If you use more than half your movement points, you may normally change facing by only one hex-side (see Facing Changes, p. B387). To spin to face any direction at the end of your turn, make an Acrobatics or DX-based Running roll with the speed penalty for the distance you moved that turn. Consult the table on p. B550; e.g., Move 5 gives -2. Failure means you end up facing a random direction; roll 1d. Critical failure means you fall down.

You can also spin at the end of a skid. To do so, roll as explained under Skidding (above) instead, but apply the speed penalty for spinning to the die roll. Failure and critical failure are as for skidding.

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