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Ranged TN Modifiers Knockdown Weapon Range Table Partial Cover (Cannon Companion p.

98)
Recoil, semi-automatic +1 second shot Wound Level Threshold 4 5 6 9 To- Hit Mod Attack Mod
Recoil, burst-fire +3/burst Light 2 Firearms Short Medium Long Extreme 76-100% Visible No Modifier None
Recoil, full-auto +1/round fired Moderate 3 Hold-out Pistol 0–5 6-15 16-30 31-50 51-75% Visible +2 +1
Recoil, heavy weapon 2x recoil Serious 4 Light Pistol 0–5 6-15 16-30 31-50 26-50% Visible +4 +2
Blind Fire +8 R: Body Test (½ Power) Heavy Pistol 0–5 6-20 21-40 41-60 1-25% Visible +6 +3
Partial Cover +4 M: Body (Opponent STR) SMG 0–10 11-40 41-80 81-150
Visibility impaired See Visibility Taser 0–5 6-10 11-12 13-15 Doctoring (SR3 p.128)
Multiple Targets +2 / additional Visibility Shotgun 0–10 11-20 21-50 51-100 Intensive Care -2
Target running +2 Norm Lo-Li Therm Sporting Rifle 0–100 101-250 251-500 501-750 Long-Term Care -2
Target stationary -1 Full Darkness +8 +8 +4/+2
' Sniper Rifle 0–150 151-300 301-700 701-1000 Patient is a magician +2
Attacker in melee +2/opponent Minimal Light +6 +4/+2
' +4/+2
' Assault Rifle 0–50 51-150 151-350 351-550 Conditions (only one applies)
Attacker running +4 (+6) Partial Light +2 +1/0 ' +2/+1
' Not in hospital/clinic +2
Attacker walking +1 (+2) Glare +2 +4/2 ' +4/+2
' Heavy Weapons Bad conditions +3
Smartlink -2 Mist +2 +2/0 ' 0 Light Machine Guns 0-75 76-200 201-400 401-800 Terrible conditions +4
Smart goggles -1 Light Smoke +4 +4/+2
' 0 Medium Machine Gun 0-80 81-250 251-750 751-1200 Patient’s natural Body attribute
Laser sight -1 Heavy Smoke +6 +6/+4
' +1/0
' Heavy Machine Gun 0-80 81-250 251-800 801-1500 1-3 0
Using a second firearm +2 Thermal Smoke +4 +4 +8/+6
' Assault Cannon 0-100 101-300 301-900 901-2400 4-6 -1
Aimed shot -1/simple action Grenade Launcher * 5-50 51-100 101-150 151-300 7-9 -2
Called shot +4 Grenade Scatter Missile Launcher * 20-150 151-450 451-1200 1201-3000 10 or more -3
Scatter Aim Patient's natural Willpower attribute
Ranged TN Modifiers Standard Grenade 1d6 -2/suc Impact Projectiles 1-3 0
Called shot +4 Aerodynamic Grenade 2d6 -4/suc
Bow 0-STR to STRx10 to STRx30 to STRx60 4-6 -1
Has Friends in Melee -1 / Friend Grenade Launcher 3d6 -4/suc
Light Crossbow 0-STRx2 to STRx8 to STRx20 to STRx40 7-9 -2
Has Enemies in Melee +1 / Friend Medium Crossbow 0-STRx3 to STRx12 to STRx30 to STRx50 10 or more -3
Visibility impaired See Visibility Rocket / Missile Scatter Heavy Crossbow 0-STRx5 to STRx15 to STRx40 to STRx60 Doctoring Costs
Has Longer Reach +1 / Reach Dam. Red. Scatter Thrown Knife 0-STR to STRx2 to STRx3 to STRx5 Doctor's services for:
Multiple Targets +2 / additional HER / HEM 16D -1 / m 2d6 Shuriken 0-STR to STRx2 to STRx5 to STRx7 Deadly wound 400¥/day
Superior Position -1 APR / APM 16D -2 / m 2d6 Standard Grenade 0-STRx3 to STRx5 to STRx10 to STRx20 Serious wound 200¥/day
Opponent Prone -2 AVR / AVM 16D -8 / m 2d6 Aerodynamic Grenade 0-STRx3 to STRx5 to STRx20 to STRx30 Moderate wound 100¥/day
Light wound 50¥/day
Surprise Ammo Types (SR3 p. 116 – 117 & CC p.36-39) Hospitalization 500¥/day
All participants make a reaction test: APDS / AV Halves Ballistic or Barrier Rating Intensive Care 1,000¥/day
Ambushers TN 2 Ambushed TN 4 Tracer Every 3 Rounds / -1 TN (not Short range)
If ambushed has more successes than Explosive Power +1(+2) Misfire on 1 First Aid
an ambusher, he may take action Flechette Damage +1 (unarmored) / Double Armor
against that ambusher. Gel Power -2 Stun / Knockback = Power Wound Level TN Time
Stun Shells Power Stun / Resist w/ Impact x2 Light 4 5 Turns
Barrier Ratings Shock Lock Shells Half Barrier or as Explosive Rounds Moderate 6 10 Turns
Standard Glass 2 Big D’s Temper Power +2 / Taser Range / Can Warp Gun Serious 8 15 Turns
Cheap Material 3 Bola Rounds Power +1 / Knockback = Power Deadly 10 Special
Average Material 4 Armor Target Number Modifiers
Heavy Material 6 For every 2 points of armor above Healing Patient is awakened +2
Reinforced Grass 8 Quickness, Combat Pool -1 die Damage Level Time Min Time TN Lifestyle Bad conditions +1
Structural Material 12 Layering Armor: Light 24 hrs 2 hours 4 Low Terrible conditions +3
Heavy Structural 16 Total added BAL – QCK = MOD Moderate 10 days 1 day 6 Middle Patient's Natural Body Attribute
Armored Material 24 All actions +MOD if positive Serious 20 days 2 days 8 High 1-3 0
Hardened Material 32 Deadly 30 days 3 days 10 * 4-6 -1
Barrier Damage A Patient with Deadly Wounds requires Hospitalization 7-9 -2
Power < ½ Barrier Rating: No Effect. Minor Cosmetic Damage 10 or more -3
Power > ½ Barrier Rating: Barrier is not pierced, but is damaged. Reduce Barrier Rating by 1 No Medkit Available +4
Power > Barrier Rating: For every increment of half Barrier Rating, ½ meter hole opened up and BR reduced by 1
Deadly Wounds and Permanent Damage (SR3 p.127) Body (4) Test Legwork Contact Knowledge Enemies (Companion p.68)
0 Successes Loss of Attribute Point Roll Attribute Loss Limb Lost Etiquette (See Contact Knowledge) TN Request ¥ Priority Level Points
1 Success Loss of Limb 1 Body Right Arm Standard Fees (INT + CHA) * 50 2 General Information E 0 0
Body Part Replacement 2 Strength Left Arm Matrix Search 2d6 hrs 4 More Details D 1 4
Small Organ 3 Weeks 7,500¥ 3 Quickness Right Leg Listen Around +2 TN 2d6 hrs 6 Even More Details C 2 6
Large Organ 5 Weeks 15,000¥ 4 Intelligence Left Leg 8-11 Specific Names B 3 8
Hand / Foot 6 Weeks 15,000¥ 5 Willpower Ear Contacts 12-13 Info not yet on street A 4 11
Limb 8 Weeks 25,000¥ 6 Reaction Eye Level One Opposed INT (6) 14 Info beyond street level - 5 14
if asked about -2 In contact’s specialty - 6 17
Difficulty TN Pool Formula player character -3 Contact is info broker Enemy Points are split into three attributes:
Simple 2 Combat (INT+QCK+WIL) / 2 Level Two +1 die etiquette Power, Motivation, and Knowledge
Routine 3 Spell (INT+WIL+MAG) / 3 Opposed WIL (5) Spilling the Beans
Average 4 Hacking (INT+MPCP) / 3 if asked about +1 Level 2 Contact Friend of a Friend
Challenging 5 Control Reaction + (VCR x 2) player character +2 Level 3 Contact FOF TN Mod Cost Mult. Wrong Party
Difficult 6-7 Astral Combat (INT+WIL+CHR) / 2 Level Three +2 dice etiquette -1 Friend of friend (per step) 1 +6 3 -2
Strenuous 8 Astral Initiate Grade Opposed WIL (6) -1 Character owes debt 2 +4 2 -1
Extreme 9 Task Cyberware (M&M p.48) if asked about +1 Contact owes debt 3 +2 Special 0
Near Impossible 10 Karma Every 10 (20) karma pts player character -2 Contact is suspicious + Step +2 per each step -2
-3 Contact is hostile “Asking Around” -3
Baseline Shadowrun Payment Burglary Table Contact Upkeep -4 Contact is enemy
Assassination 5,000¥ Z 6 Rating Reduced Level One 500¥ -1 to -5 Cultural Differences Wrong Party Tests
Bodyguard/ Security 200¥/day E 5 1 Comforts Level Two 3,000¥ -1 / pt Language Barrier (< 5) Each time a contact or FOF is used, roll the
Burglary 2,000¥ D 5 2-4 Entertainment Level Three 7,000¥ +1 Per 10% fee increase # of people involved in conversation (6)
Courier Run 1,000¥ C 4 5-6 Furnishings 1-4 Word has hit the street.
Datasteal 20% B 4 Roll Security Rating Hotel Ratings 5-8 Theories are out on the street.
Distraction 1,000¥ A 3 against TN for area Space Security Furnish Comfort Entert. Pts 9-12 Specifics are out on the street.
Destruction 5,000¥ AA 3 0 successes, lower Coffin Hotel Squatter Middle Squatter Low Low 9 13 + They know everything.
Enforcement 1,000¥ AAA 2 rating by 1 for one month. Hostel Low Low Low Squatter Low 9
Encryption / Decryption 200¥ / mp Typical Room Low Middle Middle Middle Middle 14 Fencing the Loot
Extraction 20,000¥ Lifestyle Costs Table (SSG p.128) Suite Middle Middle Middle High High 17 Etiquette (4) – 10 Days / Successes Scored
Hacking 1,000¥*SV Points Cost Points Cost Penthouse High Luxury Luxury Luxury Luxury 24 # Days Searching (6) – Bad Guys Find Out
Investigation 200¥ / day -1 0¥ 16 3,650¥ Using a regular contact -1
Smuggling Run 5,000¥ 0 15¥ 17 4,350¥ Racism Interrogation / Intimidation Mods Disposing of standard gear -1
1 30¥ 18 5,000¥ Roll 2d6-6 – # of Racism Points Aggressor’s CHA is 5-6 +1 Disposing of high-tech gear +1
Lifestyles 2 45¥ 19 5,850¥ 1 All, but own race Aggressor’s CHA is 7+ +1 Disposing of hot loot +3
Street -1 Points 0¥ 3 60¥ 20 6,650¥ 2 Humans Control Thoughts / Emotions +1 Disposing of magical loot +2
Squatter 6 Points 100¥ 4 70¥ 21 7,500¥ 3 Elves Aggressor is larger than target +1 While being sought by police +1
Low 12 Points 1,000¥ 5 85¥ 22 8,350¥ 4 Dwarves Aggressor STR 2x target’s +2 While being sought by corp +2
Middle 18 Points 5,000¥ 6 100¥ 23 9,150¥ 5 Orks Aggressors outnumber targets +2 While being sought by criminal +2
High 24 Points 10,000¥ 7 250¥ 24 10,000¥ 6 Trolls Aggressor is visibly armed +1 Opposed Negotiation (WIL + 2)
Luxury 30 Points 100,000¥ 8 400¥ 25 25,000¥ Aggressor performs magic +2 Value of Loot: 30% + (5% / extra success)
9 550¥ 26 40,000¥ Social Skill Modifiers Target’s death is imminent +2
Credsticks 10 700¥ 27 55,000¥ NPC is friendly -2 Aggressor has street rep +Rep Buying Gear
Rating Limit Security 11 850¥ 28 70,000¥ NPC is suspicious +2 Target has Professional Rating -PR Etiquette (Availability) – Additional successes
Black 5,000¥ Passcode 12 1,000¥ 29 85,000¥ NPC is hostile +4 Target has “ace in the hole” -2 may be used to cut down the acquisition time
Silver 20,000¥ Fingerprint 13 1,650¥ 30 100,000¥ NPC is an enemy +6 Target is oblivious to danger -2 Player Characters may add 2 days to the
Gold 200,000¥ Voiceprint 14 2,350¥ 31 125,000¥ Players desired result is: Target is intoxicated -1 acquisition time and 0.1 to the Street Index
Platinum 1,000,000¥ Retina 15 3,000¥ 32 150,000¥ helpful to NPC -2 Target doubts aggressor -1 in order to lower the availability by 1. This
Ebony Unlimited Cellular of no value to NPC 0 Target has superhuman adv. -3 may lower the availability by a maximum of
Certified Unlimited None Hotel Lifestyle Rates annoying to NPC +2 Target’s CHA is 5-6 -1 one half of the item’s listed availability.
Certified Credsticks may be registered 5% Daily 60% Semi-Monthly harmful to NPC +4 Target’s CHA is 7+ -2 Final cost is the listed price * Street Index
at any bank for 5% of certified funds. 30% Weekly 115% Monthly disastrous to NPC +6 Targets outnumber aggressors -2 Upgrades only require to pay the difference.
Noticing Spellcasting Spellcasting (SR3 p.177) Focus Binding Costs (SR3 p.190) Cybercombat (SR3 p.224)
Observer is Awakened -2 1 Preparation: Choose spell, force, Specific Spell Focus 1 x Force Security Hit Intruder Hit Legitimate IC Damage Level
Observer is astrally perceiving -2 pool dice, targets, etc. Spell Category Focus 3 x Force Blue 6 3 Moderate
Shamanic mask visible -2 May cast more than one spell Spirit Focus 2 x Force Green 5 4 Moderate
Shaman performing magic split dice pool, +2TN each Power Focus 5 x Force Orange 4 5 Serious
-1
with totem advantage 2 Targeting: LOS required to cast Sustaining Focus 1 x Force Red 3 6 Serious
Magician casting fetish limited spell -1 Perception test if in question Weapon Focus (3+Reach)
Perception (4 + Caster’s MAG – Spell Force) 3 Sorcery Test: If critical glitch, x Force Overload Damage Dumpshock Damage
drain value +2. EM spells Additional Foci on MitS p.45 Icon Damage Damage Willpower (Security Value) Stun
Assensing Results function like ranged combat. Light 2 Blue Light
Intelligence (4) + ½ Assensing (4) 4 Spell Resistance Test: Target Focus Addiction (MitS p.45) Moderate 3 Green Moderate
1-2 General state of subject’s health makes ATTR(Force) test. Non- If total Force of foci > MAG * 2, mage Serious 5 Orange Serious
Subject’s emotional state living, non-magical, have no test must make MAG (Total Force / 2). If Willpower test – Light Stun Red Deadly
Whether subject is Awakened or mundane 5 Spell Effect: Net successes made failure, must make test for Magic Loss
Recognize aura you’ve seen before by the caster determine effect. Intrusion Countermeasures (SR3 p. 227 & Matrix p.103)
3-4 Essence/Magic/Force relative to yours 6 Drain Resistance Test: Caster Magic Loss (SR3 p.160) Crippler Host attacks, Decker resists with the affected attribute.
General location of any implants makes Willpower(Force / 2)+mod Roll 2d6. If result lower than MAG Every 2 net successes host makes reduces attribute by 1.
General diagnosis of maladies test. Every 2 successes lowers attribute, permanently lose 1 MAG. Data Bomb When data accessed, will explode for (rating)D damage.
Exact emotional state damage by one level. Result of 2 always indicates loss. Killer Host attacks, causes condition monitor damage.
5 Exact Essence/Magic/Force of target If force > MAG, drain is physical Pavlov As Data Bomb, M damage – Armed after detonation
Exact location of any implants Initiation Cost (MitS p.58) Probe Make detection tests w/ rating to increase Security Tally
General cause of any emotional distress Conjuring (SR3 p.184) Base Cost: 5 + Desired Grade Scout As Probe, but defends self in Cybercombat. Alert starts
Accurate diagnosis of any disease Determine Force: May summon Self-Initiation Base x 3 probing attacks – adding 1 to DV of other attacks.
1
a spirit of up to MAG*2 Force with ordeal Base x 2.5 Scramble Must be decrypted ; Failure → Rating (Computer)
Detection Spell Target Numbers Determine Domain / Element: Group Initiation Base x 2 if the IC succeeds, will destroy the data it protects.
Target in sight of the caster 4 Nature Spirit must be appropriate with ordeal Base x 1.5 Tar Baby Latches onto operational program. When used, opposed
2
Target is out of sight of the caster 6 to area. Elemental must be of an test between IC rating and program rating. If IC wins,
Target is on a different plane 10 element or Force mage has library Spell Defense (SR3 p.183) program crashes.
Target is behind an astral barrier + Force Conjuring Test: Conjuring + Allocate sorcery dice, may roll when Trace Cybercombat attacks, resisted by Evasion (rating), and
3 Spirit Focus (Spirit Force) incoming spell against force. Reduce if successful, begins location cycle and disappears.
Detection Spell Results Each success = 1 service owed the successes of that spell by successes. [(10 + trace mod) / successes] Turns to locate decker
1 Only general knowledge, no details Drain Resistance: Caster makes Blaster As Killer, but may cause permanent MPCP damage.
2 Detailed information, minor inaccuracies 4 Charisma (Force) test. For Damage Dispelling (SR3 p.184) Ripper As Crippler, but when attribute reduced to zero may
3 Accurate, minor obscurities see Conjuring Drain, below Sorcery + Spell Pool (Force) of the spell cause permanent MPCP damage
4 Accurate and detailed information Loose Spirit: Nature spirit will Each success removes 1 from spell Sparky As Killer, but when icon crashed make a sparky test
5 depart. Elemental does a Force(6) Take drain as if casting spell oneself rating (MPCP +2). Reduce MPCP by 1 per 2 successes
Mind Probe Results test. No successes, rampages and cause IC Rating(M) physical damage to decker.
1-2 Read target’s surface thoughts Controlling Spirits (SR3 p.189) Tar Pit As Tar Baby, but can permanently corrupt program.
3-4 Access to what target knows consciously Conjuring Drain (SR3.p187) Both summoner and controller make Black IC As Killer, but causes damage to both icon and decker.
5-6 Access to target’s subconscious Spirit’s Force is… Conjuring (Force) tests, summoner may Usu. Stun, but Lethal Black IC causes physical damage.
L ½ Conjurer’s Charisma or less add Charisma dice to the test. Cerebropathic Non-Lethal Black IC that will cause Stress to psyche
Object Resistance Table M Conjurer’s Charisma or less If controller wins, net successes = # of Psychotropic Non-Lethal Black IC that will implant psychotropic
Natural Objects 3 S Greater than conjurer’s Charisma services he gets. Both mages take drain. effect in decker’s mind. (Matrix p.108)
Manufactured Low-Tech Objects 5 D Greater than 1.5 * conjurer’s Otherwise, controller takes drain.
Manufactured High-Tech Objects 8 Charisma Matrix Initiative Host Rating Table (SR3 p.205)
Highly Processed Objects 10 Banishing Spirits (SR3 p.189) Pure DNI: INT + 2 + 2d6 Host Security SV ACIFS
Watcher Spirits (MitS p.100) Mage makes Conjuring (Force of spirit) Response increase: 2 + 1d6 Easy 1d3+3 1d3+7
Astral Damage Codes May summon up to Force MAG / 2 Spirit makes Force (MAG of mage) Host Security IC Initiative Medium 1d3+6 2d3+9
Unarmed Attack (CHA)M # of successes indicate # of hours Each net success temporarily lowers Blue Rating + 1d6 Hard 2d3+6 1d6+12
Armed Attack (CHA) + Focus Drain is always (Force + Hours)L the other one’s rating by that amount Green Rating + 2d6
Dual Being (STR)M Stun. Never physical. Winner decides whether to continue Orange Rating + 3d6 # of Non-Combat Actions (SR3 p.209)
Spirit, Focus, or Barrier (Force)M Watcher attributes = Force of Spirit At reaching 0, spirit is banished Red Rating + 4d6 (Mod. INT / 10) + additional INIT dice
Home Cooking Build / Repair Table
Compound TN Base Time Conditions are bad +2
Street Drugs 4 24 hours Conditions are terrible +4
Designer Drugs 6 48 hours Conditions are superior -1
Toxin 4 6 hours Tools are inadequate +2
Improvised Grenade 6 12 hours Working from memory +(5-INT)
Plastic Explosives 8 48 hours
Fuel-Air Explosives 8 72 hours Knowledge Skill Table
Situation TN
Addiction General knowledge 3
First use, make WIL or BOD against Detailed knowledge 5
the drug’s addiction rating. If no Intricate knowledge 8
successes are scored, addiction sets in. Obscure knowledge 12
Every Edge rating doses consumed Result Successes
increase the Tolerance and Addiction General, no details 1
ratings, and a new addiction test made. Details, minor inaccuracies 2
Every time Tolerance rating is raised, Details, minor obscurities 3
BOD test against new Tolerance rating. Detailed and accurate 4
No successes, character has developed
a tolerance and needs twice dosage Complementary Skills
Roll complementary skill at same TN
Effects of Addiction as main skill. Every 2 successes on
Every month, make a WIL or BOD complementary skill give 1 success.
test against addiction rating. If it fails,
lose 1 point to Body. If Body score is Language Skill Table
currently 1, Racial Modified Limit and Universal concept 2
Attribute maximum reduced by 1. Basic conversation 4
At this point, weekly lose 0.25 ESS Complex subject 6
Intricate subject 9
Perception Modifiers Obscure subject 11
Perceiver is distracted +2 Speaking a Lingo +2
Very small object +6
Object partially hidden +4 Physical Search Modifiers (p.236)
Object brightly colored -2 Professional Rating 1 +2
Action very obvious -4 Professional Rating 2 +1
Action not obvious +4 Cursory (2 sec) +2
Single gunshot -2 Brisk (5 sec) +1
Burst fire -4 Detailed (60 sec) -1
Full autofire -6 Deliberate (2 min) -2
Silenced or suppressed +2 Nearly a strip search (5 min) -3
Grenade blast -8 Strip search (10 min) Found!
A person’s yell -2 Searcher is intimidated +2
Sound is rooms away +2 Searcher is in control -2
Sound on the same floor +4
Sound is floors away +6 Perception Success Results
Perceiver has hearing aid -Rating / -2 Successes Result
Odor is obvious -4 1 Something is there.
Other odors present +2 2 Something is definitely there.
Temperature extreme -4 Rough idea of what it is.
Perceiver wearing gloves +2 3 Knows what is there, but
Taste obvious -4 rough idea of details.
Perceiver has a cold +2 4 Knows exact details.
Vehicle Combat Turn Sequence Terrain Points Table Flux Range Table
1 Determine starting distances and speeds: Open 0 0
Vehicles that are stopped have speed of 0. Normal -2 1
2 Determine vehicle, terrain, speed points: Restricted -4 2
Part of the maneuver score is derived from Tight -10 3
these elements. Speed / 10 = Speed Points 4
3 Allocate Control Pool Dice: Riggers may Range Modifiers 5
allocate Control Pool to increase their High Elevation +4 6
maneuver score in turn part 4. ECCM in use -rat / 2 7
4 Determine Driver Points: Each driver Electrical storm -2 8
makes an Open Test to determine their Encryption in use -0.5 9
driver points, which are added to the score Humid air -0.5 10+
determined in part 2 for Maneuver Score Urban environme -1
5 Determine Initiative: Passengers must
hold their actions until the driver’s first
Initiative Pass.
6 Resolve Actions: As per normal rules.
7 Determine new distances and speeds

Driving Test Modifiers


+1 Unfamiliar Vehicle
-1 Non-Stressful Situation
+2 Large Vehicle of Type
+3 Very Large Vehicle of Type
+2 Bad Weather Conditions
+4 Terrible Weather Conditions
-1 Open Terrain
+1 Restricted Terrain
+3 Tight Terrain
+2 Action Performed During Combat
-1 Non-Rigger using Datajack
-VCR Rigger in Control

Sensor Tests
Passive: INT, as a standard Perception test.
Active: Sensors (Signature) Test
Situation Modifier
Direct Line of Sight -2
Urban Setting +1
Fog / Smoke / Precipitation +1
Restricted Terrain +1
Tight Terrain +2
Concealed by Spirit + Force
Sensing Vehicle Damaged As Damage

Sensor Test Results


Suc Results
0 No Contact. Sensors do not detect target.
1 ID type, distance, speed, and direction.
2 ID general subtype (Dragon)
3 ID specific subtype (Western Dragon)
4+ Identify specific vehicle (Lofwyr)
ux Range Table Vehicle Points Table
250 meters Car/Pickup 0
1 km Fighter Jet +20
2 km Truck -5
4 km Helicopter +5
6 km Hovercraft +2
9 km HSCT -15
12 km Large plane -5
16 km LAV/T-bird +10
20 km Van/Limo -3
25 km Zeppelin -10
(2 x Flux) Motorcycle +5
+ 10 km Racing Boat +5
Semiballistic -25
Small plane 0
Small Motorboat 0
Sports Car +3
Tracked -3
Tractor -7
Train -10
ULA +10
Yacht -10

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