We want to hear what you think - good, or bad! 
Fill in the form below and we'll get back to as soon as we can!

When making tests for vehicles, drivers use their air, land, or water vehicles skill, modified by the vehicles Maneuverability Rating (MR) listed. If a driver rolls a Mishap when making an air, land, or water vehicles test, he has a Collision (see below).



Characters may perform actions as usual while in or on vehicles, depending on their position in the vehicle, line of sight, and any other narrative circumstances. Merely driving a vehicle is a simple action. Stunts, ramming, active defenses, and gaining steps in a Chase are all actions.

A drivers defense is his appropriate skill, plus the vehicles Maneuverability Rating.

The GM decides the distance narratively based on the circumstances of the fight and the weapons involved. For dogfights and the like, the default Range is Medium.

Faster targets are more difficult to hit. Subtract the penalties below when a vehicle is moving at or near its Top Speed. These arent relative speeds; the penalties assume evasive maneuvers and the like where speed can be reasonably employed periodically.

Speed Penalties

Penalty Speed Value Speed Categories
-2 11-14 Fast: Motorcycles, cars, biplanes
-4 15-16 Very Fast: Racing bikes, sports cars, airplanes
-6 17+ Ultra Fast: Jets



Every vehicles Toughness is listed in Gear. Each Wound taken subtracts one from its drivers skill tests (maximum 3) to control the vehicle, but not from attacks or other tests unless specified by the vehicles description. Once a vehicle takes more Wounds than its limit, its wrecked and no longer functions (see Collisions if it was moving at the time!).

Vehicles don't suffer Shock, but any Shock that would have been inflicted is suffered by each passenger instead! An attack that fails to Wound but exceeds the vehicles Toughness, for example, causes two Shock to all the passengers.


Called Shots

Attackers can try to take out parts of a vehicle to slow it down rather than destroying it. Here are a few commonly targeted areas.

  • Engine: A vehicles engine has the same Toughness as the rest of the body. A Wound caused when specifically targeting the engine (2) also reduces its Top Speed value by 2.
  • Passengers: Attackers can target any crew members or passengers they can see with the usual concealment and cover penalties (at the GMs discretion).
  • Wheels: Wheels have a Toughness 4 less than the vehicle theyre designed for (which includes tracks as well) and are 2 to hit for normal-size tires. Each tire can take a single Wound before its destroyed. These Wounds dont count toward destroying the vehicle, but each tire thats destroyed reduces its MR and Speed Value by 1, or more at the GMs discretion.



A driver may attempt a stunt against any of his rivals to slow them down, set them up for an attack, or even cause them to collide with an obstacle.
Stunts pit the attackers vehicle skill against the targets defense. Standard and Good successes cause Stymied and Vulnerable results just like an interaction. An Outstanding result also causes a Collision for the target (see below).



When a collision occurs against a substantial obstacle (GMs call), the driver gets one last chance to avert catastrophe. This is a test of his vehicle skill and is a free action. The result of the test determines any damage sustained by the vehicle and those inside it.

  • Passengers: Everyone in the vehicle suffers the same damage total, or 2 for those wearing seatbelts, or 4 if the vehicle has air bags or other advanced safety measures.
  • Collision damage is the Top Speed value of the vehicle +2BD. Note that tough, slow-moving vehicles can plow through buildings, but theres always a risk if the bonus dice explode!
Vehicle Test Damage
Failure Top Speed value +2BD
Standard Top Speed value +1BD
Good Top Speed value 
Outstanding No effect! The driver swerves aside at the last second!


Sometimes a driver isn't trying to avoid something, he wants to hit it! Ramming is a test of the attackers vehicle skill versus the targets defense. With at least a Standard success, both parties suffer the others Toughness as damage, plus any bonus dice listed below. The GM may add additional damage for extreme speed or other circumstances.

Ramming Damage

Success Effect
Failure The target evades
Standard Both parties take an additional +1BD damage
Good The defender takes +1BD
Outstanding The defender takes +2BD