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Sunday Driving 3rd Edition

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Sunday Driving

Drive Test

The most important test in the Sunday Driving system is the drive test and it will be referred to throughout these rules. The drive test is made using the vehicle handling skill (e.g. car) plus any dice from control pool (in the case of a rigger). Manual drivers also benefit from +1D from enhanced articulation. The target number for the drive test is the handling of the vehicle (on or off road as appropriate) modified by the table below.

Situation Modifier
Open Terrain -1
Normal Terrain 0
Restricted Terrain +1
Tight Terrain +3
Damage to Vehicle As Mod.
Damage to Driver As Mod.
Large Vehicle +2
Unfamiliar Vehicle +1
Combat/Chase Situation +2
Data Jack/Direct Neural Link -1
Vehicle Control Rig -VCR rating
Weather Conditions: Bad +2
Weather Conditions: Terrible +4
Visibility As Mod. In Combat
Driver Distracted +2
Calm/Ordinary Situation -1
Tire blown out +2/Per tire

Chase Rules

Sequence of events

  • Make Movement Test
  • Roll Initiative
  • Refresh Dice Pools
  • Complete Actions
  • Calculate New Final Distance
  • Check for Escape

Movement Test

The Movement Test is a test to determine the drivers overall performance in the turn and how far their vehicle can move. The driver makes a standard driving test and then consults the following table. If the driver fails this test the vehicle crashes. If the drivers vehicle is stationary when the turn begins then add 4 to the TN for the movement test.

Position Test Successes Result
0 Crash
1 25% Speed
2 50% Speed
3 75% Speed
4 100% Speed
5 125% Speed
6 150% Speed

Example: Speedy is driving in a hot Ford Americar (handling 4) on a road in light traffic (Restricted Terrain +1), so makes a drive (car) test at target number 5. She gets 3 successes. The normal speed of the Ford Americar is 100 so she moves 75 meters during that combat turn.

The movement from the position test occurs over the whole turn and so the new final distances are not applied until the end of the turn (for simplicity). If a more complex system is required then the total movement can be divided over the number of combat passes.

Example: The maximum initiative someone in the car has rolled is 21, that means there will be three combat passes. So from the above example Speedy will move 75m divide by 3 = 25 meters every combat pass.

Roll Initiative

All characters roll initiative normally. Non-rigged characters may only use one of their initiative actions on a manoeuvre test (see below). Characters who are rigged may not take any normal actions using there rigger initiative. Characters using a data jack or DNS link may take non drive actions but at +2 on all TN.

Example: Speedy rolls a 12 for initiative. She isn’t rigging so can only make 1 manoeuvre action this turn

Complete Actions

As noted above drivers (and passengers) may complete any normal actions while driver (except if rigging). Characters that are driving may also complete any of these additional Manoeuvre Actions. Some Manoeuvre actions can only be complete if the cars start the turn in close proximity (see Calculate Final Distances).

The following are all vehicle manoeuvres

  • Pursue
  • Flee
  • Position
  • Evade
  • Hand Brake Turn/Stop
  • Overtake
  • Block
  • Nudge/Side Swipe
  • Direct
  • Ram

Pursue/Flee

This test is used when a driver is either trying to catch up (Pursue Test) or get away from (Flee Test) another vehicle. The driver makes a standard Drive Test. For every success they may add the vehicles acceleration score to their movement total for that round.

Example: Speedy is moving 75 m this turn. She uses her first action on a Flee Test. She rolls a Drive Test and gets 4 successes. Her cars acceleration is 8, so she adds 4 x 8 = 32 m onto her Movement Total.

Position

This test is used when a driver attempts to get the best angle of attack on another vehicle. A standard drive test is made. For every two successes the driver gets they subtract 1 from the TN to attack another vehicle either by the driver using vehicle weapons or by the passengers.

Example: The driver of the police cruiser following Speedy makes a Position test and gets 4 successes. This means when his partner leans out the window to shoot out Speedys tires he’ll get -2 to his TN.

Evasion

This test is used when a driver attempts to make his vehicle more difficult to hit. A standard drive test is made. For every two successes anyone who attacks the vehicle or its passengers receives a +1 TN modifier.

Hand Brake Stop/Turn

This test allows a driver to bring his vehicle to a quick stop and allow him to change its orientation. A standard drive test is made. For every success the cars speed (Determined from the cars last Movement Test) is reduced by Acceleration x 4. If the driver also wants to change the cars final direction (e.g. hand break turn) they must add +2 to the TN for the drive test. If not enough successes are scored the vehicle will overshoot the desired position (not to good if it’s the end of a bridge…).

Overtake/Block (Close Proximity Only)

Once a vehicle has come within 10 meters of the vehicle it is pursuing it may attempt to overtake it. To do this a drive test must be made. To completely overtake the driver must generate 4 successes although this could be completed by a number of successive tests on different actions. If the pursuer gets 4 successes straight away he goes past.

The driver of the vehicle which is being passed by may use their next action to block the pursuer. They make a driver test as subtract their successes from the number gained by the driver trying to pass.

Example: The police are catching up to Speedy and try to overtake her. The police driver attempts an Overtake manoeuvre and makes a drive test and gets 4 successes in an attempt to pass. Speedy uses her next action to perform a Block Manoeuvre. She makes a drive test and gets 3 successes. This means that the police driver now has 1 success spare. Next time he attempts an Overtake Manoeuvre he will need only 3 more successes to pass Speedy.

Drives may decide to hold actions so they can perform a Block as soon as someone tries to perform an Overtake Manoeuvre.

The Block Manoeuvre may also be used to intentionally slow a pursuing vehicle. For every success on the Block test the speed of both vehicles is reduced by 25%. The pursuer may choose not to slow down. If this happens the pursuer gets a free Ram attack.

Nudge/Sideswipe (Close Proximity Only)

This special type of ram may be used by a vehicle directly behind another vehicle, to force it off the road with out taking too much damage. The attacker makes a driver test, which the defender can dodge with control pool (if available). The both vehicles receive damage of (Body of The Other Vehicle) L. For every 2 points of body the attacking vehicle is over the defending vehicle the damage code is staged up by one. If the attacking vehicle has 2 body points less than the defender this manoeuvre can’t be used. The driver of the vehicle hit by the nudge must make a drive test with a +1 modifier for each success the attacker go in his driver test or crash.

Example: The police give up trying to overtake speedy and decide to sideswipe her off the road. The police driver makes a drive test and gets 4 successes. He nudges Speedys car. Both cars take a 4L attack (they are both body 4). Speedy must now make a drive test at +4 TN or crash.

Bull bars are a special piece of equipment which +2 to the power of any ram or nudge by also -2 from the power of damage to the attacking vehicle. They do have a downside though, since the crumple zone of a car with bull bars no longer functions any crash made by the car is increased in power by 2 both for the vehicle and passengers damage. Bull bars cost 500 Nuyen and have a load reduction of 10 kg.

Direct (Close Proximity Only)

If a drivers vehicle is in front of another vehicle he may attempt to direct it into taking a certain action. This could include stopping (use rules for blocking above) or to force it from the road. The driver makes a drive test. The defender must then make a drive test at +1 for each success the attacker got. If he doesn’t then he is forced to do what ever action the attacker has declared. If this action is performed the defender can choose to make a ram attempt.

Ram (Close Proximity Only)

This manoeuvre is used to hit another car and potential move past/through it. The attacker makes a driver test. The defender may use control pool to dodge. Both vehicles take damage with a power equal to the other cars body, damage code M. The defender must then make a drive test or crash. If the defender car crashes it is pushed out of the way and the attacking vehicle continues. The damage code is affected by difference in body as per the Nudge manoeuvre. Bull bars also affect the damage.

Wreckless

This option may be used with any manoeuvre. It means the driver is being completely wreckless in his driving which will cause damage to his vehicle but make it easier to proved manoeuvres. Drivers may select a -1 to a -3 modifier on there TN for the test. During that turn though the vehicle takes either 4M, 6M or 8M impact damage respectively (vehicle armour may be used on this). If the driver is being wreckless while performing a ram the drivers (attacking) vehicle takes an extra +4 power to the damage it sustains.

Speedy decides the only way to loose the cops is to drive onto the pavement. On her way she hits several bins and parking meters. She takes a -2 TN to her flee test, but her car takes 6M damage.

Calculate Final Distances

At the end of the turn add together the Movement Test with any Pursue/Flee movement to determine each vehicles final movement. If a pursing car has made enough final movement (or more) to reach the car its chasing then next turn the drive is considered to be in close proximity and can make Ram, Nudge and Overtake Manoeuvres.

If a car is attempting an overtake manoeuvre which isn’t yet complete and the defending car moves out of close proximity then the overtake manoeuvre is nullified.

If several cars are involved it is best to calculate all distances in terms of distance from the car being chased.

Example: Speedys final movement this turn is 75 m from her movement test + 32 m from her Flee Test, total 102. The slow mow Police chaser score a final movement of 75 m from its Movement test, but made no Pursue Manoeuvres so has a final movement of on 75. This means Speedy opens up a gap of 27 m between the two cars. The police car which was attempting to overtake is now eating dust!

Check for Escape

If the fleeing vehicle is sufficiently far away from the pursuer it may escape. This escape distance depends on the terrain.

Terrain Minimum Escape Distance
Open 400
Normal 200
Restricted 100
Tight 50

If the fleeing vehicle at the end of the turn is a greater distance away that the minimum escape distance the fleeing driver rolls drive test. The pursing vehicles drive (or occupants) make a perception test (6) or sensor test (Sig). For each success made in the fleeing drivers escape test add 1 to the TN for the perception test. Also for every 50% increment over the minimum escape distance the fleeing vehicle is way add another +1. If this perception/sensor test is unsuccessful the fleeing driver escapes. The pursuer can make one more attempt next turn at the same target number +4 to require the fleeing vehicle after that the fleeing vehicle is away!

Example: Speedy is now 150 m from the police car on the highway (resticted terrain). She makes an escape test and gets 4 successes. The police must make a perception (6) test +4 from Speedys escape test and +1 because Speedy is 50% over her mimimum escape distance of 100 m, total TN of 11. The police fail! Speedy is away. The police only have one more chance this time with a TN of 15, fat chance!