We treated it as crew served, i.e. same as artillery, however it was allowed to move
and fire. Just increase difficulty (cover) by one, or, it was allowed to do the 'skirmish'
move from the rules i.e. half a move & half fire.
These choices were greatly reduced when first the co-driver, then the driver were
adjudged wounded. The commander (our own 'Westbury') simply maintained machine
gun fire & did not worry moving. Fortunately he continued to pass pinning tests, as had he
got into morale problems he would have abandoned the A/car & run for it.
If you want to differentiate between A/cars (or abilities of crews) may I suggest
you use dice other than D6s. e.g. good crews/cars get D10s. I would add fun by
having some hazard cards, e.g. Pot-hole in road roll D6 1,2 = wheel damaged..... etc.