15s photoreal cinematic dystopian vehicle pursuit. Exactly ONE REAPER 7, ONE IRON JACKAL and ONE rooftop gunner. Preserve identical vehicle geometry, armor, scale, dirt and accumulated damage across every cut. One continuous abandoned industrial city of cracked asphalt, collapsed factories, skeletal warehouses, burned wrecks, twisted steel and rubble, with burning oil drums, drifting smoke, dust and embers. Desaturated steel-grey/charcoal grade, cold shadows, restrained dirty-orange fire, slightly underexposed daylight and dense atmospheric depth. 0–3s — REAPER FIRST. Extreme-low rear three-quarter tracking, 24mm, camera 30cm above asphalt tightly chasing REAPER 7 at high speed. REAPER is the only moving vehicle visible. Strong foreground parallax; REAPER stays sharp while ruins streak behind. Heavy suspension compresses wheel-by-wheel over broken pavement, chassis pitches naturally, tires eject gravel and turbulent dust. Subtle physical camera vibration. CUT. 3–7s — JACKAL JUMPSCARE. Handheld roadside medium shot, 35mm, eye-level. IRON JACKAL bursts violently from frame-left into an already-burning abandoned car. JACKAL suspension compresses on impact; the wreck folds, rotates and is thrown frame-right. Directional sparks, embers and burning debris tumble through foreground. One sharp handheld impact jolt. JACKAL counter-steers, body rolls, pivots toward camera and accelerates directly at lens. The single rooftop gunner braces against chassis forces and fires short irregular bursts toward camera with physical recoil and asymmetric muzzle flashes. Final simulated projectile strike creates a localized lens spark and violent camera shock — CUT ON IMPACT. 7–11s — OPPOSING CROSSING FIRE. Static roadside medium-wide, 50mm, eye-level. STRICT SCREEN DIRECTION: REAPER stays LEFT, rear/rear-three-quarter facing camera, traveling AWAY and becoming smaller. JACKAL stays RIGHT, front/front-three-quarter facing camera, traveling TOWARD camera and becoming larger. They pass in opposite directions without lane swap, mirroring, reversal or orientation change. SPEED RAMP 100%→45% at closest approach. Gunner twists screen-left while lower body remains braced and fires across at REAPER. Sequential impacts cross REAPER’s visible side/rear armor with localized flashes, directional sparks, spinning metal chips and panel vibration. REAPER continues AWAY LEFT; JACKAL continues TOWARD RIGHT. SPEED RAMP 45%→100%. CUT. 11–15s — JACKAL COUNTER-DRIFT. STATIC 24mm extreme ground-level shot. JACKAL enters fast from BEHIND CAMERA, crosses foreground and performs a physically weighted 180° handbrake drift. Rear tires progressively lose grip, rear axle swings outward, front wheels counter-steer and body mass loads the outside suspension. Tire smoke expands from contact patches; gravel follows wheel trajectory. SPEED RAMP 100%→50% through rotation as JACKAL’s nose turns toward camera. Tires progressively regain traction, suspension rebounds, SPEED RAMP 50%→110%. JACKAL straightens and charges directly toward the static lens. Gunner fights lateral inertia, re-centers, raises weapon and fires irregular bursts. Recoil moves weapon, arms and shoulders; muzzle flashes illuminate armor, smoke and dust. JACKAL rapidly fills frame — ABRUPT BLACKOUT. PHYSICS — Realistic heavy mass, momentum, wheel-by-wheel suspension, tire grip/slip, steering-led weight transfer and recovery. Collisions alter trajectories. Gunner continuously compensates for acceleration, lateral force and recoil. Sparks follow impacts and airflow; debris originates from contact; smoke responds to tires and pressure wakes. Human-operated camera inertia. No synthetic sliding, teleporting, duplication, morphing, impossible direction changes or discontinuous damage. AUDIO — Diegetic VFX/SFX only: heavy engines, turbo spool, gears, suspension impacts, gravel, tire scrub/squeal, fire crackle, metal deformation, debris, irregular gunfire, recoil mechanics, ricochets and armor resonance. Sound follows distance and passing velocity. No music, score, voice-over or subtitles, shot in cinematic style.