Vehicle attributes define a vehicle's capabilities, strengths, and weaknesses just like they do for a player character. Vehicle attributes can be divided into three groups:
What follows is a comprehensive list of Shadowrun vehicle attributes as detailed in Shadowrun 3E Core Rulebook and Rigger 3. For a more introductory approach on Shadowrun rigger and vehicle rules see Rigger's Primer and Rigger Quick Resolution
Basic attributes
Basic attributes are usually found in every vehicle statistic, even though some of them may be left blank regularly (like 'Pilot').
Advanced attributes
Advanced attributes refer to special vehicle rules or are related to other rule sets. They may apply to all kind of vehicles but are not included in the standard vehicle statistics.
| Attribute | Description | Source |
| Maneuver Score | The Maneuver Score is a variable (thus not solely fixed by the vehicle type) rating used during vehicle combat. It reflects the abstract tactical position occupied by a vehicle in relation to other vehicles, and is based on the following factors: vehicle type, current speed, terrain and results of an Open Test made by the driver. The vehicle type dependant factor of the Maneuver Score is called 'Vehicle Points'. Every vehicle has a fixed Vehicle Point based on its vehicle type. The number is added or substracted to every Maneuver Test (see Vehicle Tests). A pedestrian is supposed to have a Meneuver Score equal to his Quickness. | SR3 133, 138 |
| Maintenance Cost and Optempo Rate | Monthly maintenance and overhead of a vehicle is calculated by its total value, divided by 100. Basically 1 % of vehicle value per month. This includes oil changes, periodic checks, services, fuel consumption and storage). Maintenance costs may be reduced by lifestyle. Optempo costs are an alternative to determine running costs for vehicles. Instead of fix maintenance costs, the vehicle produces costs per kilometer. Optempo rate is calculated by vehicle's total cost value, divided by 100,000. Optempo Rate and Maintenance Cost may be combined (e.g. split up). | Rig 29, 75 |
| ECM/ECCM | Electronic countermeasures (ECM) systems „attack“ remote-control networks and sensors by jamming their frquencies and degrading the quality of their transmission signals. However, a vehicle's ECM systems also increase its Signature for certain Gunnery Tests made against the vehicle. – Electronic counter-countermeasures (ECCM) systems counteract the effects of ECM systems for the purposes of Gunnery Tests. A drone may also use ECCM to reduce the Power Rating of ECM jamming attempts made against it. Both methods are an aspect of Electronic Warfare. - Unless a vehicle has ECM/ECCM-features explicitly installed (built-in or as a customization) it has no respective ratings, of course. | SR3 133, 135 |
| ED/ECD | A vehicle's electronic-deception (ED) systems emit signals that fool sensors into misjudging the position, speed, heading or characteristics of the vehicle. ED increases the Signature of the vehicle for Sensor and Gunnery Tests made against it, but detecting ED is much more difficult than detecting ECM. – A vehicle's electronic counter deception (ECD) systems consists of reality-checking electronics circultry that counters the subtle signal of ED. ECD counteracts the modifiers imposed by ED. Both methods are an aspect of Electronic Warfare. - Unless a vehicle has ED/EDM-features explicitly installed (built-in or as a customization) it has no respective ratings, of course. | Rig 62, 32 |
| Flux Rating | A vehicle's Flux Rating represents the raw electrical power available for its remote control decks, sensors and electronic warfare systems. The Flux Rating determines the effective range of each system, as well as the number of dice used to resist the effects of electronic warfare. Normally, every electronic device has its own flux rating dependent on the device's rating. However, it is possible to amplify such devices with the vehicle's engine power up to half its Body Rating. | SR3 133, 137 |
| Footprint | Vehicles with high flux rates operating are more likely detected by opposing Sensor Tests. The Footprint Rating is a temporary decrease of a vehicle's Signature Rating and thus affects Sensor Tests against the vehicle. Do determine the Footprint Rating, add all operational electronic devices' flux ratings and divide by 10 (round down). Most often, sensors, radios, remote-control decks, ECCM and alike add to a vehicle's footprint. A rigger can attemp to reduce a footprint by making a Electronic Warfare Test vs. Footprint Rating +4. Each success reduces the footprint by 1. Alternatively, the Rigger may reduce the devices' flux rates. | Rig 83 |
| Power Plant and Chassis type | Power Plant and Chassis type depends on the type of vehicle and engine installed. Both define the possible ranges of vehicle attributes and are only changeable throughout the vehicle creation process. They have no actual relevance for everyday shadowruns but make up the most important backbone for every vehicle statistic. | Rig 104, 194, 202 |
| Stress Rating | A vehicle's Stress Rating simulates the effects of wear and tear on a vehicle. Each time a character pushes a vehicle beyond its normal performance capabilities (speed limit, hard deceleration, overloading) or loses control of a vehicle, the Stress Rating increases. The Stress Rating increases the chance of spontaneous vehicle breakdowns and raises maintenance cost. All new vehicles start with a Stress Rating of 0. - Stress Rating rules don't apply on Denver MUSH. | Rig 62ff. |
Vehicle type sepcific attributes
Vehicle specific attributes apply only to certain types of vehicles. Particularly drones, aircrafts and ships.





