TEXT: Time Chart 
  The Speed Chart 
  Hit Location Table 
  1 Segment 
   
  Segments 
  3d6 
  Location 
  STUNx 
  N STUN 
  BODYx 
  To Hit 
  1 Phase 
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  3-5 
  Head 
  x5 
  x2 
  x2 
  -8 OCV 
  1 Turn 
  1 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  X 
  -- 
  -- 
  -- 
  -- 
  -- 
  6 
  Hands 
  x1 
  x½ 
  x½ 
  -6 OCV 
  1 Minute 
  2 
  -- 
  -- 
  -- 
  -- 
  -- 
  X 
  -- 
  -- 
  -- 
  -- 
  -- 
  X 
  7-8 
  Arms 
  x2 
  x½ 
  x½ 
  -5 OCV 
  5 Minutes 
  3 
  -- 
  -- 
  -- 
  X 
  -- 
  -- 
  -- 
  X 
  -- 
  -- 
  -- 
  X 
  9 
  Shoulders 
  x3 
  x1 
  x1 
  -5 OCV 
  20 Minutes 
  4 
  -- 
  -- 
  X 
  -- 
  -- 
  X 
  -- 
  -- 
  X 
  -- 
  -- 
  X 
  10-11 
  Chest 
  x3 
  x1 
  x1 
  -3 OCV 
  1 Hour 
  5 
  -- 
  -- 
  X 
  -- 
  X 
  -- 
  -- 
  X 
  -- 
  X 
  -- 
  X 
  12 
  Stomach 
  x4 
  x1½ 
  x1½ 
  -7 OCV 
  6 Hours 
  6 
  -- 
  X 
  -- 
  X 
  -- 
  X 
  -- 
  X 
  -- 
  X 
  -- 
  X 
  13 
  Vitals 
  x4 
  x1½ 
  x2 
  -8 OCV 
  1 Day 
  7 
  -- 
  X 
  -- 
  X 
  -- 
  X 
  X 
  -- 
  X 
  -- 
  X 
  X 
  14 
  Thighs 
  x2 
  x1 
  x1 
  -4 OCV 
  1 Week 
  8 
  -- 
  X 
  X 
  -- 
  X 
  X 
  -- 
  X 
  X 
  -- 
  X 
  X 
  15-16 
  Legs 
  x2 
  x½ 
  x½ 
  -6 OCV 
  1 Month 
  9 
  -- 
  X 
  X 
  X 
  -- 
  X 
  X 
  X 
  -- 
  X 
  X 
  X 
  17-18 
  Feet 
  x1 
  x½ 
  x½ 
  -8 OCV 
  1 Season 
  10 
  -- 
  X 
  X 
  X 
  X 
  X 
  -- 
  X 
  X 
  X 
  X 
  X 
  Special Hit Locations 
  1 Year 
  11 
  -- 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  General Location 
  OCV 
  Dice Roll 
  5 Years 
  Character’s Speed 
  12 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  X 
  Head Shot (Head to Shoulders) 
  -4 
  1d6+3 
  25 Years 
   
  High Shot (Head to Vitals 
  -2 
  2d6+1 
  1 Century 
   
   
  Body Shot (Hands to Legs) 
  -1 
  2d6+4 
   
   
  Low Shot (Shoulders to Feet) 
  -2 
  2d6+7* 
   
   
  Leg Shot (Vitals to Feet) 
  -4 
  1d6+12 
   
   
  * Count 19 as Feet 
   
   
   
  Range Modifiers 
  DCV Modifiers 
  Combat Maneuvers Table 
  Range 
  Mod 
  Character is: 
  DCV 
  Hit Location 
  Maneuver 
  Phase 
  OCV 
  DCV 
  Effects 
  Adjacent 
  -0 
  Affected by EGO +30 Mental Illusion 
  ½ 
  ½ 
  Standard Maneuvers 
  2-4” 
  -0 
  Affected by PRE/EGO +20 Pre. Attack 
  ½ 
  Normal 
  Block 
  ½ 
  +0 
  +0 
  Block HTH attacks, Abort 
  5-6” 
  -1 
  Affected by PRE/EGO +30 Pre. Attack 
  0 
  ½ 
  Brace 
  0 
  +2 
  ½ 
  +2 OCV only to offset Range Modifiers 
  7-8” 
  -2 
  Affected by Flash/Darkness/Invisibility 
   
   
  Disarm 
  ½ 
  -2 
  +0 
  Disarm Target, Requires STR vs. STR Roll 
  9-12” 
  -3 
  Ranged, makes Nontargeting PER Roll 
  Normal 
  Normal 
  Dodge 
  ½ 
  +0 
  +3 
  Dodge all attacks, Abort 
  13-16” 
  -4 
  HTH, makes Nontargeting PER Roll 
  -1 
  Normal 
  Grab 
  ½ 
  -1 
  -2 
  Grab 2 limbs, can squeeze or throw 
  17-24” 
  -5 
  Ranged, failes Nontargeting PER Roll 
  ½ 
  Normal 
  Grab By 
  ½ 
  -3 
  -4 
  FMove and Grab object, +(v/5) to STR 
  25-32” 
  -6 
  HTH, fails Nontargeting PER Roll 
  ½ 
  Normal 
  Haymaker 
  ½* 
  +0 
  -5 
  +4 DC to any attack 
  33-48” 
  -7 
  Attacked from behind (or surprised) out of combat 
  ½ 
  ½ 
  Move By 
  ½ 
  -2 
  -2 
  ((STR/2) + (v/5))d6, attacker takes 1/3 dam. 
  49-64” 
  -8 
  Attacked from behind (or surprised) in combat 
  ½ 
  Normal 
  Move Through 
  ½ 
  -v/5 
  -3 
  (STR+(v/3))d6; attkr takes ½ or full dam. 
  65-96” 
  -9 
  Braced 
  ½ 
  ½ 
  Set 
  1 
  +1 
  +0 
   
  97-128” 
  -10 
  Carrying or using bulky focus 
  ½ 
  Normal 
  Strike 
  ½ 
  +0 
  +0 
  STR damage or by weapon type 
  129-192” 
  -11 
  Climbing 
  ½ to –0 
  Normal 
  Other Attacks 
  ½ 
  +0 
  +0 
   
  193-256” 
  -12 
  DEX 1 or less 
  0 
  ½ 
  Optional Maneuvers 
  257-384” 
  -13 
  Encumbered (depending on degree) 
  -0 to –5 
  Normal 
  Blazing Away 
  ½ 
  +0 
  +0 
  Unlimited attacks, only hit on a 3 
  385-512” 
  -14 
  Entangled 
  0 
  ½ 
  Club Weapon 
  ½ 
  +0 
  +0 
  Killing weapon does DC in Normal Dam. 
  513-768” 
  -15 
  Fighting in a cluttered or cramped area 
  -2 
  Normal 
  Cover 
  ½ 
  -2 
  +0 
  Target held at “gunpoint” 
  769-1024” 
  -16 
  Grabbed by another character 
  ½ 
  Normal 
  Dive for Cover 
  ½ 
  +0 
  +0 
  Character avoids attack, Abort 
  1025-1536” 
  -17 
  Grabbing another character 
  ½ 
  Normal 
  Hipshot 
  ½ 
  -1 
  +0 
  +1 DEX, only for initiative purposes 
  1537-2048” 
  -18 
  In the water 
  -2 
  Normal 
  Hurry 
  ½ 
  -2 
  -2 
  +1d6 DEX, only for initiative purposes 
  2049-3072” 
  -19 
  Intoxicated 
  -2 
  Normal 
  Pulling a Punch 
  ½ 
  -1/5d6 
  +0 
  Strike, normal Stun, ½ body damage 
  3073-4096” 
  -20 
  In zero gravity 
  ½ 
  Normal 
  Rapid Fire 
  ½ 
  -2/x 
  +0 
  Make multiple ranged attacks 
   
   
  Knocked out 
  0 
  ½ 
  Roll with a Punch 
  ½ 
  -2 
  -2 
  “Block” after being hit, ½ damage, Abort 
   
   
  On a narrow surface (tightrope, ledge) 
  -2 
  Normal 
  Snap Shot 
  1 
  -1 
  +0 
  Lets character duck back behind cover 
   
   
  On ice, mud, or other slippery surfaces 
  -1 
  Normal 
  Suppression Fire 
  1 
  -2 
  +0 
  Continuous fire on hexes, must be Autofire 
   
   
  Prone 
  ½ 
  Normal 
  Sweep 
  ½ 
  -2/x 
  +0 
  Make multiple HTH attacks 
   
   
  Recovering from being stunned 
  ½ 
  ½ 
  Martial Maneuvers 
   
   
  Resisting knockback with STR 
  ½ 
  Normal 
  Choke Hold 
  ½ 
  -2 
  +0 
  Grab, 2d6 NND (2) 
   
   
  Sleeping 
  0 
  ½ 
  Defensive Strike 
  ½ 
  +1 
  +3 
  STR Strike 
   
   
  STR 0 (or lower) 
  ½ 
  Normal 
  Killing Strike 
  ½ 
  -2 
  +0 
  ½d6 HKA 
   
   
  STR –30 (or negative value of STR) 
  0 
  ½ 
  Legsweep 
  ½ 
  +2 
  -1 
  STR +1d6, target falls 
   
   
  Stunned 
  ½ 
  ½ 
  Martial Block 
  ½ 
  +2 
  +2 
  Block, Abort 
   
   
  Subject to multiple attacker bonus 
  -1 to ½ 
  Normal 
  Martial Disarm 
  ½ 
  -1 
  +1 
  Disarm, +10 STR to Roll 
   
   
  Taking a Recovery 
  ½ 
  ½ 
  Martial Dodge 
  ½ 
  +0 
  +5 
  Dodge all attacks, Abort 
   
   
  Underwater 
  -2 
  Normal 
  Martial Escape 
  Var. 
  +0 
  +0 
  +15 STR vs. Grabs 
   
   
  Using Autofire Skills 
  ½ 
  Normal 
  Martial Grab 
  ½ 
  -1 
  -1 
  Grab 2 Limbs, +10 STR to hold on. 
   
   
  Using Noncombat Movement 
  ½ 
  Normal 
  Martial Strike 
  ½ 
  0 
  +2 
  STR +2d6 Strike 
   
   
  Using a Power with Concentration 
  ½ 
  Normal 
  Martial Throw 
  ½ 
  0 
  +1 
  STR +(v/5)d6 Strike, Target Falls 
   
   
  Using Rapid Fire or Sweep 
  ½ 
  Normal 
  Nerve Strike 
  ½ 
  -1 
  +1 
  2d6 NND (1) 
   
   
   
   
   
  Offensive Strike 
  ½ 
  -1 
  +1 
  STR +4d6 Strike 
   
   
   
   
   
  Sacrifice Throw 
  ½ 
  -2 
  +1 
  STR damage, You fall, target falls 
   
   
   
   
   
  * This maneuver takes one extra Segment to perform 
   
  
   
  Combat Modifiers Table 
  Airplane/Vectored Thrust Vehicle Hit Locations Table 
  Modifier 
  Notes 
  OCV 
  DCV 
  3d6 
  Location 
  BODYx 
  Effect 
  To Hit 
  Armor 
  Area of Effect Attack 
  Must hit hex’s DCV (3; 0 if adjacent) 
  -- 
  -- 
  3 
  Cockpit 
  x2 
  1-2 
  -8 OCV 
  x½ 
  Autofire 
  Multiple Shots, 1 hit/2 points roll is made 
  +1/AF-10 
  +0 
  4-5 
  Sensors/Communications 
  x1 
  1-2 
  -5 OCV 
  -- 
  Concealment 
  By Hit Location Table or: 
   
   
  6-7 
  Front Control Surfaces 
  x½ 
  1-2 
  -5 OCV 
  -- 
   
  Target half-hidden 
  -2 
  -- 
  8-9 
  Engines/Propeller 
  x1½ 
  1-3 
  -6 OCV 
  x¼ 
   
  Only Target’s Head and shoulders visible 
  -4 
  -- 
  10-11 
  Fuselage 
  x1 
  1 
  -3 OCV 
  -- 
  Bouncing an Attack 
  Requires 1 CSL per bounce 
  +1 to +3 
  -- 
  12 
  Occupants/Cargo 
  x½ 
  1-2 
  -5 OCV 
  -- 
  Coordinated Attacks 
  Combine damage to stun; Teamwork roll required 
  -- 
  -- 
  13-14 
  Wings/Rear Control Surfaces 
  x½ 
  1-3 
  -6 OCV 
  -- 
  Multiple Attackers 
  +1 OCV/Attacker after the first; Must Coordinate 
  Varies 
  -- 
  15-17 
  Military Systems* 
  x1 
  1-2 
  -6 OCV 
  3 
  Off Hand 
  Using off hand 
  -3 
  -- 
  18 
  Fuel Tank(s) 
  x½ 
  1-4 
  -8 OCV 
  -- 
  Surprised 
  In Combat 
  -- 
  x½ 
  * If None, consider this an Occupants/Cargo roll 
   
  Out of Combat, take x2 Stun 
  -- 
  x½ 
  Front Attack: Roll 2d6+1  Side Attack: Roll 3d6  Rear Attack: Roll 
  2d6+6 
  Surprise Move 
  GM decides 
  +1 to +3 
  -- 
  Automobile Hit Locations Table 
  Target A Hex 
  Must hit hex’s DCV (3; 0 if adjacent) 
  -- 
  -- 
  3d6 
  Location 
  BODYx 
  Effect 
  To Hit 
  Armor 
  Target Prone 
  May have concealment 
  -- 
  x½ 
  3-4 
  Front Wheels* 
  x1 
  1-2 
  -7 OCV 
  As Tire 
  Target Size 
  Fills 1 hex/2x attacker’s size 
  +2 
  -- 
  5-6 
  Front Suspension 
  x1 
  1-2 
  -5 OCV 
  -- 
   
  Fills 2 hexes/4x attacker’s size 
  +4 
  -- 
  7-9 
  Engine/Drive Train 
  x1½ 
  1-3 
  -6 OCV 
  -- 
   
  Fills 4 hexes/8x attacker’s size 
  +6 
  -- 
  10-11 
  Chassis/Frame 
  x1 
  1-2 
  -3 OCV 
  -- 
   
  ½ attacker’s size 
  -2 
  -- 
  12 
  Occupants/Cargo 
  x½ 
  1-2 
  -5 OCV 
  x½ 
   
  ¼ attacker’s size 
  -4 
  -- 
  13-14 
  Rear Suspension 
  x1 
  1-2 
  -5 OCV 
  -- 
   
  1/8 attacker’s size 
  -6 
  -- 
  15-17 
  Rear Wheels* 
  x1 
  1-2 
  -7 OCV 
  As Tire 
  Throw Object 
  Unbalanced, unaerodynamic object 
  -4 
  -- 
  18 
  Fuel Tank(s) 
  x½ 
  1-4 
  -8 OCV 
  -- 
   
  Balanced or aerodynamic object 
  -2 
  -- 
  * See p. 40 TUV for effect of loss of wheels. 
   
  Balanced and aerodynamic object 
  -0 
  -- 
  Front Attack: Roll 2d6+1  Side Attack: Roll 3d6  Rear Attack: Roll 
  2d6+6 
  Unfamiliar Weapon 
  Character lacks appropriate Weapon Familiarity 
  -3 
  -- 
  Boat Hit Locations 
   
  3d6 
  Location 
  BODYx 
  Effect 
  To Hit 
  Armor 
  Sight Modifiers 
  Hearing Modifiers 
  3-4 
  Keel* 
  x1½ 
  1-2 
  -7 OCV 
  3 
  Situation 
  Modifier 
  Situation 
  Modifier 
  5-7 
  Engine/Propulsion 
  x1½ 
  1-3 
  -6 OCV 
  x¼ 
  Extremely High Contrast 
  +5 
  Grenade 
  +6 
  8-12 
  Hull 
  x1 
  1-2 
  -3 OCV 
  -- 
  Low Contrast 
  -1 
  Rifle 
  +5 
  13-14 
  Occupants/Cargo 
  x½ 
  1-2 
  -5 OCV 
  x½ 
  Long Look (1 Phase, ½ DCV) 
  +2 
  Submachine Gun 
  +4 
  15-17 
  Rudder 
  x1 
  1-2 
  -7 OCV 
  3 
  Looking (½ Phase) 
  +1 
  Pistol 
  +3 
  18 
  Fuel Tank(s) 
  x½ 
  1-4 
  -8 OCV 
  -- 
  High Contrast 
  +1 
  Truck 
  +3 
  * If boat has no keel (like most speedboats), treat result as Hull 
  Moving Object 
  +1 
  Hovercraft 
  +4 
  Front Attack: Roll 2d6+1  Side Attack: Roll 3d6  Rear Attack: Roll 
  2d6+6 
  Object fills entire hex 
  +2 
  Whistle 
  +3 
  Motorcycle Hit Locations 
  2 hex object 
  +4 
  Shout 
  +2 
  3d6 
  Location 
  BODYx 
  Effect 
  To Hit 
  Armor 
  4 hex object 
  +6 
  Loud Conversation 
  +1 
  3-4 
  Front Wheel* 
  x1 
  1-2 
  -7 OCV 
  As Tire 
  8 hex object 
  +8 
  Breaking Glass 
  +1 
  5-6 
  Front Suspension 
  x1 
  1-2 
  -5 OCV 
  -- 
  Night 
  -2 
  Sneeze 
  +1 
  7-9 
  Engine/Drive Train 
  x1½ 
  1-3 
  -6 OCV 
  -- 
  Dark Night 
  -4 
  Punch 
  +0 
  10-11 
  Chassis/Frame 
  x1 
  1-2 
  -3 OCV 
  -- 
  Object size ¼ hex 
  -2 
  Body Hitting Ground 
  +0 
  12-13 
  Rider 
  x½ 
  1-2 
  -5 OCV 
  As Rider 
  1/8 hex object 
  -4 
  Run (6”+) 
  +1 
  14-15 
  Rear Suspension 
  x1 
  1-2 
  -7 OCV 
  -- 
  1/16 hex object 
  -6 
  Fast Walk (3”) 
  +0 
  18 
  Fuel Tank(s) 
  x½ 
  1-4 
  -8 OCV 
  As Tire 
  1/32 hex object 
  -8 
  Normal Walk (2”) 
  -1 
  * See p. 40 TUV for effect of loss of wheels. 
  Smell Modifiers 
  Careful Walk (1”) 
  -2 
  Front Attack: Roll 2d6+1  Side Attack: Roll 3d6  Rear Attack: Roll 
  2d6+6 
  Person 
  +0 
  Whisper 
  -3 
  Rotorcraft Hit Locations 
  Smelly Person 
  +2 
  Open a Door 
  +0 
  3d6 
  Location 
  BODYx 
  Effect 
  To Hit 
  Armor 
  Extremely Smelly Person 
  +4 
  Slowly Open a Door (1 Phase) 
  -2 
  3-4 
  Cockpit 
  x2 
  1-2 
  -8 OCV 
  x½ 
  Upwind, Light Breeze 
  -2 
  High Contrast Sound 
  +1 
  5-6 
  Main Rotor 
  x½ 
  1-3 
  -8 OCV 
  3 
  Upwind, Strong Breeze 
  -4 
  Foggy Weather 
  -1 
  6-7 
  Sensors Communications 
  x2 
  1-2 
  -5 OCV 
  -- 
  Downwind, Light Breeze 
  +1 
  Listen (½ Phase) 
  +1 
  8-9 
  Engine 
  x1½ 
  1-3 
  -6 OCV 
  -- 
  Downwind, Strong Breeze 
  -1 
  Listen Close (1 Phase, ½ DCV) 
  +2 
  10-11 
  Main Body 
  x1 
  1 
  -3 OCV 
  -- 
  Dung 
  +3 
  Echoes 
  +3 
  12 
  Occupants/Cargo 
  x½ 
  1-2 
  -5 OCV 
  -- 
  Gasoline 
  +3 
  Locating Source of Echoes 
  -3 
  13-14 
  Rear Rotor 
  x½ 
  1-3 
  -8 OCV 
  3 
  Skunk 
  +5 
  Downwind 
  +1 
  15-17 
  Military Systems* 
  x1 
  1-2 
  -6 OCV 
  3 
   
   
  Upwind 
  -1 
  18 
  Fuel Tank(s) 
  x½ 
  1-4 
  -8 OCV 
  -- 
   
   
  Quiet Area 
  +3 
  * If none, consider this an Occupants/Cargo Roll 
   
   
   
   
  Front Attack: Roll 2d6+1  Side Attack: Roll 3d6  Rear Attack: Roll 
  2d6+6 
   
  
SOURCE: textdata/thevault/Hero System/SHADOWPUNK/Shadowpunk ver 091 PDF/Hero-Modified Reference Chart.pdf