QUOTE (Kiirnodel @ Mar 11 2013, 04:17 PM)

I hate to argue, but the book never says anything about that.
Movement rate is the rate per turn that a character moves, they have a Walking speed, and a Running speed. There is nothing that indicates that vehicles follow different rules than characters in this regard...
Your way makes sense, and it might have worked that way in a previous edition, but sadly from the way it is written it isn't simple "abstraction" to get to that ruling.
Hm. After actually re-reading all that, I've come to the conclusion that I may have indeed mixed that up with previous editions.
Here's what I thought would be the case:
If the speed attribute wouldn't be used at all during vehicle combat, there wouldn't be a need for it. They could just say "Bike X has a top speed of Y km per hour" instead.
However, it is apparently used in chase combat, as a flat modifier (if higher than opponent, +1 per 10 points, rounded down).
I think, I'll houserule that now to actually use both attributes in both types of combat

Start vehicle. Accelerate with free action for walking or running, complex action (vehicle test) for flooring it. Up to Speed attribute.
Next round: Decide on either decelerating (using the same rates safely), accelerating or keeping the speed.
You still need a complex action per combat turn to control the vehicle.
Going over the top speed incurs vehicle tests with rising difficulty to avoid damaging the vehicle.
Thoughts on that?