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SWADE Quick Reference

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100% found this document useful (3 votes)
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SWADE Quick Reference

Uploaded by

JoshHumphrey
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Savage Worlds Adventure Edition Quick Reference

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
RANGED COMBAT MELEE COMBAT
Range: Weapon range shown as Cover and Obstacles: Same as ranged combat except no cover
(Short/Medium/Long) in inches. See Range Penalties granted to prone enemies.
Range Penalties. Extreme range only
Range Modifier Size: Same as ranged combat.
Cover Penalties
with Aim.
Short - Ganging Up: +1 Fighting per Penalty Cover
Cover and Obstacles: See Cover
Penalties. If attack misses by cover additional adjacent friendly Light: A quarter of the
Medium -2 attacker, max +4. -2
penalty, obstacle adds armor to target. target is obscured
See Cover Armor Bonus. Long -4 Defend: +4 Parry. Takes entire Medium: Half the target
Extreme (4×Long) -8 turn and character may not run. -4
Size: See Size & Scale Modifiers. Add is obscured or Prone
difference against larger targets; Wild Attack: +2 Fighting, +2
Subtract difference against smaller targets. Heavy: ¾ of the target is
Damage, but Vulnerable until the -6
obscured
Aim: Ignore up to four points of ranged attack penalties or gain +2 end of the attacker’s next turn.
attack roll if there are no penalties or fire at Extreme range. May not Near Total : The target
Touch Attack: +2 to Fighting -8
move or take other actions this turn. is barely visible
roll to merely touch target.
Called Shot: See Size & Scale Modifiers. Use scale modifier of specific Withdrawing: Adjacent foes get one free unaltered attack or Grapple
target. Head adds +4 damage. Hits to arms that Shake or Wound may at retreating character as long as they are not Shaken or Stunned.
disarm; Strength roll at -2 (limb)/-4 (hand) or drop weapon.
Called Shot: Same as ranged combat.
Automatic Fire: RoF 2+ only. -2 to Shooting
Ammo Used roll from Recoil. Roll number of shooting dice Push: Attacker and defender make opposed rolls with Strength or
equal to RoF (and Wild Die if a Wild Card). Hit Athletics. Attacker rolls at +2 if they moved at least 2″. Both add their
Rate of Fire Ammo a number of times up to RoF. See Ammo Used. shield’s Parry bonus. Defender is knocked back 1″ (2″ with raise) and
makes Athletics roll (-2 if Pushed with raise) or be knocked Prone.
1 1 Moving Target: -1 (60 MPH+), -2 (120
2 5 MPH+), -4 (240 MPH+), -6 (Mach 1+), -8 Grapple: Attacker and defender make opposed Athletics rolls. The
(Mach 2+), -10 (near light speed). defender is Entangled if
3 10 Size & Scale Modifiers successful, or Bound with a
Unstable Platform: -2 Shooting from a raise. The attacker is Vulnerable
4 20 moving vehicle, animal, or other unstable Modifier Scale while grappling.
surface.
5 40 Tiny: Armor joint or slit,
-6
6 50
Innocent Bystander: Missed baseball, mouse Cover Armor Bonus
Shooting/Athletics (throwing) rolls with a 1 on
the skill die hits a random adjacent target. Very Small: Human hand, Bonus Obstacle
-4
head, basketball, house cat
Ranged Attacks in Melee: Attacker may use weapon no larger than a Heavy glass, drywall,
-2 Small: Human limb, bobcat +2
pistol; Target Number is defender’s Parry. aluminum car door
Reloading: Nocking arrow or loading sling stone is a free action once Normal: Human, Sheet metal, steel
- +4
per turn. Loading bolts, clips, magazine, or single bullets is an action. motorcycle, bull, horse car door
Suppressive Fire: Rapid firing weapons only. Attacker places +2 Large: Hippo, most vehicles +6 Oak door
Medium Blast Template and makes a Shooting roll with -2 Recoil
penalty. Evaluate modifiers like Cover for each target individually. +4 Huge: Dragon, whale +8 Brick wall
Targets hit by the attack are Distracted, or hit for damage with a raise Gargantuan: Building,
(up to the weapon’s RoF). Uses 3× usual ammo. +6 +10 Stone wall, Tree
kaiju, ship
QUICK RULES Conditions
Bleeding Out: At start of character's turn make a Vigor
Support: Character describes using a skill that helps roll. Die on Failure. On raise remove Bleeding Out.
an ally and adds +1 to their total with a success and +2 Benny Uses
with a raise. Critical Failure subtracts 2. Reroll a trait test Bound: Vulnerable, Distracted, and cannot move or take
physical actions other than trying to break free.
Test/Interfere: Describe action and make opposed Recover from shaken
skill test versus foe’s linked attribute. If successful, foe Distracted: -2 to all Trait rolls. Goes away at end of
is Distracted or Vulnerable (attacker’s choice), and Attempt to Soak damage character’s next turn if not caused by another condition.
Shaken with a raise.
Draw a new Action Card Entangled: Distracted and can't move until free.
Multiple Actions: Subtract 2 from all actions for Reroll damage
each additional action attempted beyond the first Fatigued: -1 to Trait rolls per Fatigue level.
(maximum of 3). Regain 5 Power Points Prone: Medium Cover from ranged attacks 3″ or more;
Hold: A character may Hold their Action Card to go Influence the story -2 Fighting and -2 Parry. Standing costs 2″ of movement.
later in the current round. Lose Hold status and action Shaken: May only take free actions. At start of
if Shaken or Stunned. May interrupt foe’s actions with an opposed Athletics roll. character's turn, make free Spirit roll to remove Shaken.
Soak: After rolling damage but before applying wounds, spend a Benny to Stunned: Distracted, fall Prone, can’t move or take
“Soak” the damage. Make a Vigor roll, each success and raise reduces wounds
actions, doesn’t count toward the Gang Up bonus, and
taken. If all wounds are soaked, remove Shaken.
subject to The Drop. At start of character’s turn, make
Surprise: Ambushers start on Hold, victims make Notice roll or get no Action free Vigor roll to remove Stunned and gain Vulnerable
Card on first round. and Distracted. On raise remove all ill effects.
The Drop: +4 to attack and damage if target is defenseless. If Shaken or Vulnerable: Actions against the character are made at
Wounded, victim must make a Vigor roll (at -2 vs attacks to head) or be KO’ed. +2. Does not stack with The Drop. Goes away at end of
Illumination: Dim -2; Dark -4; Pitch Darkness -6. character’s next turn if not caused by another condition.

Area of Effect: Use Blast Templates. On miss, Wounded: -1 to Trait rolls and -1 Pace per Wound level.
deviate template by 1d6″ for thrown weapons, 2d6″
for fired projectiles. 2/3/4× deviation at Movement Incapacitation
Medium/Long/Extreme range. Move inches up to Pace each turn.
Critical Failure: The character dies.
Evasion: Evade certain telegraphed attacks (e.g. Run: Increase Pace by running die (default
grenade blast, flamethrower) with Agility roll at -2. Failure: Roll on Injury Table. Injury is
d6), -2 to all other actions this turn.
permanent. Character is Bleeding Out.
Incapacitation: When incapacitated by damage Difficult Ground: Costs 2″ of Pace for 1″
(usually on damage after 3 wounds) make an Success: Roll on Injury Table. Injury goes
immediate Vigor roll and see Incapacitation. of movement.
away when wounds are healed.
Unskilled Attempts: If a character is missing a Jumping: 1″ horizontal (.5″ vertical) as
Raise: Roll on Injury Table. Injury goes
skill, roll a d4 for skill die (and a Wild Die if a Wild free action. Doubled with 2″ running start. away in 24 hours or when wounds are healed.
Card) and subtract 2 from the result. Athletics roll as action to increase by 1″
(.5″), with a raise 2″ (1″). *Injury Table on page 95
Improvised Weapons: -2 to attacks.
• Light: Range 3/6/12, Damage Str+d4, Min Str d4 Savage Worlds Adventure Edition Quick Reference
• Medium: Range 2/4/8, Damage Str+d6, Min Str d6 Created by Drew van Hise, 2020
• Heavy: Range 1/2/4, Damage Str+d8, Min Str d8
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