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Savage Worlds

Troop Builder
On the following pages is the basic system for valuing creatures and vehicles in Savage Worlds. The numbers we’ve
assigned certain things may not be perfect given your particular scenario or setting, so feel free to tweak these values
here and there if you think something needs it.. A million points worth of elves with bows just isn’t going to take out a
Sherman tank, and a creature with a huge Strength that usually uses a ranged weapon should get some kind of dicsount
as well.

Traits Hindrances
Hindrance Points
Attribute Cost per Step* All Thumbs -1
Agility 1 Anemic -1
Smarts 1 Bad Eyes -2
Spirit 2 Bad Luck -2
Strength 2 Bloodthirsty 0
Vigor 2 Cautious 0
Clueless 0
*A step is a die type or each +1 after d12. A d12+2, for Code of Honor 0
example, is 7 steps and costs 14 points if Spirit, Strength Curious 0
or Vigor, or 7 points if Agility or Smarts. Death Wish 0
Delusional 0
Skill Cost per Step Doubting Thomas -1
Arcane Skills 2 Elderly -3
Driving 1 Enemy 0
Fighting 2 Greedy 0
Guts 1 Habit 0
Intimidation 1 Hard of Hearing 0
Piloting 1 Heroic 0
Riding 1 Lame -2
Shooting 2 Loyal 0
Swimming 1 Mean 0
Taunt 1 Obese 0
Throwing 2 Outsider 0
Overconfident 0
All other skills are negligible unless they are used on the Pacifist 0
tabletop. Poverty 0
Quirk 0
Wild Card Bonus: Wild Cards are particularly powerful, Small -2
and increase the value of every aspect of their character. Stubborn 0
Multiply the character’s total points, including all personal Ugly 0
equipment, by 2. Vengeful 0
Vow 0
Wanted 0
Yellow -1
Young 0

1
Edges
Edge Points Mighty Blow 1
Ace 2 Mr. Fix It 1
Acrobat 2 Natural Leader 1
Alertness* 1 Nerves of Steel 1
Ambidextrous 2 Improved Nerves of Steel 2
Arcane Background* 1 per power New Power 1
+ 1 per 5 Power Points Noble* 0
Arcane Resistance 2 Power Points 1
Improved Arcane Resistance 3 Power Surge 1
Attractive 1 Professional 0
Very Attractive 2 Expert 0
Beast Bond 1 Quick* 2
Beast Master 1+Cost of Animal Quick Draw 1
Berserk 2 Rapid Recharge 0
Block 1 Improved Rapid Recharge 0
Improved Block 2 Rich 0
Brawny 2 Filthy Rich 0
Champion 2 Rock and Roll! 2
Charismatic 1 Scholar 0
Combat Reflexes 2 Sidekick 1+Cost of Sidekick
Command 2 Soul Drain 1
Common Bond 1 Steady Hands 1
Connections 0 Sweep 1
Danger Sense 1 Improved Sweep 2
Dead Shot 1 Strong Willed 2
Dodge 1 Thief 1
Improved Dodge 2 Tough as Nails 1
Fast Healer 0 Improved Tough as Nails 2
Fervor 2 Two-Fisted 1
First Strike 2 Trademark Weapon 1
Fleet-Footed 1 Improved Trademark Weapon 2
Florentine 1 Weapon Master 1
Followers 1+Cost of Followers Master of Arms 2
Frenzy 2 Wizard 1
Improved Frenzy 4 Woodsman 1
Gadgeteer 1
Giant Killer 2
Hard to Kill 1
Harder to Kill 2 Miscellaneous
Healer 1
Hold the Line! 2 In general, special abilities that raise attributes or grant
Holy/Unholy Warrior 2 the same bonus as an Edge cost an equivalent amount. A
Inspire 2 magical ring that increases its user’s Strength a die type,
Investigator 0 for example, costs the same as increasing the user’s
Level Headed 2 Strength a die type (2 points).
Improved Level Headed 4 Other abilities that have occasional utility generally add
Luck 1 1 point per “level.” A high-tech Battle Suit adds +2 to the
Great Luck 2 user’s Pace, for example, grants him the ability to jump
Marksman 2 horizontally and vertically, and adds +1 to his Shooting
Master 2 rolls. The bonus to Pace is worth 1 point, jumping is worth
Mentalist 2 1 point, and the bonus to Shooting is worth 2 points (see
Skills).

2
Vehicles Monstrous Abilities
Vehicles are equal to their: Cost Cost
• Acceleration Aquatic 1
• Top Speed divided by 10 (round normally) Armor 1/point of Armor
• Highest Toughness value Burrowing Burrowing distance rounded to the
• Climb nearest increment of 1
• The cost of their weapons (use AP ammo when Construct 2
figuring the value of tank guns); Use the number of Ethereal 4
weapons that may fire independently each turn (a tank Fear 1 + 1 per -2 penalty to Guts roll
with 7 guns but three gunners uses the most expensive (opponents must roll when
three weapons) attempting to enter meele)
• Any additions or subtractions from the list below Fearless 4
Flight Flying Pace + Climb, both rounded
Vehicular Notes Cost to nearest increment of 1.
Advanced Stealth Tech 2 Infection 1*
Air Bags 2 Infravision 1
Amphibious 2 Immunity 1 per Immunity
Fixed Gun -2 Invulnerability 3*
Four Wheel Drive 2 Low Light Vision 2
Heavy Armor Highest Toughness (again) Paralysis 1
Improved Stabilizer 2 Poison 1*
Infrared Night Vision 2 Regeneration: Slow 0
Night Vision 2 Regeneration: Fast 2
Passenger Capability 1/Passenger Size 3 x Size
Sloped Armor 2/point Small 1
Stealth Paint 2 Large -1
Stabilizer 2 Huge -2
Tracked 2 Stun 2
Undead 5
Wall Walker 1
Armor Weakness 0*

• Armor is 2 points per +1; use the location with the


highest armor level.
Ranged Weapons
• Shields are 1 point per point of Parry plus 1 points
per point of Toughness Ranged weapons are equal to their:
• Short Range divided by 5.
• Max Damage without Aces divided by 2; use Medium
Range damage for weapons like Shotguns
Melee Weapons • 1 point per point of Armor Penetration
• 2 points per Rate of Fire (RoF 3 is 6 points)
• Melee weapons are 1 point per +1 • 1 Can Double Tap
Plus: • 2 Can do 3-Round Burst
• 1 points per point of Armor Penetration • 1 point for a Small Burst Effect, 3 points for a
• 1 points per inch of Reach Medium or Cone, and 5 points for a Large Burst Effect
• -1 points per -1 Parry • 1 point for a cannister-like effect
• 1 points per +1 Parry • -1 point for a Snapfire penalty
• -2 point if gun cannot be moved
Melee weapons with variable damage (such as the 3d6 • -2 per round it takes to reload and fire
damage of a bangstick) are the maximum damage without • Most weapons have unlimited ammo. For those with
Aces and divided by 2. A bangstick is therefore 9 points 3-5 shots, divide total by half. For those with 1-2 shots,
(18 divided by 2). divide total by 5.

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