QUOTE (Bobson @ Nov 5 2008, 06:46 PM)
So, another basic question - what's the difference between the speed of a vehicle and the acceleration ratings? I know that the first accel. number is walking rate (move that rate without an action), and the second is running rate (complex action to move that speed), but how do those numbers relate to speed? Or do those acceleration numbers stack from previous turns? Or am I completely off base?
I was confused by this as well when I first read through SR4, but I think I have a handle on it now.
The Speed rating is the
maximum velocity a vehicle can travel without
"suffering real difficulties" (as the BBB puts it).
You are correct that the first acceleration number is the walking rate and the second is the running rate. However, the statement of requiring a "complex action to move that speed" is not strictly true as I read the rules. The key thing to remember about SR4 is that Vehicle movement rules now follow the same pattern as metahuman movement rules. I'll try to explain in detail here. When a vehicle is stopped, its current speed is 0 (obviously), so if a character wants to get the vehicle to go somewhere the vehicle needs to accelerate. A vehicle may increase its
current speed by an amount up to its walking rate with no test, and
no expenditure of an action (not even a free one). Bear with me, this will make sense. Just like a character takes all of the IP's in a round to travel their walking distance, a vehicle takes all of the IP's of its driver in order to increase its current speed by the walking acceleration rate.
Let's take the GMC Bulldog Step-Van, its Acceleration ratings are 5/10. So, with no test and no action it can go from 0 to 5 meters/turn (if it started at 0), or if it started with a speed of 15 it could go to 20.
A driver may make a
Free action to accelerate a vehicle's current speed by its Running rate. Note that it is the
act of accelerating itself that takes the Free Action.
Using the GMC van example again, a driver could take the vehicle from 0 to 10 meters/turn, or 15 to 25, and so on, using a Free Action. Theoretically, this acceleration takes places over all IP's of the combat (it will reach it's target speed after
all actions in the round are complete), but if you want to avoid some record-keeping craziness, assume that the vehicle reaches its new speed instantly and continues to travel that speed for all remaining IP's. So if you want to determine how far the vehicle moves with each IP you'll need to divide its current speed by the highest number of IP's present in the battle. I've seen many DS people simplify this by assuming there will always be 4 IP's in a round even if no characters have 4 IP's of actions. So if a vehicle has a current speed of 25 it will travel 6.25 meters per IP.
But isn't there a Complex Action involved in there somewhere? Yes. On pg. 160 of the BBB under Tactical Combat it states that (parts in parenthesis I'm assuming):
QUOTE
(While the vehicle is moving) Drivers must spend at least
one Complex Action each turn
driving their vehicle, or the vehicle
goes out of control at the end of the Combat Turn.
The way I read it, if the vehicle is moving
at any speed above 0 the Driver must spend a Complex Action in order to maintain control that round. Extra IP's that the Driver has can be spent on other actions. The Driver of a vehicle can also spend a Complex action to accelerate the vehicle
beyond its Running Rate that round by making a Vehicle Test. Every hit on the Vehicle Test adds 5 extra Meters to the distance the vehicle is going to move this turn (its current speed).
Also, the answer to your "do those values stack from previous rounds" question, the answer is: yes. If the vehicle had accelerated to 10 the previous round, it could accelerate up to 20 this round.
That is how I read the rules, and after thinking about it, they did make sense to me. Other interpretations would have semi-athletic Trolls regularly outpacing a vehicle driven by a regularly-skilled person.