Here's a go at it. These are the house rules, we use. Some of the rules aren't for everybody (like the initiative rules for non riggers, riggers extra actions, n'stuff) but take what what is good, disgard the rest, and add what is specifically your own
Vehicle Rules for Mapped Combat -
More than just dispensing with maneuver score, there are many changes to make to vehicle movement and combat.
Changed Concepts -
Vehicle initiative for the driver in a vehicle is either physical reaction for interfacing with manual controls, Direct Neural Interface (DNI), or a combination of the two. Direct Neural Interface uses intelligence in place of reaction for initiative and Control Pool. They also get access to any extra initiative dice from reaction enhancers.
Handling is now a modifier as opposed to base target number. Old handling -4 is the new modifier, so sports cars usually have a -1 or-2, while trucks have a +1 or +2.
Control Pool is equal to the drivers appropriate reaction rating, and all characters have a Control Pool. A driver can only use control pool for defense with a moving vehicle.
Datajack Links allow for DNI control and give a character who doesn't have a VCR, a +1 DNI reaction.
VCRs give initiative dice, a negative target modifier to handling tests, and also allows the driver perform complex driving actions as simple actions. A rigger can use his VCR bonuses for manual or DNI initiative, as the RAS override is specially tuned for the rigger being present in the vehicle. The vehicle become an extension of the rigger's body, not a replacement for it (like in decking). As such riggers are capable of normal action while rigging, if they choose. The exception is rigging through a Remote Control Deck, while possessing a drone or other vehicle. In captain's chair mode, however, the RAS override is tuned down as to not effect the riggers physical actions.
Some riggers prefer pure DNI interaction when rigging, as they feel limited by their meat body. This because pure DNI uses the rigger's intelligence is used in place of his reaction attribute.
Acceleration/Deceleration
Drivers can accelerate or decelerate as part of their initiative pass. Drivers make a driving test at TN 4 to do so. Every success allows the driver to change speed by by one increment of the acceleration rating. Deceleration can only be done up to 4 increments per initiative pass. This occurs at the start of the pass.
Driving Actions -
The following actions can be taken by the driver. All are complex actions unless a VCR is used.
• Turning: making one or more changes to the facing position of the vehicle.
• Intentional Skidding: using a skid to shift the facing position of the car without changing the direction of travel, for example bootlegging, oversteering, etc.
• Ramming: attacking with the vehicle (unchanged from current rules).
Avoidance -
The GM may call for Driving Tests when the vehicle comes within 1 meter of other large objects. These tests do not take an action to perform and are considered reactions. TN is 4 + GMs discretion (usually twice the listed congestion modifier).
Turning and Skidding -
Any turn can be done without a driving test if it is performed at a safe speed. But exceeding that speed requires a driving test to perform without skidding. under 45 degrees turns require a driving test at TN 4, turns at 45 degrees + have a +2 target modifier, with an additional +2 for every 45 degrees . If there are multiple opposing turns that need to be made for the movement of a single initiative pass, the player must make a test for each opposing turn, with target numbers equal to 4 +2 for each 45 degrees increment turned in the initiative pass. If any of the test fail then the vehicle skids.
When skidding, a vehicles facing does not match its trajectory. It may face forward but is slipping sideways. When a driver fails his driving test the facing change takes place but the vehicle continues the rest of its movement in a direction that is the average of it previous and intended direction. While skidding a vehicle also looses it speed, decelerating twice its acceleration per turn until it reaches a safe speed, strikes another object, or the driver regains control of the vehicle. Safe speeds are listed below. If the vehicle is traveling at double the safe speed, then the modifier for turning is doubled.
Degree of Turn Safe Speed of Vehicle
Under 45 degrees Listed Speed
45 degrees + .5 Speed
90 degrees + .3 Speed
135 degrees + .2 Speed
180 degrees + .1 Speed
Drivers can try to regain control of a skid when they have a new action available (for riggers this usually means the same turn). They can make a new test at the same target number. If successful they can use successes to change facing in 45? increments or accelerate/decelerate. If the Driver accelerates while taking control of a skid, only 1/2 the successes count.
Controlled Skidding -
Drivers often use skidding to their advantage. When a driver intentionally enters a skid they immediately make a driving test to garner as many successes as they can. Each success can be used to change facing by 45 degrees , change trajectory by 45 degrees , accelerate, or decelerate. Like in regular skidding, successes used for acceleration during the skid are halved. The target number for the test is as usual for a turn of this type. The advantage is that this turn can control speed and trajectory as well as facing.