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From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: Vehicle Movement
Date: Mon, 15 Dec 1997 08:50:35 -0700
I think I've figured out a way to integrate vehicle movement with
character/critter movement.

Vehicles move on 10, or their rigger's Initiative, whichever is higher.

At the beginning of each combat turn divide the vehicle's current
speed by 10. This is the vehicle's phase speed. A Ford Americar
moving at 80m per turn has a phase speed of 8m.

Starting on the vehicle's/driver's initiative the vehicle moves it's
phase speed each phase for 10 phases. If the Ford is being driven by
a character with an initiative of 6 it will travel 8m on phase 10, 8m
on phase 9, 8m on phase 8, and so on until it makes it final movement
on phase 1. If the Ford is being driven by a rigger with an
initiative of 18 it will travel 8m on phase 18, 8m on 17, and so on
until it travels it's final 8m on phase 9.

A vehicle may maneuver (accelerate, decelerate, turn 45 degrees (60
degrees if you want to use a hexmap)) after a number of phases equal
to it's Handling.

A driver/rigger may turn a vehicle sharper than 45(60) degrees with a
successful Vehicle(Handling) test (modifiers set by the GM until I
figure this out).

If the driver/rigger accelerates/decelerates recalculate the
vehicle's phase speed.

Maneuvering requires a simple action for a normal character.
Maneuvering is a free action for a rigged character.

Weapon's fire is handled as per the rules.

Comments?

-David
--
"Creativity is allowing yourself to make mistakes.
Art is knowing which ones to keep."
--
http://www.geocities.com/TimesSquare/1068/homepage.htm

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