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Savage Worlds - Mass Combat Cheat Sheet

1. The document provides guidelines for mass combat in Savage Worlds RPG, including assigning tokens to represent armies and calculating modifiers to battle rolls. 2. It describes the possible outcomes of character battles within mass combat and the aftermath depending on the number of tokens lost by each side. 3. Siege warfare is also summarized, outlining additional rules for battle rolls, siege engines, and reducing army provisions over multiple weeks of siege.

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Seth Blevins
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100% found this document useful (1 vote)
798 views3 pages

Savage Worlds - Mass Combat Cheat Sheet

1. The document provides guidelines for mass combat in Savage Worlds RPG, including assigning tokens to represent armies and calculating modifiers to battle rolls. 2. It describes the possible outcomes of character battles within mass combat and the aftermath depending on the number of tokens lost by each side. 3. Siege warfare is also summarized, outlining additional rules for battle rolls, siege engines, and reducing army provisions over multiple weeks of siege.

Uploaded by

Seth Blevins
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Savage Worlds Mass Combat Cheat sheet

1. Give Armies tokens: Example 1000 troops vs 600 troops. 10 tokens to one side 6 tokens to one
side. Battle rolls will add +4 to larger attackers rolls, -4 to lesser forces rolls.

2. Add modifiers-Situational, If characters fight make rolls Add +1 for every rank above novice
subtract modifiers to rolls- or + Difference of tokens between armies.

3. Roll Character battle Results:


Failure: Hero stopped by overwhelming forces and bad fortune 4d6 damage.

Raise: Hero wreaks havoc, slaying leaders and destroying important assets. He suffers 2d6
damage but adds +2 to his sides battle roll.

Two Raises: Glory! Scores of foes fall and his success inspires his allies. Add +2 to sides battle roll
and he comes out unscathed.

Battle Rolls: Generals on each side make attack rolls. Add modifiers from above rolls. Every
success or raise takes one token away from enemy force. If heroes general is an NPC pick a
player to make a roll for him.

Morale: Each round an army loses a token the leader must check morale. This is a spirit roll
modified by situations below.
-1 For each Token in battle lost
+2Army is made up of undead or drones
+2 Army within fortifications or prepared positions
+2 Army cannot retreat
With a success army fights on. Failure means army defeated and makes an orderly retreat. Make
one more roll at the end of battle on a 1 result the Army routs when defeated and runs off the
battlefield.

4.Aftermath: For each token that each army lost equals 10% of the force. $ tokens would equal
40% ect.

Battle Modifiers:
Tokens +1 for each token greater than enemies tokens

Artillery or Air support


+1 Light (Mortars, Archer troops)
+2 Mediumn (Artillery on demand heavy artillery, Catapults,
+3 Heavy (Heavy Support on demand, Cannon, bombs,Airstrikes)

Terrain
-1 Slight advantage: Rolling Hills, foxholes, tripholes, rocky ground,
-2 Minor Advantage: High Hills, Fortifications, Trenches, moats
-3 Major advantage: Cliffs, high castles, Sea fortresses

Battle Plan
+/- The Army gains bonuses depending on decisions made by the general added or subtracted
from the battle roll.

Seige Warfare

Each round takes 1 week. After each roll reduce provisions on each side by one.

Defending General adds his protection bonus of the fortification to his Knowledge Battle rolls, rather than
subtracting it from his attackers rolls. The attacker adds his Siege bonus from siege engines to his Knowledge
Battle rolls.

1. Boiling oil: +2 to Defender’s battle roll. Supplies reduced by 1


2. Diseased Animals: +1 to attackers battle roll 1st time used if attacker roll beats defender roll defenders
supplies reduced by 2 as disease spreads
3. Forlorn Hope: +2 to attackers roll each time used but automatically kills 1 token.
4. Lockdown: Full defensive -2 to Defenders roll instead of reducing tokens of the attacker roll is considered
opposed by the defenders roll.
5. Rationing: The attacker reduces the use of his provisions or subsides on secondary resources for the
week. Any supplies lost this round are halved (round down) but defenders suffers a -2 to his battle roll.
6. Sappers: They cannot be used until after the first attack. +2 to the attackers roll the first time they are
used.
7. Spy: You have bribed or blackmailed someone inside +2 to clandestine action results. If the attackers roll
fails the spy is discovered and dealt with.
Conventional Siege Engines
Item Range Damage Seige Bonus Crew/Reload Notes
Balista 25/50/100 3D8 +1 2/1 AP4 can target
individuals
Bore Ram 2D6+ +2 6 AP10/HW
Catapult
Boulder 50/100/200 4D6 +3 6/2 AP10/HW/MBT
Putrid Gas 50/100/200 Special +3 6/2 LBT
Incendiary 50/100/200 2D10 +3 6/2 LBT
Flamethrower Cone 2D10 +1 2 Ignores Armor
Ram
Frame Mounted 2D6+ +2 6 AP6/HW
Hand Carried 2D6+ +2 12 AP4/HW
Seige Tower +2 12 Pace 3/30
troops
Trebuchet
Boulder 25/50/100 3D8 +2 4 AP4/SBT/HW
Gas 25/50/100 Special +2 4 MBT
incendiary 25/50/100 2D10 +2 4 MBT

Fortifications
City or Town Toughness/Protection Wall Gate Defenders Supplies
Concentric Castle 16/+3 26(10) 22(6) 400 52
Hill Fort 16/+2 22(6) 20(4) 200 20
Large Castle 15/+3 25(10) 21(6) 200 26
Manor House 12/+1 18(6) 16(4) 10 6
Motte & Bailey 15/+2 23(8) 21(6) 20 12
Small Castle 14/+2 14(10) 20(6) 50 26
Stone Tower 13/+1 19(6) 17(4) 10 4

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