Piloting a Vehicle

In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round.

Vehicle Momentum

A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles.

Piloting Checks

Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use Piloting along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative.

The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through difficult terrain increases the DC to a hard DC for its level, and moving through greater difficult terrain increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures in a motorized vehicle, or rough seas for a water-based vehicle, could all increase the DC of a vehicle's piloting checks.

Piloting Actions

Characters use the actions listed below to move and interact with vehicles. The reckless trait is described below.




Reckless Piloting

Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.
SuccessThe action occurs as described.
FailureThe vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled.

Uncontrolled Vehicles

Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers a Reactive Strike that knocks the pilot unconscious or paralyzes them, the vehicle becomes uncontrolled.

An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, difficult terrain, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds.

An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action.

Vehicles in Combat

Whether engaging in a turf war from atop a hoverboard or chasing criminals in a patrol dirigible, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a –2 penalty, or a –4 penalty if the vehicle is uncontrolled or any action in the last round had the reckless trait.

While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a convertible, usually provides lesser cover, or standard cover from an attacker on the ground. An enclosed vehicle, such as a car, provides greater cover or might prevent attacks entirely. Breaking the vehicle can reduce the cover it provides.

Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a plasma cannon, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction.

Broken Vehicles

When a vehicle is broken, it becomes harder to use. It takes a –2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The broken vehicle's Speeds are halved.

A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it's flying, it falls and everyone aboard takes falling damage.