Stunts are maneuvers that require a Drive check to perform successfully. Unsuccessful stunts often result in the
vehicle ending up someplace other than where the
driver intended. When this happens, the
vehicle collides with any objects in its path. Remember that the check/roll modifier from
Table: Vehicle Speeds and Modifiers affects all Drive checks made by the
driver and
attack rolls made by all occupants of the vehicle.
Avoid Hazard: Vehicle combat rarely occurs on a perfectly flat, featureless plain. When a
vehicle tries to move through a square occupied by a hazard, the
driver must succeed on a Drive check to avoid the hazard and continue
moving.
Structures simply cannot be avoided. Also, if a
driver cannot make a check (if he or she has used all his or her actions for the round in performing other stunts), he or she automatically fails to avoid the hazard. In such cases, a collision occurs.
The DC to avoid a hazard varies with the nature of the hazard.
On a failed check, the
vehicle hits the obstacle. For caltrops, this means the caltrops make an attack against the
vehicle (see Caltrops). An oil slick forces the drive to make a Drive check (DC 15) to retain control of the
vehicle (see
Losing Control). Failing to avoid an object results in a collision with the object (see
Collisions and Ramming).
Hazard
|
DC
|
Caltrops |
15
|
Oil slick |
15
|
Object |
|
Small (tire, light debris) |
5
|
Medium-size (crate) |
10
|
Large (pile of wreckage) |
15
|
Structure |
Cannot be avoided
|
Bootleg Turn: By making a
bootleg turn, a
driver can radically change direction without turning in a loop. However, in so doing, the
vehicle comes to a stop.
On a failed check, instead of facing the desired direction, the
vehicle only changes facing by 45 degrees. Make a Drive check to retain control against a DC equal to the DC for the
bootleg turn attempted (see
Losing Control).
Facing Change
|
DC
|
45 degrees |
5
|
90 degrees |
10
|
135 degrees |
15
|
180 degrees |
20
|
Dash: With a
dash stunt, a
driver can increase the
vehicle's
speed by one category. (This increase is in addition to any
speed change made at the beginning of the
driver's action; if the
driver increased
speed at that time, he or she can accelerate a total of two categories in the same round.) The
vehicle's total movement for the round cannot exceed the maximum number of squares for its new
speed category. (The squares it has already moved before attempting the
dash count against this total.)
The DC for a
dash is 15. The
driver can only succeed at one
dash per round.
On a failed check, the
vehicle does not change
speed categories.
Hard Brake: With a
hard brake stunt, a
driver can reduce the
vehicle's
speed by up to two categories. (This is in addition to any
speed change made at the beginning of his action; if the
driver reduced
speed at that time, he or she can drop a total of three categories in the same round.) The
vehicle's movement for the round ends as soon as it has moved the minimum number of squares for its new
speed category. (If it has already moved that far before attempting the
hard brake, it ends its movement immediately.)
The DC for a
hard brake is 15. The
driver can only succeed at one hard break per round.
On a failed check, the
vehicle does not change
speed categories. Make a Drive check (DC 15) to retain control (see
Losing Control).
On a failed check, the
vehicle continues to move forward a number of squares equal to its turn number before turning, just as with a simple
45-degree turn. Make a Drive check (DC 15) to retain control (see
Losing Control).
Jump: A
driver can attempt to
jump his or her
vehicle across a gap in his or her path.
To make a
jump, the
vehicle must move in a straight line a number of squares equal to its turn number. If the
vehicle doesn't have enough movement left to clear the gap, it must complete the
jump at the start of its next turn.
The DC for a
jump depends on the width of the gap, modified by the
vehicle's
speed category.
On a failed check, the
vehicle fails to clear the gap, and instead falls into it (or collides with the far side). Determine
damage as for a collision (see
Collisions and Ramming).
Gap Width
|
DC
|
1-3 ft. (ditch) |
15
|
4-8 ft. (culvert) |
20
|
8-15 ft. (creek, small ravine) |
25
|
16-25 ft. (narrow road, small pond) |
35
|
26-40 ft. (wide road, small river) |
45
|
A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size object; the
vehicle may be able to avoid taking collision
damage from the failed
jump by treating the far side as a hazard and then continue
moving (see
Avoid Hazard, above).
A moderately deep gap (4 to 10 feet deep) is equivalent to a Huge object. The
vehicle can only drive out of the gap if the walls are not too steep.
A deeper gap (11 feet or deeper) is equivalent to a Colossal object. The
vehicle can only drive out of the gap if the walls are not too steep.
If the gap is filled with water, the
vehicle takes only half
damage from the collision with the ground. However, if the water is too deep or the bottom is too soft (GM's discretion), the
vehicle might not be able to move.
At
character scale, a
vehicle must be side by side with its target (that is, occupying the square or squares directly to its side) and
moving in the same direction. Attempting a
sideswipe costs 1 square of movement.
At
chase scale, the
vehicle must be in the same square as its target and
moving in the same direction. There is no movement cost.
If the stunt is successful, the sideswiping
vehicle and the target both take
damage as if they had collided (see
Collisions and Ramming), except that the collision multiplier is 1/4, and the target (or
driver of the target
vehicle) can make a Reflex save (DC 15) to reduce the
damage to both by half. If the target is another
vehicle the
driver must succeed at a Drive check (DC 15) at the beginning of his or her next action or lose control of the
vehicle.
The DC for a
sideswipe is 15. It's modified by the relative size and
speed of the target.
Target Condition
|
DC Modifier
|
Each size category larger |
-5
|
Each size category smaller |
+5
|
Each speed category of difference |
-2
|
On a failed check, both
vehicles take
damage as though the
sideswipe attempt was a success. However, the other
driver does not need to make a check to retain control.
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