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For use with Savage Worlds Adventure Edition

Attributes or Skills
Roll Trait Die, plus or minus modifiers (4 is Target Number)
ACE RAISES PARRY BENNIES
If highest possible number on a Every 4 points over Target 2 + Half Fighting Reroll any Trait test
dice (Explode), roll again Number Reroll Damage
TOUGHNESS Draw New Action Card
2 + Half Vigor Recover from Shaken
Wild Die UNTRAINED Soak Damage
Roll d6 with any trait test, use Roll d4 (-2 on total). Some Critical Failure Regain 5 PP’s
the highest (1 die per action) skills can’t be rolled Snake Eyes Influence Story

COMBAT
HOLD
SURPRISE INITIATIVE Choose to take Action later
Side with Surprise counts as on Hold Can interrupt actions with Opposed
Other side make notice rolls
Single Card
Athletics
Success gets card, fail none for round Ace to Two Lasts into other rounds
Spades ♠
Multiple-Actions Hearts♥ THE JOKER
-2 for each extra Action Diamonds ♦ Act Anywhere in Round
+2 To Trait and Damage Rolls
Maximum of 3 Total Clubs ♣ All Players Get a Bennie

MELEE ATTACKS RANGED ATTACKS ALLY SUPPORT TEST ATTACKS


Fighting Skill Shooting Skill Skill Roll to give Ally +1 Attackers Skill versus
Target Parry # Target of 4 + Modifyers (+2 w/ Raise) to Single Opponents linked Attribute
Success = Roll Damage Success = Roll Damage Skill for round Success = Attacker
Each Raise = +d6 Each Raise = +d6 Critical Fail = Ally gets - chooses Distracted or
Damage Damage 2 to Skill Vulnerable result

DAMAGE
Melee = Str die + Weapon die (No Wild) SHAKEN WOUNDS
Range = Weapon die set damage (No Wild) Spirit Roll at Start of turn Every Raise = 1 Wound
Target Toughness to recover Extras Out on 1
Attack Roll < Toughness = No Effect Success = Act Normal Wild Cards Out on 4
Attack Roll >= Toughness = Shaken (1 Wnd if Shaken) Fail = Free Actions Only -1 to Pace and Trait rolls
1 Raise = 1 Wound Bennie to recover at any for each Wound
2 Raises = 2 Wounds time
3 Raises = 3 Wounds
4 Raises = Out
BLEEDING
FATIGUE OUT
Fatigued (-1 to Roll) Vigor Check at Start of Turn
SOAK DAMAGE Exhausted (-2 to Roll) Failure = Dead
Costs 1 Benny Success = Survives
Make Vigor Check Raise = Stabilized
Each Success and Raise removes 1 wound as it happens FEAR CHECK Continue until
Only 1 Per Attack, May reroll with Benny Spirit Roll Stabilized

RANGE COVER PRONE ILLUMINATION GANGING UP


-4 to Hit at Range of 3
Short (TN=4) Light (-2 to Roll) Dim (-2 to Roll) +1 Fighting per
+2 to Hit if attacked
Medium (-2 to roll) Medium (-4 to Roll) Dark (-4 to Roll) additional adjacent
by Melee
Long (-4 to roll) Heavy (-6 to Roll) Pitch Dark (-6 to Roll) attacker to a
-2 to Attack Roll if in
Extreme (-8 to roll) Near Total (-8 to Roll) maximum of +4
Melee
“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.”

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