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Requirements
Bonuses
Penalties
Initiative
Controlling/
Control Actions
Maneuverer
n = Difficulty, see Vehicle tests
Shooting
Rigger Control
(Jumped In)
Remote Control
Autopilot
Control Rig
Virtual Reality (Hot or Cold)
Rigger Interface (on Vehicle)
3+ marks on vehicle
CR Rating to thresholds
+CR Rating to DP
+CR to all limits
+2 to matrix action if hot sim
+ Drone/RCC autosofts
Noise will reduce unless directly connected
Biofeedback for Sim
Stun Cold Sim
Physical Hot Sim
Comlink or RCC
Comlink or RCC
Jumping In
Simple RCC, direction connection, VR
Complex AR
Jumping in a Hostile vehicle
Need 3 marks
Complex Electronic Warfare + Logic [ Data Processing]
vs. Willpower + Firewall
Jumping Out
Simple switch interface
Simple Jump into another device
{Complex} Vehicle Skill + Reaction[Handling]
Vehicle Modifiers
Noise
Normal
Passive
Active
Net Sensor
hits reduce
defence DP
Evading Physical
Evading Matrix
Taking Damage
Stealth
Perception
Normally
Noise Modifiers
Signature Modifiers + Sensor Opposed Tests (Sensor defence on Cheat sheet table)
Adjustments Metahuman 1, Electric vehicles 0
Vehicle Stats
Handling: Vehicles agility and responsiveness. Often the base limit for vehicle tests
Speed: Maximum velocity that the vehicle can achieve
Acceleration: Value is the number of range categories that the vehicle can move in a single combat turn
Body: DP for resisting damage
Armour: Second DP to resist damage
Pilot: Capabilities of built in computer piloting system. Takes place of mental attributes and reactions for tests made by the
vehicle alone
Sensor: Suite of information detecting devices
Condition Modifiers: 12 + half Body rounded up (6 + half body rounded up for drones). Ignore stun damage except for
electricity based damage which is considered physical. If modified DV of attack is less than armour the attack has no affect.
Movement Rates
Driver of Vehicle adjusts the movement rate with the required actions to control the vehicle during the Action phase.
Movement rate is chosen at the start of each combat turn instead of moving by initiative passes.
Ramming
Target must be within vehicles walking or running table (3 modifier is driver must resort to running)
Attack: Vehicle skill + Reaction vs. (Pedestrian: Reaction + Intuition) or (Driver: Reaction + Intuition [Handling])
No net hits are added on
Damage Resistance: Ramming vehicle resists DV from table, Characters resist with Body + Armour 6AP
Type
Available Options
Free
Simple
Complex
Details
Rigging control or DNI may activate or deactivate various systems such as
sensors, ECM, weapons etc as free action
Activated sensors and ECM/ECCM systems come online at the start of the
next action phase, even if the character does not have any more turns left
in that combat round
Use sensors to detect or lock onto targets
Manually activate/deactivate sensors, ECM/ECCM , weapons systems etc
Expenditure of an action to control
See Vehicle tests
See ramming