====== Vehicle Maneuvers ====== Below are some common maneuvers with any penalty to the [[skills:driving|Driving]] roll listed in parentheses. If the maneuver is failed, move the vehicle to the point of the maneuver, then roll on the [[tables:out-of-control|Out of Control Table]] to see where it actually ends up. * **Bootlegger Reverse** (-4): The vehicle moves forward at half its current speed and then turns between 90 and 180 degrees (player's choice). The vehicle instantly decelerates to a complete stop and cannot move further this round. * **Hard Brake** (0): The driver decelerates up to three times the vehicle's Acceleration. * **Jump** (0): With a ramp, ground and water vehicles can jump a distance equal to one-quarter of their current speed, plus 1d10" with a raise on the [[skills:driving|Driving]] roll. They descend one inch for every two inches jumped forward, so a vehicle jumping 20" falls 10" by the end of its jump. * **Maneuver** (-1 to -4): This one covers most everything else a driver, rider, or pilot might try to do, such as riding a horse down a steep or slippery hill, avoiding a manhole cover or other obstacle, or driving through an oil slick at high speed. The GM sets the modifier. If the roll is failed, the driver goes [[tables:out-of-control|out of control]] as usual. * **Obstacle** (-2 or more): Driving through a really tight obstacle looks easy enough on the tabletop since a vehicle is simply moved however the player wants. But in "reality," the car is shifting around and is much more difficult to hold steady than the table-top shows. For this reason, drivers trying to pass through tight obstacles--narrow alleys, other cars, flying under power lines--must make [[skills:driving|Driving]] rolls. The standard difficulty is -2, but really tight spots might call for a -4 or greater penalty. If the roll is failed, the vehicle hits the obstacle and suffers [[rules:vehicle-collisions|collision damage]] as usual. * **Ram** (Opposed): Though we have to move vehicles in turns on the table-top, they're actually moving simultaneously in the "real world." For that reason, when one car rams another, we give the defender a chance to get out of the way--even if it's not his turn. When this happens, the two drivers make opposed [[skills:driving|Driving]] rolls. If the attacker wins, he's managed to ram his foe and damage is [[rules:vehicle-collisions|calculated normally]]. If the defender wins, he must move his vehicle just out of the way, whether backwards, forwards, or sideways. Sometimes cars run into people as well. In this case, the driver makes an opposed roll against the target's [[attributes:agility|Agility]] instead. * **Tight Turn** (0): The vehicle can turn up to 90 degrees. * **Two Wheels** (-4): Sometimes a character needs to put a wheeled vehicle on its side, maybe to squeeze through a narrow alley or avoid running over some deadly obstacle. Turning a vehicle up on two wheels requires a ramp of some kind--even an embankment can do the trick. The effect is to decrease the width of the car--usually by about 25%. The driver must make a [skills:driving|Driving]] roll at the beginning of each turn he wants to keep the car up on two wheels. //Savage Worlds Deluxe Edition p. 114//