THW wrote:Machinas would work.
Challenges would work to, especially if you use the easy and difficult options.
Plus limit the cars to one Challenge per turn.
Maybe roll 1d6 and if a 1, 2, or 3 comes up they can try to bash, pass, or shoot at a car.
4 = Easy road hazard challenge.
5 = Road hazard challenge,
6 = Difficult road hazard challenge,
The OoP Motor City BC rules included lots of vehicle movement and combat stuff, and stunt moves were treated as a Challenge:
YEEHAH! - STUNTS & TRICKS
Vehicles may try and jump obstacles, vault across chasms and balance on two wheels to clear narrow ravines. If the Driver of a vehicle wishes to try such a stunt, they declare a Challenge Test per rules on p.22. Any such stunt is typically Highly Difficult (-1 Rep) or Extremely Difficult (-2 Rep).
Example: Chased by a pack of ravenous Velociraptors, the Cadillac wishes to escape by vaulting the car across a ravine. The Driver is Rep 5, but the jump will be Highly Difficult with a -1 Rep. If the player fail the roll, the car will crash and be disabled and the crew forced to take Recover from Knock Down tests