Savage Worlds Adventure Edition Combat & Chase Quick Reference Chart
Savage Worlds Adventure Edition Combat & Chase Quick Reference Chart
Setup
Damage
Break all the participants into groups that will maneuver
Vehicles cannot be Shaken, but if damage equals or exceeds their Toughness (whether they take a Wound or not), the
together.
driver must make a maneuvering roll or go Out of Control. If this is a chase, the vehicle is Bumped as well. Each raise
Shuffle an extra deck of Action Cards and deal them causes a Wound and one roll on the Vehicle Critical Hits Table.
out in a row on the table (nine is a good number for most
chases, add more as needed).
OUT OF CONTROL
The Range between participants is the number of Chase
Cards (not counting the attacker’s card) times the Range Damage caused by an Out of Control roll doesn’t trigger another Out of Control roll, but a Wound triggers a Critical Hit.
Increment, which varies for the type of chase: 2D6 EFFECT
2 Major Collision: Everyone in the vehicle is Distracted. It takes d4 Wounds and one Critical Hit.
RANGE INCREMENTS
3–4 Minor Collision: The vehicle takes a Wound and a Critical Hit.
TYPE INCREMENT
Distracted: Ground vehicles spin out or skid. Airplanes or spaceships stall, slide, flip, or roll unexpectedly.
Foot, Mounted, or Vehicular 5 5–9
Everyone on board is Distracted until the end of their next turn.
Airplane or Sailing Ship 25 10–11 Vulnerable: The vehicle and everyone on board is Vulnerable until the end of their next turn.
Jets or Starships 50 Glitch: Something is jarred loose or breaks from rough handling. The vehicle takes a Critical Hit (reroll
12
Crew results).
Critical Failure on Maneuvering Skills
• Mounted: Roll a d6. 1–2: the rider loses his turn; 3–4:
VEHICLE CRITICAL HITS
his mount suffers Fatigue (this applies to the animal’s 2D6 EFFECT
rolls and the rider’s Riding rolls); 5–6: the rider suffers Scratch and Dent: The attack just scratches the paint or passes clean through the body without hitting
Fatigue from a bad bounce, low-hanging obstacle, or 2
anyone or anything vital. There’s no permanent damage.
overexertion trying to control his animal.
• Vehicle: The operator must roll on the Out of Control Guidance/Traction: The wheels, tracks, sails, thrusters, etc. have been hit. Reduce Handling by one each
3
table. time this occurs (to a maximum penalty of –4).
• Walking/Running: Roll a die. Even, he loses the rest Locomotion: The engine, mainsails, boiler, etc., is hit. Top Speed is reduced by 10% each time this occurs
4–5
of his turn as he stumbles, negotiates an obstacle, or (to a minimum of 60% Top Speed).
takes a wrong turn. Odd, he suffers Fatigue.
6–8 Chassis: The vehicle suffers a hit in the body with no special effects.
Crew: For direct damage, subtract the vehicle’s Armor (if appropriate for the victim’s position) and apply
9–10 the remainder to a random crew member. Area effect weapons affect everyone in a section determined by
the GM. If this is the result of a Collision, the occupants are Shaken.
11 Weapon: A random weapon is destroyed. If there is no weapon, this is a Chassis hit instead.
System: The vehicle loses an electronic system, its airbags, or some other system determined by the GM. If
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it doesn’t have any special features, treat this as a Chassis hit instead.
FLEE (Action): A character or vehicle may escape RAM (Action): An attacker can Ram a defender
Maneuvers the chase if there are at least four Chase Cards
between himself and the closest foe. If so, he
if they’re on the same Chase Card by making
opposed maneuvering rolls. If successful, both
makes a maneuvering roll at −4 and escapes if participants cause the following damage to
CHANGE POSITION (Action or Free Action): successful. The penalty is reduced to −2 if there the other:
A character or driver may change his position are at least five cards between them, and 0 if • Scale: The base damage is based on Scale:
by making a maneuvering roll as a free action. there are six or more. Small (d6), Normal (2d6), Large (3d6), Huge
Success allows him to move up or down one FORCE (Action): The attacker attempts to force a (4d6), and Gargantuan (5d6).
Chase Card, and up to two with a raise. The rival away from his vehicle or into an obstacle. • Raise: +d6 bonus damage for the attacker if he
character may also Change Position as an action, To do so, both must be on the same Chase got a raise on his maneuvering roll.
adding +2 to his roll. Either way, this maneuver Card and make opposed maneuvering rolls. If • Toughness: +d6 if the vehicle’s Toughness
may only be used once per turn. the attacker wins, he Bumps his foe. A raise is is higher than his foe’s; +2d6 if Toughness is
Speed Bonus: If a rider, runner, ship, or vehicle’s treated as if the defender rolled a Critical Failure twice as high.
Top Speed is faster than the fastest of his rivals, on a maneuvering roll (see Maneuvering Skills, • Speed: +d6 to both sides if the attacker’s Top
he adds +1 to his maneuvering roll to Change Savage Worlds). Speed is between 60 and 120 mph; +2d6 if it’s
Position, or +2 if he’s twice as fast. The GM may also allow characters to use other over 120 mph.
Dropping Back: In a linear chase, a character skills, such as Shooting, to put obstacles in the
may drop “back” one or two Chase Cards foe’s path. Critical Failure means the attempt Complications
without making a maneuvering roll. He may backfires on the attacker!
HOLD STEADY (Free Action): The character,
A character faces a Complication if his Action Card
not Change Position further, either as an action
is a Club. On his turn, he must make a maneuvering
or a free action. driver, or pilot holds steady to line up a better
roll as a free action. The suit on his current Chase
EVADE (Action or Free Action): The character shot. They ignore the Unstable Platform and
Card (not his Action Card) determines any modifier
or driver zigzags through terrain, maximizes Running penalties, but attacks against the
to the maneuvering roll and the results of failure.
cover, or otherwise concentrates on not getting vehicle and all its occupants are made at +2 until
hit. Melee and ranged attacks against him, his the beginning of their next turn (this does not COMPLICATIONS
vehicle, or anyone on it suffer a −2 penalty until stack with Vulnerable).
SUIT MOD FAILURE RESULT
the start of that vehicle’s next turn. The character
and any occupants on his mount or in his vehicle Treat as a Critical Failure on a
Bump Spades —
maneuvering roll.
also take the penalty to their attacks as the erratic “Bumps” move a foe one Chase Card in a direction
Hearts – The character or vehicle is Bumped.
movement or obstacles affect their targeting chosen by the attacker. An attacker can’t Bump a
and aim as well. If the character performs this particular target more than once per turn. Diamonds −2 The character or vehicle is Bumped.
maneuver as an action, the penalty increases to
Groups always stay together in a chase, so they’re Treat as a Critical Failure on a
−4 (in both directions). Clubs −2
only moved if their driver or leader is Bumped or maneuvering roll.
Evade may not be taken more than once per the GM feels it’s narratively appropriate. The character or vehicle is Bumped
round (it does not stack). Joker +2
up to two Chase Cards.
Combat Options & Situational Rules
Aim: Ignore up to four points of ranged attack penalties, Fatigue: –1 to all actions (–2 if Exhausted). Fatigue Natural Weapons: Creatures with fangs, claws, horns,
or gain +2 attack roll if there are no penalties. Character improves one level every hour unless the source says etc, are considered armed. Bite can be performed while
may not move or take other actions. otherwise. Incapacitated victims fall unconscious for grappling, claws add +2 to Athletics (climbing), and
2d6 hours. horns add +4 damage if the creature Runs at least 5″.
Area of Effect: Targets touching template suffer damage.
Treat cover as Armor. Missed attack rolls may deviate. Finishing Move: Instant kill to helpless foe with a lethal Nonlethal Damage: Declare prior to making an attack
weapon. roll; Targets are knocked out for 1d6 hours instead of
• Without Minis: SBT affects 2 targets, MBT or Cone 3, potentially killed when Incapacitated. Edged weapons
LBT 4. Free Attacks: The character gets to make an attack with suffer −1 to attack rolls.
Bound & Entangled: Entangled characters can’t move no special maneuvers or optional combat Edges such as Off Hand Attack: −2 to attack rolls with off hand.
and are Distracted until free. Bound characters are also Frenzy or Sweep.
Vulnerable, and cannot take physical actions other than Prone: Medium Cover from ranged attacks 3″ or greater;
trying to break free. Ganging Up: +1 Fighting per additional adjacent attacker −2 Fighting and −2 Parry. Standing cost 2” of movement.
to a maximum of +4.
• Breaking Free: Victim makes Athletics (or Str–2) roll Push: Attacker and defender make opposed Strength
as an action (an opposed roll if held by a foe). Success Grappling: If the attacker succeeds at an opposed rolls (+2 if attacker moved more than 2″). Defender is
improves Bound to Entangled, or Entangled to free. Athletics roll, the victim is Entangled if successful, or knocked back 1″ (2″ with raise). Pushed victims make
A raise frees the victim. Either may roll Str–2 instead. Bound with a raise and the grappler is also Vulnerable. Athletics test (−2 if Pushed with raise) or be knocked
Characters can’t grapple creatures more than two Sizes prone. Both add their shield’s Parry bonus.
Breaking Things: See Obstacle Hardness Table;
Stationary items are Parry 2. No bonus damage or Aces larger than themselves. Range: Short 0, Medium −2, Long −4, Extreme –8.
are possible. • Crush: Once grappled, the attacker may take an Ranged Attacks in Melee: Attacker may use power
Called Shots: Limb is −2 / Hand –4 and may disarm. action to make an opposed Strength roll, causing his or weapon no larger than a pistol; Target Number is
Head or vitals is −4 and +4 Damage. Strength in damage if successful (those with the Bite defender’s Parry.
Special Ability may bite instead). Readying Weapons: May ready up to two easily
Cover: Light −2, Medium −4, Heavy −6, Near Total −8. available items per turn as a free action. Additional
Hold: The character “Holds” her Action Card to go later
• Obstacles: Obstacles add to Armor if attack misses in the current or later round. She loses her Hold status items are actions.
by cover penalty. Sample values: heavy glass, doors if Shaken or Stunned. She may interrupt foe’s actions
(+2), sheet metal, heavy car door (+4), oak door, cinder Recoil: −2 Shooting if RoF is 2 or higher.
with an opposed Athletics roll.
block wall (+6), brick wall (+8), stone wall, tree (+10). Reload: Nocking arrow or loading sling stone is a free
Illumination: Dim –2; Dark –4; Pitch Darkness –6. action once per action. Loading bolts, clips, magazine,
Defend: +4 Parry. Takes entire turn and character may or single bullets is an action.
not run. Improvised Weapons: –2 to attacks.
Shotguns: +2 to Shooting. Damage is 3d6 at Short Range,
Disarm: Called shot to limb or weapon. If weapon, • Light: Range 3/6/12, Damage Str+d4, Min Str d4; 2d6 at Medium, and 1d6 at Long.
roll as object and target must make a Str roll ≥ than the • Medium: Range 2/4/8, Damage Str+d6, Min Str d6;
damage or drop it. If a limb, a Shaken or Wounded • Heavy: Range 1/2/4, Damage Str+d8, Min Str d8 Size/Scale: Tiny –6, Very Small –4, Small –2, Large
defender must make a Str roll at –2 (limb) or (–4) hand +2, Huge +4, Gargantuan +6. Add difference vs larger
Innocent Bystanders: Missed Athletics (throwing) / targets; Subtract difference against smaller targets.
or drop the item. Shooting rolls with a 1 (1 or 2 for shotgun or automatic
Distracted: –2 to all Trait rolls until the end of the fire) on the skill die hits a random adjacent target. Speed: –1 (60 MPH+), –2 (120 MPH+), –4 (240 MPH+),
character’s next turn. –6 (Mach 1+), –8 (Mach 2+), –10 (near light speed)
Mounted Combat: Mount and rider act on same Action Stunned: Victims are Distracted until they recover, fall
The Drop: +4 to attack and damage if target is defenseless. Card; Rider attacks with lower of Fighting or Riding; prone, can’t move or take actions, don’t count toward
If Shaken or Wounded, victim must make a Vigor roll Shooting incurs –2 Unstable Platform penalty; Charging the Gang Up bonus, and are subject to the Drop.
(at –2 versus attacks to the head) or be KO’ed. is +4 Damage but requires 6″ of straight movement.
Support: Character describes using a skill in some way
Evasion: Characters may avoid attacks that specifically Multi-Actions: Subtract 2 from all actions for each that helps an ally and adds +1 to his total with success
say they may be evaded, by making an Agility roll at –2. additional action attempted beyond the first (maximum and +2 with a raise. Critical Failure subtracts 2.
of 3).
Combat Options, continued Power MODIFIERS INJURY TABLE
Suppressive Fire: Attacker places Medium Blast ARMOR PIERCING (+1 To +3): Each Power Point
2D6 WOUND
Template and makes Shooting roll. Each target hit by Unmentionables: If the injury is permanent,
the attack total is Distracted, or hit for damage with a spent grants the power AP 2, to a maximum of AP 6.
raise (up to the weapon’s Rate of Fire). FATIGUE (+2): May be attached to any power that reproduction is out of the question without
2
causes damage or is resisted by the target. If she’s miracle surgery or magic. There is no other
Surprise: Ambushers start on Hold, victims make effect from this result.
Notice roll or get no Action Card on first round. affected by the power in any way, she also suffers
Fatigue. This cannot cause Incapacitation. Arm: The victim can no longer use his left or
Tests: Describe action and make opposed skill test versus 3–4
foe’s linked attribute. If successful, foe is Distracted or GLOW/SHROUD (+1): Glow creates soft light in right arm (rolled randomly if not targeted).
Vulnerable (attacker’s choice), and Shaken with a raise. a Small Blast Template centered on the target.
Guts: Your hero catches one in the core. Roll 1d6:
Subtracts 2 from her Stealth totals and negates 1
Touch Attack: +2 to Fighting roll. 1–2 Broken: Agility reduced a die type
point of Illumination penalties for those attacking
Two Weapons: +1 to Fighting if foe has a single weapon, the glowing character. Shroud dims and slightly (minimum d4).
no shield, or is unarmed. obscures the target so that attacks against her suffer 5–9 3–4 Battered: Vigor reduced a die type
Unstable Platform: −2 Shooting from a moving vehicle, a −1 penalty and she adds +1 to her Stealth rolls. (minimum d4).
animal, or other unstable surface. HEAVY WEAPON (+2): The attack counts as a 5–6 Busted: Strength reduced a die type
Vulnerable: Actions against the character are made at Heavy Weapon. (minimum d4).
+2 until the end of their next turn. (Does not stack with HINDER/HURRY (+1): Hinder lowers the target’s
The Drop.) Leg: Gain the Slow Hindrance (Minor), or
base Pace by 2 until the power expires. Hurry 10–11
Major if already Slow or injured in either leg.
Wild Attack: +2 Fighting, +2 Damage, but Vulnerable increases it by 2.
until the end of the attacker’s next turn. LINGERING DAMAGE (+2): On the victim’s next Head: A grievous injury to the head. Roll 1d6:
Withdrawing from Combat: Adjacent foes get one turn, he suffers the power’s base damage minus 1–3 1Hideous Scar: Your hero now has the
free attack at retreating character as long as they are one die type (one additional turn only). If the Ugly (Major) Hindrance.
not Shaken or Stunned. base damage is already a d4 die type, it loses a
12 4–51 B linded: An eye is damaged. Gain
die instead. the One Eye Hindrance (or the Blind
RANGE (+1/+2): Double the power’s listed Range Hindrance if he only had one good eye).
for 1 point, or triple it for +2 Power Points. May 6 Brain Damage: Massive trauma to the
not be used on powers with a Range of Touch or head. Smarts reduced one die type (min d4).
Cone Template.
BENNIES MAY BE USED TO... SELECTIVE (+1): The caster can choose which
targets in a power’s area of effect are affected. BULLETS PER RATE OF FIRE
REROLL A TRAIT TEST
RECOVER FROM SHAKEN RATE OF FIRE BULLETS FIRED
SOAK ROLLS
1 1
DRAW A NEW ACTION CARD
REROLL DAMAGE 2 5
REGAIN POWER POINTS
3 10
INFLUENCE THE STORY
4 20
5 40
6 50