Matoko didn't know what would or wouldn't set off the bomb, but the idea that time was not on her side seemed like a safe bet. Throwing caution to the wind, she maxed out her acceleration and braced for the explosion. She did not have to wait at all. As soon as the shoddy motion-sensor on the front of the former booby-trap registered the obvious movement, it detonated. Matoko saw the flash and then nothing. And not nothing like the whole world has gone away, but nothing as in, the bomb seemed to have no effect. The wall she had aimed for, however, was closing in fast.
The bomb was non-lethal, so vehicle armor negates it. Roll a crash test though. After that, Combat Turns are over, and you should go ahead and post in the same IC thread with the rest of the bunch.
By the way, I don't ever mean to be an asshole. So, I feel like I ought to apologize in case you read continual frustration from my generally brusk demeanor. It's not purposeful, or at least malicious. Anyway, you seem to have a lot more experience with the general setting, and role playing in general, than with the mechanics of SR4. I hope you don't take that as chastisement for your play and whatnot, but I want to clear some things up based on how I like to play PbP from a mechanical standpoint. For instance, broad strokes like "I drive uptown" are fine, since they assume an action without opposition, but something like "I shoot ____" is different. If you're shooting at a character (anything that can react to gunfire) then the announcement is "I'm initiating combat." If there's a chance you can catch them by surprise then a surprise roll is appropriate. For example, you're walking up to someone, they don't know you plan to shoot them, and they can't beat you on a Judge Intentions test (which you would roll a defense for), then you get to roll surprise with +3. After surprise is initiative. After that, actions happen on a character's turn. Other things, like trying to knock a bomb off your car by running it into something, that's going to require a vehicle test. Dodging a thrown weapon while in a car is a reaction test. So on. If there's opposition, you need an opposed roll.
Final note, I don't want to tell you how to run your character, but that drone, just letting it run autonomous is not very effective. It's basically a low-level grunt. 6 dice to shoot, 3 to dodge, 11 to soak. That's equal to a gang member as far as threats go. Where it shines for a Dronomancer is that you can drop a machine sprite in it and beef it up considerably. Sprites aren't limited by system resources, so you could run a R5 sprite with a R5 autosoft CF and get 10 dice instead of 6. You could also take a Control Device action and roll your Command CF rating (with +2 like all matrix actions) plus your skill (or -1 if you're defaulting,) which is generally a lot more than 6 dice, especially if you're threading Command (also, any action you'd be taking with Command wouldn't suffer the -2 penalty for sustaining a threaded CF, so that's not a worry.) So, if you thread your command pool up to 8 or so, then you've got 10 dice on passive dodge, and more if you go on full dodge. You'd also default on a gunnery test with 9 dice. 11 if you've got a Smartlink hookup.