record the number of successes generated on the Positioning Test and add this value to the driver's Maneuver Score at the start of the next Combat Round.
In addition, a positioning attempt may bring a vehicle to a stop at a particular point in order to provide an advantageous position for characters to enter, exit, mount or dismount from the vehicle.
Positioning Condition |
TN Modifier |
Comment |
Excessive speed |
+1 |
Vehicle exceeds its Speed Rating. |
Autonav active |
+Rating |
Vehicle's Autonav is active (rigger switch on/off with free action). |
Terrain open |
-1 |
Flat areas, no buildings, empty highways; cloudless sky. |
Terrain normal |
+0 |
Typical countryside, winding roads, few obstacles; partly clouded sky. |
Terrain restricted |
+1 |
Suburban streets, light woods, hilly areas; rain, fog; overcast skies. |
Terrain tight |
+3 |
Urban mazes, badlands, dense woods; mist, smoke, low-light; high winds. |
Rigger in control |
-2/-4/-6 |
Driver has a VCR implant (rating 1/2/3) and rigged the vehicle. |
Ramming
Confer SR3 143
The driver makes a Ramming Test using his vehicle skill against the vehicle's Handling Rating and applies modifiers from the Ramming Target Modifier Table. Both the ramming vehicle and the target make Damage Resistance Tests for collision damage (SR3 145). Every vehicle that actually takes damage from the ramming, must make a Crash Test.
Ramming Damage Power |
Speed difference between the two objects / 10 (round up). The attacker reduces the damage Power by the vehicle's Body Rating x number of successes. |
Ramming Damage Level |
Speed difference in meters per turn: 1-20 = L; 21-60 = M; 61-200 = S; 200+ = D. |
See Vehicle Combat for more details.
Ramming Condition |
TN Modifier |
Comment |
Maneuver Score superior |
-2/-4 |
Player exceeds opponent's Maneuver Score by 10 or less / more than 10 points. |
Maneuver Score inferior |
+2/+4 |
Opponent exceeds player's Maneuver Score by 10 or less / more than 10 points. |
Terrain open |
-1 |
Flat areas, no buildings, empty highways; cloudless sky. |
Terrain normal |
+0 |
Typical countryside, winding roads, few obstacles; partly clouded sky. |
Terrain restricted |
+1 |
Suburban streets, light woods, hilly areas; rain, fog; overcast skies. |
Terrain tight |
+2 |
Urban mazes, badlands, dense woods; mist, smoke, low-light; high winds. |
Excessive speed |
+1 |
Vehicle exceeds its maximum Speed Rating. |
Autonav active |
+Rating +2 |
Vehicle's Autonav is active (rigger switch on/off as free action). |
Rigger in control |
-2/-4/-6 |
Driver has a VCR implant (rating 1/2/3) and rigged the vehicle. |
Hiding
Confer SR3 144
The driver makes a Hiding Test using his vehicle skill against the vehicle's Handling Rating and applies modifiers from the Hiding Target Modifier Table below. If the test succeeds, the vehicle breaks contact with the pursuing vehicle and also receives an Escape Bonus equal to the number of successes generated in the test. The Escape Bonus applies to the Maneuver Score of subsequent Combat Turns, as long as the vehicle is not relocated. In addition, the Escape Bonus applies to the target number of any Relocating Test of the pursuing vehicle.
Hiding Condition |
TN Modifier |
Comment |
Maneuver Score superior |
-2/-4 |
Hiding vehicle exceeds opponent's Maneuver Score by 10 or less / more than 10 points. |
Maneuver Score inferior |
+3/+6 |
Pursuing vehicle exceeds player's Maneuver Score by 10 or less / more than 10 points. |
Terrain open |
+4 |
Flat areas, no buildings, empty highways; cloudless sky. |
Terrain normal |
+2 |
Typical countryside, winding roads, few obstacles; partly clouded sky. |
Terrain restricted |
+0 |
Suburban streets, light woods, hilly areas; rain, fog; overcast skies. |
Terrain tight |
-2 |
Urban mazes, badlands, dense woods; mist, smoke, low-light; high winds. |
Pursuit |
+1/vehicle |
Vehicle is fleeing from more than one pursuing vehicle; +1 per vehicle in pursuit. |
Excessive speed |
+2 |
Vehicle exceeds its maximum Speed Rating. |
Autonav active |
+Rating |
Vehicle's Autonav is active (rigger switch on/off as free action). |
Rigger in control |
-2/-4/-6 |
Driver has a VCR implant (rating 1/2/3) and rigged the vehicle. |
Relocating
Confer SR3 144
To make a Relocating Test, the player makes an active Sensor Test against the hiding vehicle's Signature Rating and/or a Perception Test (passive Sensor Test), whichever test seems to be more appropriate. Modifiers from the Relocating Target Modifier Table below apply. Any time a vehicle successfully hides or breaks contact, the pursuing vehicle's character can attempt to relocate the hiding vehicle. If the Relocation Test is successful, the pursuing vehicle's driver and passengers may take action against the target vehicle on their next available actions.
NPC drivers attempt to relocate a hiding vehicle for about 5 combat turns before giving up.
Relocating Condition |
TN Modifier |
Comment |
Maneuver Score superior |
-2/-4 |
Relocating vehicle exceeds opponent's Maneuver Score by 10 or less / more than 10 points. |
Maneuver Score inferior |
+3/+6 |
Hiding vehicle exceeds player's Maneuver Score by 10 or less / more than 10 points. |
Terrain open (hiding vehicle) |
-3 |
Flat areas, no buildings, empty highways; cloudless sky. |
Terrain normal |
-1 |
Typical countryside, winding roads, few obstacles; partly clouded sky. |
Terrain restricted |
+0 |
Suburban streets, light woods, hilly areas; rain, fog; overcast skies. |
Terrain tight |
+3 |
Urban mazes, badlands, dense woods; mist, smoke, low-light; high winds. |
Excessive speed |
+4 |
Relocating vehicle exceeds its maximum Speed Rating. |
Autonav active |
-Rating |
Vehicle's Autonav is active (rigger switch on/off as free action). |
Hiding vehicle |
+Escape Bonus |
The hiding vehicle's Escape Bonus is added to the Relocation Test. See above. |
Crash Test
Confer SR3 147
A Crash Test is necessary when the driver or pilot has lost control of a vehicle due to specific circumstances. A Crash Test is always a critical situation. Unlike standard Damage Resistance Tests, the Crash Test's consequences are always severe. Most often the vehicle comes to a complete stop and can't be used anymore until it got repaired. A Crash Tests are required in the following situations:
- Vehicle takes damage during a Ramming Action.
- Vehicle takes Serious Damage in a single attack.
- Vehicle Condition Monitor reaches 'destroyed'.
- Vehicle decelerates more than its Acceleration Rating x 4.
- Whenever a special rule (or GM) specifically demands a Crash Test.
The Crash Test is a Driving Test against the vehicle's Handling Rating, modified by the table below. The driver or pilot may use Autonav and Control Pool dice for a Crash Test. The maximum number of Control Pool dice equals the rigger's appropriate Driving Skill (if enough Combat Pool remains for the present Combat Turn).
Crash Test failure means that the vehicle crashes. It comes to a complete stop and the controlling player must make another Damage Resistance test to resist vehicle impact damage (SR3 145). This damage resistance test is rolled for the vehicle but passengers may have to roll subsequent Damage Resistance Tests as well if the first test does not completely stage down the impact damage.
Crash Test Condition |
TN Modifier |
Comment |
Driver wounded |
+1/+2/+3 |
Damage Modifier for light, moderate and serious wounds (see SR3 126). |
Vehicle damaged |
+1/+2/+3 |
Damage Modifier for light, moderate and serious damage (see SR3 147). |
Terrain open |
-1 |
Flat areas, no buildings, empty highways; cloudless sky. |
Terrain normal |
+0 |
Typical countryside, winding roads, few obstacles; partly clouded sky. |
Terrain restricted |
+2 |
Suburban streets, light woods, hilly areas; rain, fog; overcast skies. |
Terrain tight |
+4 |
Urban mazes, badlands, dense woods; mist, smoke, low-light; high winds. |
Vehicle speed < Rea x 20 |
+0 |
Current vehicle speed less than driver's Reaction x 20. |
Vehicle speed < Rea x 30 |
+1 |
Current vehicle speed less than driver's Reaction x 30. |
Vehicle speed < Rea x 40 |
+2 |
Current vehicle speed less than driver's Reaction x 40. |
Vehicle speed > Rea x 40 |
+4 |
Current vehicle speed more than driver's Reaction x 40. |
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