You can use Drive to operate a general-purpose motor vehicle (car, truck, motorcycle, motor boat, or snow mobile, for example) to avoid collisions or to lose someone tailing or chasing you while you are operating the motor vehicle.
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 you cannot make a check (if you have used all his or her actions for the round in performing other stunts), you automatically fail to avoid the hazard. In such cases, a collision occurs. The DC to avoid a hazard varies with the nature of the hazard.
Critical Success You effortlessly avoid the hazard, and have the action you took to avoid the hazard refunded.Success You avoid the hazard.Failure You hit the hazard.Critical Failure Your vehicle suffers a collision.By making a bootleg turn, you can radically change direction without turning in a loop. However, in so doing, the vehicle comes to a stop. Before a vehicle can make a bootleg turn, it must move in a straight line for a number of actions equal to its Turn Number. To make a bootleg turn, simply change the vehicle’s facing to the desired direction. The vehicle ends its movement in that location, at stationary speed. The DC for a bootleg turn depends on the change in facing.
With a dash, you can increase your vehicle’s speed by one category. (This increase is in addition to any speed change made at the beginning of your action; if you increased speed at that time, you can accelerate a total of two categories in the same round.) The vehicle’s total movement for the round cannot exceed the maximum distance for its new speed category.
Critical Success You can choose to increase your vehicle's speed category by two steps.Success You increase your vehicle's speed category by one stepFailure Your vehicle does not change speed categories.Critical Failure Your vehicle spins out of controlWith a hard brake stunt, you can reduce your vehicle’s speed by up to two categories. (This is in addition to any speed change made at the beginning of your action; if you reduced speed at that time, you 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.
Critical Success You can choose to reduce your vehicle's speed category to a full stop.Success You decrease your vehicle's speed category by up to two stepsFailure Your vehicle does not change speed categories.Critical Failure Your vehicle spins out of controlYou can attempt to jump your vehicle across a gap in his or her path. To make a jump, the vehicle must move in a straight line a number of actions equal to its turn number. If the vehicle doesn’t have actions 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.
Critical Success You effortlessly clear the gap, and your vehicle takes no damage from the jump.Success You clear the jump, and your vehicle takes only one-quarter damage from the jump.Failure Your vehicle fails to clear the gap, and falls in.Critical Failure Your vehicle falls into the gap and hits the ground hard, suffering a Collision.During a vehicle’s movement, you can attempt to sideswipe a vehicle or other target, either to deal damage without fully ramming it or to cause another driver to lose control of their vehicle.
Critical Success The target vehicle takes damage as if it had suffered a Collision, and must make a Drive check to avoid spinning out of control. Your vehicle takes no damage.Success The target vehicle takes damage as if it had suffered a Collision, and must make a Drive check to avoid spinning out of control. Your vehicle one-quarter damage.Failure Both your vehicle and the target vehicle take damage as if it had suffered a Collision. The driver of the target vehicle must make a Drive check to avoid spinning out of control. Critical Failure Both your vehicle and the target vehicle take damage as if it had suffered a Collision. Both you and the driver of the target vehicle must make a Drive check to avoid spinning out of control.