South of Fun City I5 is a long isolated freeway with ocean on ether side for most of the time. Theres an occasional island nearby or car to pass, which you do, the speed limit in rural southern California is still more of a suggestion than a law. It is also a self correcting problem you note, seeing the wreckage of a days-old accident on an outside curve. While the signs have been removed, there are still off ramps from the I5 ending in the sea. As you race down the highway at your best speed, you spot a bondogrey jackrabbit convertible near San Clamente.
Nothing looks bad at first, but then he accelerates. Something spooked him and now hes running. It must be time turn on the chase scene music and pursue.
OOC:
They included a nice little synopsis of chase rules, so I am going to post them here.
Vehicles: Chase Combat
Vehicle chase combat involves multiple vehicles
traveling at high speeds over distance. Because of
this, Chase Combat is different than regular tactical
combat. Complete rules can be found in Vehicle
Combat, p. 167, SR4A. Some specific highlights are
included below.
Time is measured by Chase Turns, with each
Chase Turn being one minute long. Initiative
Passes further subdivide Chase Turns.
Engagement ranges are divided into three categories:
Close (vehicles side-by-side or similarly
close), Short (near, but not close enough to
directly engage), and Long (within sight, but at a
distance).
At the beginning of each Chase Turn, all drivers
must make a Vehicle Test. The winner chooses
the Engagement Range for that turn.
Drivers must spend a Complex Action each Chase
Turn controlling their vehicles (see Vehicle Test
Threshold Table, p. 168, SR4A). This action can be
used to perform a Chase Stunt (see Chase Stunts,
p. 169, SR4A).
Passengers take actions during the Chase Turn in
normal Initiative order.
Chase Scene Modifiers
Player Characters (and NPCs) encounter a variety
of modifiers during the chase scene. These can affect
everything from their Vehicle Tests to targeting
someone with a spell. A few common modifiers (and
their table references) are listed below:
Vehicle Test Threshold Table, p. 168, SR4A
Example: Weaving through downtown LA full
speed; Threshold: Hard (3).
Terrain T est T able, p. 169, SR4A
Example: Off-roading on the mud and sand of the
shoreline; Threshold Modifier: Tight (+4).
Ranged C ombat Modifiers T able, p. 152, SR4A
Example: Attacker on a moving vehicle (3),
Target has partial cover (2), Target on a moving
vehicle (3), Visibility Impaired: Full Darkness (6).