savage worlds - cheat sheet

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Aim +2 Shooting / Throwing next round if character does not move and spends a round aiming; Area Effect Attacks Target under template suffers damage; Cover is treated as armor; Missed attack causes deviation of 1d6” for thrown weapons or 1d10” for launched weapons x 1/2/3 for S/M/L range, d12 for direction; Dive for cover with Agility –2; Autofire Roll Action Dice up to ROF; Only 1 Wild Dice roll; –2 to attack for Autofire; Each Dice represents ROF shots; Called Shots Location Modifier Limb –2 Head –4 (+4 dmg) Small Target –4 Tiny Target –6 Cover Cover Modifier Light –1 Medium –2 Heavy –4 Darkness Situation Modifier Dim –1 Dark – max 10” (20 yards) –2 Pitch Darkness –4 Defend +2 Parry; May move Pace, but no other action possible; Full Defense Fighting roll result becomes Parry until next action; May not move at all, nor take any other action; Disarm –2 Fighting roll; Target must roll Strength vs. damage or drop weapon; Double–Tap +1 attack and damage; Three Round Burst +2 attack and damage; The Drop +4 attack and damage; Attack assumed to have Initiative on hold; Ganging Up +1 Fighting per additional attacker (max of +4); Grappling Regular Fighting roll to grapple; Entangles target with success, target is Shaken on raise; To escape, make opposed roll (Strength or Agility, each person’s choice); Escapes on success with no action left, a raise grants action as normal once free; Can attempt other action while entangled at – 4. Can damage entangled foe with opposed Strength rolls, with Strength as base damage roll; Multiple Action / Two Weapons –2 to each action; –2 to off–hand; Non–Lethal Damage A KO Blow puts the character down for 1d6 hours instead of going to the KO Blow table; Prone Offers Medium cover against ranged attacks over 3” away; –2 Fighting and Parry in melee; Standing up costs 2” of movement; may be spent when attacked to rise automatically; Ranged Weapons in Melee Pistols only; Target number is opponent’s Parry; Suppressive Fire Make Shooting roll with Autofire penalty and range only; On success, targets in Medium Burst Template (2” / 4 yard radius) must make a Spirit roll or be Shaken (or hit on a roll of 1 on Spirit roll);

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Page 1: Savage Worlds - Cheat Sheet

Aim +2 Shooting / Throwing next round if character

does not move and spends a round aiming;

Area Effect Attacks Target under template suffers damage; Cover is treated as armor; Missed attack causes deviation of 1d6” for thrown

weapons or 1d10” for launched weapons x 1/2/3 for S/M/L range, d12 for direction;

Dive for cover with Agility –2;

Autofire Roll Action Dice up to ROF; Only 1 Wild Dice roll; –2 to attack for Autofire; Each Dice represents ROF shots;

Called Shots

Location ModifierLimb –2Head –4 (+4

dmg)Small Target –4Tiny Target –6

Cover

Cover ModifierLight –1Medium –2Heavy –4

Darkness

Situation ModifierDim –1Dark – max 10” (20 yards) –2Pitch Darkness –4

Defend +2 Parry; May move Pace, but no other action

possible;

Full Defense Fighting roll result becomes Parry until next action;

May not move at all, nor take any other action;

Disarm –2 Fighting roll; Target must roll Strength vs.

damage or drop weapon;

Double–Tap +1 attack and damage;

Three Round Burst +2 attack and damage;

The Drop +4 attack and damage; Attack assumed to have Initiative on hold;

Ganging Up +1 Fighting per additional attacker (max of +4);

Grappling Regular Fighting roll to grapple; Entangles target

with success, target is Shaken on raise; To escape, make opposed roll (Strength or Agility,

each person’s choice); Escapes on success with no action left, a raise grants action as normal once free;

Can attempt other action while entangled at –4. Can damage entangled foe with opposed Strength

rolls, with Strength as base damage roll;

Multiple Action / Two Weapons –2 to each action; –2 to off–hand;

Non–Lethal Damage A KO Blow puts the character down for 1d6 hours

instead of going to the KO Blow table;

Prone Offers Medium cover against ranged attacks over 3”

away; –2 Fighting and Parry in melee; Standing up costs 2” of movement; may be spent

when attacked to rise automatically;

Ranged Weapons in Melee Pistols only; Target number is opponent’s Parry;

Suppressive Fire Make Shooting roll with Autofire penalty and range

only; On success, targets in Medium Burst Template (2” / 4

yard radius) must make a Spirit roll or be Shaken (or hit on a roll of 1 on Spirit roll);

Test of Wills Opposed roll of Intimidate (vs. Spirit) or Taunt (vs.

Smarts); +2 to next action against target if successful; foe is

also Shaken on a Raise;

Touch Attack +2 Fighting if you only want to touch target;

Trick Opposed Agility or Smarts depending on trick; Target is –2 Parry until next action and also Shaken

on a Raise;

Unarmed Defender Armed attackers gain +2 Fighting;

Unstable Platform –2 Shooting penalty; Moving vehicle or animal are typical unstable

platforms;

Wild Attack +2 Fighting; +2 damage; –2 Parry until next action;

Page 2: Savage Worlds - Cheat Sheet

Withdrawing from Melee Adjacent non-Shaken foes get free attack vs.

retreating character;