This document summarizes many of the core rules for combat and actions in Savage Worlds, including:
1) How to make opposed rolls, cooperative rolls, group rolls, and use bennies, the wild die, and initiative cards.
2) Rules for different types of movement, actions characters can take like readying weapons or making melee/ranged attacks, and modifiers for things like cover, lighting, and range.
3) Systems for determining damage, the effects of being shaken or wounded, bleeding out, soaking damage, and healing wounds over time.
4) Additional rules cover things like aiming, area effect attacks, automatic fire, breaking objects, called shots, defending
This document summarizes many of the core rules for combat and actions in Savage Worlds, including:
1) How to make opposed rolls, cooperative rolls, group rolls, and use bennies, the wild die, and initiative cards.
2) Rules for different types of movement, actions characters can take like readying weapons or making melee/ranged attacks, and modifiers for things like cover, lighting, and range.
3) Systems for determining damage, the effects of being shaken or wounded, bleeding out, soaking damage, and healing wounds over time.
4) Additional rules cover things like aiming, area effect attacks, automatic fire, breaking objects, called shots, defending
Original Description:
This is a two-page player reference for the Savage Worlds RPG.
This document summarizes many of the core rules for combat and actions in Savage Worlds, including:
1) How to make opposed rolls, cooperative rolls, group rolls, and use bennies, the wild die, and initiative cards.
2) Rules for different types of movement, actions characters can take like readying weapons or making melee/ranged attacks, and modifiers for things like cover, lighting, and range.
3) Systems for determining damage, the effects of being shaken or wounded, bleeding out, soaking damage, and healing wounds over time.
4) Additional rules cover things like aiming, area effect attacks, automatic fire, breaking objects, called shots, defending
This document summarizes many of the core rules for combat and actions in Savage Worlds, including:
1) How to make opposed rolls, cooperative rolls, group rolls, and use bennies, the wild die, and initiative cards.
2) Rules for different types of movement, actions characters can take like readying weapons or making melee/ranged attacks, and modifiers for things like cover, lighting, and range.
3) Systems for determining damage, the effects of being shaken or wounded, bleeding out, soaking damage, and healing wounds over time.
4) Additional rules cover things like aiming, area effect attacks, automatic fire, breaking objects, called shots, defending
70): roll d4-2 (assumes the skill can be used untrained)
Opposed rolls (p. 70): characters roll becomes the others TN; tie = struggle continues Cooperative rolls (p. 71): +1 for ea. helpers success / raise (max +4, unless Strength) Group rolls (p. 71): make one roll for a group of Extras Wild Die (p. 71): Wild Cards get extra d6 for Trait rolls; double 1s=critical failure Bennies (p. 71): can spend to reroll Trait test (not damage rolls), or to Soak damage Players get 3 Bennies per player per session; cannot save between sessions GM gets 1 Benny per player; each Wild Card gets 2 Bennies Initiative (p. 72): Deal each Wild Card and group of Extras 1 card; go highest-to-lowest Ties: resolve in order of Spades, Hearts, Diamonds, Clubs Jokers: +2 to all Trait tests & damage totals; character may go anytime, & may interrupt others Hold action (p. 72): may act at will & may interrupt others (opposed Agility rolls); loses Hold if Shaken Surprise (p. 73): attackers start on Hold; others roll Notice (failure = no card in the first round) Games w/o minis (p. 73): Small Burst = 1d3 foes; Medium / Cone = 2d4; Large = 2d6; affects allies unless attack roll raises Movement (p. 74): characters may move at full pace as a free action Crawling: move at 2 per turn and considered prone Crouching: move at half pace; run at half speed; -1 to Ranged attackers Going Prone: drop as a free action; get up costs 2 of movement Difficult Ground: count each inch as 2 Jumping: can long jump 1 (2 with a running start); Strength roll for extra 1 Running: can run an additional 1d6 (standard -2 penalty to all other actions) Actions (p. 74): Readying weapons: action; may require an Agility roll (failure = no further actions) Multiple actions in a round: cannot fire more than RoF; cannot perform same action twice; each additional action imposes -2 to all actions Melee attacks: roll Fighting vs. Parry to hit; add +1d6 Damage on a raise Ranged attacks: roll Shooting / Throwing vs. 4 to hit; -2 if Medium range, -4 if Long range; add +1d6 Damage on a raise; roll RoF shooting dice (one Wild Die) Attack modifiers: o Light Cover: -1 if half of the target is obscured o Medium Cover / Prone: -2 if more is obscured, or if target is Prone o Heavy Cover: -4 if only a small part of the target is visible o Near Total Cover: -6 if nearly nothing of the target is visible o Dim: -1 for twilight, light fog, night with a full moon, etc. o Dark: -2 if some ambient light; characters are not visible beyond 10 o Pitch Darkness: -4 if attacker knows roughly where the target is (sound, etc.) Damage (p. 76): roll Damage vs. Toughness (no Wild Die, cannot spend Bennies); Shaken 1 wound 2 wounds 3 wounds Incapacitated Shaken: can only perform free actions; spend Benny or Spirit roll to recover (success=cannot perform actions that round; raise=can act normally) Wounded Extras are removed from play Each wound causes a -1 penalty to Pace and Trait rolls When a character is Incapacitated, make a Vigor roll: o 1 or less: the character dies o Failure: Roll on Injury Table (p. 78); permanent & character is Bleeding Out o Success: Roll on Injury Table; goes away when all wounds are healed o Raise: Roll on Injury Table; goes away in 24 hrs, or when all wounds are healed Bleeding Out: make Vigor roll at start of ea. round (before Action Cards are dealt): o Failure: the character dies o Success: the victim must roll again next round (or next minute if not in combat) o Raise: the victim stabilizes; no further rolls needed Soak Rolls: spend a Benny after an attack to make a Vigor check; success & ea. raise reduces # of wounds by 1; soaking all wounds removes Shaken condition Aim (p. 79): add +2 to Shooting / Throwing if character spends a full round aiming Area Effect Attacks (p. 79): target a location with a Shooting / Throwing roll; failure means deviation by 1d6 (thrown weapons) or 1d10 (fired weapons) (x2 for Medium range; x3 for Long) targets use lowest Armor value against area effect attacks targets using cover apply the cover penalty as an Armor bonus targets who saw the danger coming may make an Agility roll at -2 to avoid damage Automatic Fire (p. 79): -2 penalty to Shooting for full-auto; each die uses RoF ammo Suppressive fire: use Medium Burst and single Shooting roll; use 5xRoF ammo; if successful, all targets make Spirit rolls (add cover modifiers); failure=Shaken; 1=hit Breaking Things (p. 80): use Parry 2 for inanimate objects, and Object Toughness Table (p. 81); raises do not count; object breaks if damage equals / exceeds Object Toughness Called Shots (p. 81): -2 to hit a limb; -4 to hit head or vitals (+4 damage); -4 to hit a small target; -6 to hit a tiny target Defend (p. 81): +2 to Parry if a characters only action is to defend (may move normally, but no running or other actions) Disarm (p. 81): called shot to the arm; defender makes Strength roll (TN = damage); failure = drop the weapon Double Tap (p. 81): expend 2 rounds of ammo to get +1 to Shooting and Damage (requires a semi-automatic weapon) Three Round Burst (p. 81): expend 3 rounds of ammo to get +2 to Shooting and Damage (requires an automatic weapon with a burst fire option) The Drop (p. 81): attackers who catch their foes off guard are considered to have Surprise (see above) and get +4 to attack and damage rolls Finishing Move (p. 81): may kill a helpless victim as an action Firing Into Melee (p. 82): use Innocent Bystander rules (see below) Full Defense (p. 82): Make a Fighting roll at +2 and may use the result as Parry until next action (cannot move or make any other action) Ganging Up (p. 82): Each additional foe adds +1 to all attackers Fighting rolls, up to a maximum of +4 Grappling (p. 82): Opposed Fighting roll that causes no damage; if the attacker wins, the foe is grappled; on a raise the foe is Shaken grappled defenders may break free using an opposed roll (Strength or Agility, vs. attackers Strength or Agility); success ends the grapple; a raise means the defender may take an action grappled defenders may attempt an action at a -4 penalty grappled attackers may attempt to damage the defender using an opposed roll as described above; success does his Strength in damage (gaining an extra d6 for a raise as normal) Improvised Weapons (p. 83): -1 Fighting or Throwing penalty, and -1 to Parry Small weapons: Range 3/6/12, Damage Str+d4, Min Str d4 Medium weapons: Range 2/4/8, Damage Str+d6, Min Str d6 Large weapons: Range 1/2/4, Damage Str+d8, Min Str d8 Innocent Bystanders (p. 83): a miss that is a 1 on the Shooting die (a 1 or 2, if a shotgun or on full-auto) hits a random adjacent character Mounted Combat (p. 83): Trained mounts may attack to their front during their riders action Mounted characters must use the worst of their Fighting or Riding skills to attack Collisions cause Collision Damage to mounts and riders (see Vehicle Rules below) Riders suffer the normal -2 penalty to attacks when their mounts are running Any rider Shaken or that suffers a wound must make a Riding roll to stay mounted. Failure = fatigued if mount was still, 2d6 damage if moving A rider on a charging horse (6 straight-line movement) gains +4 to his damage roll on a successful Fighting attack Defenders being charged while on Hold can set a weapon; roll to interrupt as usual, adding +2 per weapon reach to each characters Agility roll; the winner gets the +4 charge bonus to damage, while the loser gets nothing A wounded or shaken mount rears; rider makes a Riding roll; failure = fall (see above); untrained mounts flee in a random direction when Shaken or wounded Nonlethal Damage (p. 84): -1 to Fighting; incapacitated characters are knocked out for 1d6 hours instead Obstacles (p. 84): treat the cover as armor for the target behind it, using the Obstacle Toughness Table (p. 85) Off-Hand Attacks (p. 85): -2 penalty Prone (p. 85): Treat prone as Medium Cover, unless a ranged attacker is within 3; prone defenders in melee suffer -2 to Parry and Fighting Push (p. 85): Opposed Strength roll; +2 if the attacker runs at least 3; on a success, the attacker can: Bash: push the target 1 for a success and 2 for a raise; if the target hits an obstacle, he suffers 1d6 damage for every 1 he would have moved Shield Bash: As with Bash, but add +1 to the damage for a small shield, +2 for medium, and +3 for large Knock Prone: Knock the defender prone Ranged Weapons in Close Combat (p. 85): No ranged weapon larger than a pistol may be fired at adjacent foes in melee; the TN is the defenders Parry Rapid Attack (p. 85): take a -2 penalty to Parry in exchange for up to 3 Fighting rolls or 6 Shooting rolls as a single action at -4 Tests of Will (p. 86): Opposed roll (Intimidation vs. Spirit, or Taunt vs. Smarts); success means +2 to next action against the defender; raise makes the defender Shaken Touch Attack (p. 86): +2 to Fighting Trick (p. 86): Opposed roll (Agility or Smarts); success means -2 to defenders Parry until his next action; raise makes the defender Shaken; does not stack with other tricks Two Weapons (p. 86): -2 unless the attacker is ambidexterous Unarmed Defender (p. 87): +2 to Fighting roll Unstable Platform (p. 87): -2 to Shooting roll Wild Attack (p. 87): +2 to Fighting and Damage, -2 to Parry until the next action Withdrawing from Close Combat (p. 87): All adjacent, non-Shaken opponents get one immediate free attack Healing (p. 87): A Healing attempt requires 10 minutes and must be done during the hour in which the wounds were sustained; success removes one wound, and a raise removes an additional wound -1 penalty for each of the patients wounds; -2 penalty if first aid supplies are not available For Incapacitated patients, the healer must make a Healing roll to remove that state before attempting to heal wounds Natural healing: every 5 days, wounded / Incapacitated characters may make Vigor rolls to improve one step (two with a raise); a critical failure increases a wound level by one; Extras lose their Incapacitated status with a success and expire if they roll a 1 on their Vigor die; apply the modifiers from the Natural Healing Modifiers Table (p. 88) After a fight, make Vigor rolls for each wounded Extra; failure = death; success = Incapacitated; raise = healed