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Message no. 1
From: David Buehrer <dbuehrer@****.ORG>
Subject: Vehicles Speeds
Date: Fri, 20 Jun 1997 13:50:16 -0600
If you put a rigger in a Westwind and he gets 4 actions that turn,
can he drive the car for a total of (210 + 70 + 70 + 70) 420m,
resulting in a speed of 504kph or 315mhp?

I'm basing this question on SR's rules for character movement, where
a character may run on one action and walk on the others. So a human
Sam with 4 actions and a Quickness of 6 could travel (18 + 6 + 6 + 6)
36m, 43.2kph, 27mph. In the above example the Westwind travels at
full speed the first action, and then cruises on the following three
actions.

If you handle vehicle movement the same as character movement SR's
vehicles aren't wimps anymore.

-David-the-should-have-re-read-the-rules-a-long-time-ago-GM :)
--
Percent of Americans who believe spanking children is okay - 84%
Percent of Americans who believe spanking the monkey is okay - 18%
http://www.geocities.com/TimesSquare/1068/homepage.htm
Message no. 2
From: Gurth <gurth@******.NL>
Subject: Re: Vehicles Speeds
Date: Sat, 21 Jun 1997 11:15:41 +0100
David Buehrer said on 13:50/20 Jun 97...

> If you put a rigger in a Westwind and he gets 4 actions that turn,
> can he drive the car for a total of (210 + 70 + 70 + 70) 420m,
> resulting in a speed of 504kph or 315mhp?

No. The vehicle speeds are in meters per _turn_, not meters per _action_.
If you look at the vehicle combat rules, all vehicle movement is resolved
before the first action in a turn: the rigger rolls a test and multiplies
the cruising speed by the number of successes (if fleeing or pursueing)
or by one-half the number of successes (if fighting). Once this is done,
the character with highest initiative gets an action, then the next, etc.

This still has a weird side-effect if the drivers have high skills; for
example, most cars and bikes have a maximum speed equal to three times
cruising speed, yet if the character rolls four successes while fleeing,
the vehicle moves at FOUR times its cruising speed...
An easy fix is to say that yes, the cruising speed is multiplied per the
rules, but it can't go over the maximum speed. That way a rigger who gets
10 successes while driving a Westwind still gets only 210 meters of
movement that turn, instead of 700.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
I used to change this line every day. Now, I'm kinda lacking inspiration.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 3
From: Jerry Hill <agh60070@*******.CC.UCF.EDU>
Subject: Re: Vehicles Speeds
Date: Sat, 21 Jun 1997 06:14:04 +0000
> An easy fix is to say that yes, the cruising speed is multiplied per
> the rules, but it can't go over the maximum speed. That way a rigger

After looking at these maximum speeds, well, some of them seem WAY
off to me... many of the vehicles max out at around 65 mph (being a
backward American, i still think in miles, not kilometers) anyway...
I'm taking a look at allowing most of the land based vehicles to
exceed the listed max speed by 50% at some reduced fuel efficiency.
Since vehicle combat and such is not a large part of our game, this
is more an expediency to make things "feel right" to us, but I
thought I'd toss it out there for commentary.


------------------------------------------------
Jerry Hill agh60070@*******.cc.ucf.edu
Message no. 4
From: "Paul J. Adam" <shadowrn@********.DEMON.CO.UK>
Subject: Re: Vehicles Speeds
Date: Sat, 21 Jun 1997 15:34:16 +0100
In message <199706210914.LAA11539@**********.xs4all.nl>, Gurth
<gurth@******.NL> writes
>This still has a weird side-effect if the drivers have high skills; for
>example, most cars and bikes have a maximum speed equal to three times
>cruising speed, yet if the character rolls four successes while fleeing,
>the vehicle moves at FOUR times its cruising speed...
>An easy fix is to say that yes, the cruising speed is multiplied per the
>rules, but it can't go over the maximum speed. That way a rigger who gets
>10 successes while driving a Westwind still gets only 210 meters of
>movement that turn, instead of 700.

Though for most situations it hardly matters... I tend to take the
"loads of successes" route to mean the car screams out of view behind a
bus full of schoolchildren or a tanker of propane or something similarly
"please don't shoot me" :)

It just translates to "got away" above a certain level.

--
There are four kinds of homicide: felonious, excusable, justifiable and
praiseworthy...

Paul J. Adam paul@********.demon.co.uk
Message no. 5
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: Vehicles Speeds
Date: Sun, 22 Jun 1997 16:14:41 -0600
Gurth wrote:
|
| David Buehrer said on 13:50/20 Jun 97...
|
| > If you put a rigger in a Westwind and he gets 4 actions that turn,
| > can he drive the car for a total of (210 + 70 + 70 + 70) 420m,
| > resulting in a speed of 504kph or 315mhp?
|
| No. The vehicle speeds are in meters per _turn_, not meters per _action_.

Damn. Well, it was an idea. <Steve Martin> Those FASA people.
They've got a rule for Everything. </Steve Martin> Maybe the RBBII
will have realistic speeds <sigh>.

Hey, where are those vehicle rules that are based on James Bond 007?

| I used to change this line every day. Now, I'm kinda lacking inspiration.

<Steve Martin, a wild and crazy guy> I inspire thee, I inspire thee,
I inspire thee. </Steve Martin, a wild and crazy guy>

:)

-David
--
Percent of Americans who believe spanking children is okay - 84%
Percent of Americans who believe spanking the monkey is okay - 18%
http://www.geocities.com/TimesSquare/1068/homepage.htm

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