Uncontrolled Vehicles

If you are knocked out or cease actively piloting, your vehicle becomes uncontrolled. If you delay your action, the vehicle becomes uncontrolled and continues to act on the same initiative count as it did before. This separates your initiative count from that of the vehicle, and the vehicle continues to move (see below) at your previous initiative count until a pilot takes control of it or it crashes or otherwise is brought to a definitive halt.

Unless otherwise specified, an uncontrolled vehicle moves straight ahead at its most recent heading as if taking two drive actions on its turn. It slows down incrementally with each action taken (usually to three-quarters the speed of its last action) until it comes to a stop or crashes. At the GM’s discretion, it could slow down more if it’s on uneven terrain or an upward slope, or it could stay at the same speed or even accelerate if it’s in a zero-g environment or on a downward slope.

Source

Core Rulebook pg. 280

You can take control of an uncontrolled vehicle as a move action (see Take Control on page 278). During this move action, the vehicle doesn’t move any additional distance—you spend the whole action taking control. Once the action is taken, the vehicle resets to your initiative count, and you can spend any remaining actions piloting the vehicle.

Source

Core Rulebook pg. 280

If an uncontrolled vehicle runs into an obstacle or another vehicle, it crashes. This deals double the vehicle’s collision damage to the uncontrolled vehicle and to the obstacle it ran into, and stops the uncontrolled vehicle’s progress. If the uncontrolled vehicle crashes into a controlled vehicle, the other pilot can attempt a Piloting check to avoid being hit as if it were being rammed (see Ram on page 279). If that pilot avoids being hit, the uncontrolled vehicle continues to move as detailed in Uncontrolled Vehicles above.

Source

Core Rulebook pg. 280

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