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SAVAGE DOOM v0.

4
A Savage Worlds fan toolkit
by Okreya
Plot
By the mid 22nd century, the Union Aerospace Corporation developed various research bases on Mars and
its two moons, Phobos and Deimos. While experimenting with teleportation technology, an anomaly occurs and the
bases are quickly overrun by monsters. Most of the personnel were killed or turned into zombies. You play a survivor
of the invasion, either a UAC Marine or another UAC personnel. You must fight a demonic invasion while finding a
way off Mars.

Setting Rules
Savage Doom uses the following Setting Rules: ​ Blood and Guts, Critical Failures, Fanatics, Joker’s Wild​
.
In addition, Players can ignore all non-Legendary Rank qualifications for Edges.

Race
Players are Human personnel on the Mars base and start with one free edge. In addition, players start with a d4 in
four of the following skills: Fighting, Healing, Knowledge (any), Notice, Repair, Shooting, Stealth, Throwing. Players
also receive the Major Hindrance: Vow (Major) to follow the protocols and procedures of the UAC. This does not
count towards the hindrance total.

Skills
As SWD. While skills like Boating and Gambling are unlikely to be used on a Martian Research base, there is no reason
to exclude them from play. Knowledge (Computers) can be used by players who wish to hack into UAC networks or
perform security overrides.

Excluded Edges
All Power Edges, Adept, Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, Wizard

Modified Edges
Mr Fix It
Requirements:​ Novice, Smarts d10, Repair d8, Knowledge (Engineering) d8
This edge functions identical to the one in SWD.

New Edges
Surgeon
Requirements: ​ Novice, Healer, Healing d8, Knowledge (Medicine) d8
This character ignores wound penalties for the victim when healing someone during the “Golden Hour”

Gear
While currency exists in game, it is largely useless in the face of a demonic invasion. Players are assigned (or have easy
access to) Light Armor, a Pistol (with one extra magazine), a PDA, and a flashlight. All other equipment must be found
on base. Armor scavenged from dead UAC personnel is usually too damaged to be worn. Ammo found in lockers or
crates typically have 1d6 magazines of a specific type. Enemies with weapons typically have an extra magazine.
Armors
Light Armor​ : A combination of lightweight materials form this sealed suit of security armor. Nicknamed “Mall cop”
armor by the UAC Marines due to its heavy use amongst Earth police forces . A radio comes attached to the helmet.
The helmet also has advanced air filtration systems, allowing the user to breathe in dangerous environments.
Medium Armor​ : A moderate improvement on Light Armor, this combat suit is standard of Earth's military forces.
Higher ranked Marines wear this armor, and usually when guarding security checkpoints, as it is seen as excessive by
UAC personnel.
Heavy Armor​ : A major upgrade to Medium Armor, this armor is only worn by UAC special forces. It comes equipped
with Active Night Vision.
Mega Armor​ : The ultimate evolution of mobile infantry armor, Mega Armor is an experimental hard suit designed by
the UAC. Only a few were manufactured for testing. In addition to all the perks of previous armors, the suit is
fireproof. (granting its armor bonus against fire based weapons) The user takes no falling damage and can only be
harmed by Heavy Weapons.

Weapons
Pistol​
: The standard pistol used by the UAC. Semi-automatic with armor piercing rounds.
Shotgun​ : A pump action shotgun favored by UAC Marines for its lightweight design and effective stopping power in
close quarters.
Super Shotgun​ : A powerful double barrel shotgun, this thing can take down elephants.
Assault Rifle​ : Iconic UAC weapon. Reliable, versatile, lightweight, and easy to use.
Chaingun​ : A man portable turret capable of heavy damage. Effective at laying down suppressive fire.
Grenade​ : Anti-personnel fragmentation grenades. Contain markers that UAC helmets detect to prevent friendly fire.
Rocket Launcher​ : Designed for use against vehicles and armored infantry. Carries five rockets, which makes up the
bulk of its weight.
Plasma Gun​ : An experimental rifle that fires balls of blue concentrated plasma at the enemy.
BFG 9000​ : This experimental plasma cannon is perhaps the most dangerous man portable device developed by the
UAC. Anything in the path of the shot takes damage.
Flashlight:​ The near-indestructible flashlight carried by UAC personnel can be used as a baton in a pinch.
Chainsaw​ : Due to a shipping mix up, chainsaws were sent to a planet with no trees. A lightweight design with saw
blades that could cut through metal pipes, a two year continuous use battery, and safety features to protect the user
from self injury.
Armor​ *
Type Armor Weight Notes
Light +2 8 Covers entire body
Medium +4 12 Covers entire body
Heavy +6 20 Covers entire body, Active Night Vision
Mega +8 30 Covers entire body, See Notes.
*All armors are sealed and provide oxygen for the wearer. They also come equipped with a two-way radio with a 50-mile range.

Ranged Weapons
Type Range Damage ROF Weight Shots Min Str Notes
Pistol 12/24/48 2d6 1 3 12 - AP 1, Semi-Auto
Shotgun 12/24/48 1-3d6/2d8 1 8 6 - -
Super Shotgun 12/24/48 1-3d8/2d10 1 12 2 d6 Double Barrel
Assault Rifle 24/48/96 2d8 3 8 30 - AP 2, Auto, 3RB
Grenade 5/10/20 3d6 - 2 - MBT
Chaingun 30/60/120 2d10 3 20 300 d8 AP 4, Auto, Snapfire, HW
Rocket Launcher 30/60/120 4d8 1 30 5 d6 AP 8, Snapfire, HW, MBT
Plasma Gun 24/48/96 3d8 3 8 30 d6 Ignores Armor, Auto, HW
BFG 9000 24/48/96 5d10 1 40 1 d8 Ignores Armor, HW, LBT

Melee Weapons
Type Damage Weight Notes
Flashlight Str+d4 2 Provides light in a 10” beam or 4” radius.
Chainsaw 2d6+4 10 AP 2

Ammunition
Type Weight
Pistol Magazine 1/2
Shotgun Shells 1/10
Rifle Magazine 1
Chaingun Box 10
Energy Cell 2
Rocket 4
BFG Cell 4

Equipment
Item Weight Notes
Backpack 2 -
Barrel 40 Explodes when damaged (3d6, MBT).
Berserk Meds - Berserk Edge, +4 Melee Damage for 1 hour.
Cardkey - Used to open security doors. Comes in Red, Blue, and Yellow.
First Aid Kit 1 Provides 10 Healing Checks without penalty.
Stimpacks - Provides a Healing check in one round. Cures disease. Cannot repair limbs.
MRE 1 Military issue. Vacuum sealed. Taste could be worse.
Night Vision Goggles 4 Active (No penalty for any level of darkness). Also function as binoculars.
PDA 2 Handheld Laptop and GPS. Waterproof and near indestructible.
Radio 1 Has a 50 mile range. Comes built into Armor.
Stealth Camo 1 Provides user Invisibility (-4 Notice) for 1 hour/ day when activated as an action.
Environments
UAC research bases on Mars mimic an environment similar to Earth: air, gravity, and temperatures are regulated by
various machines and systems. Each base has at least a Hangar, an Armory, a Med Bay, a Power Station, and a Lab.
Hangar​ : A UAC Hangar also includes refueling stations, workshops, warehouses and non-military quarters.
Players who search Hangars can often find food, ammo and miscellaneous gear. Players can also repair any gear at a
Hangar.
Armory​ : An armory is often the command center for the UAC Marines and also includes sleeping quarters
and a mess hall. Various weapons, armor, and ammo can be found in an Armory, usually in storage. Energy weapons
and advanced tech are usually stored in Labs.
Med Bay​ : UAC Med Bays are stocked with advanced medical equipment and supplies. Players doing Healing
checks in a powered Med Bay are not subject to the Golden Hour rule. Damaged or lost limbs can also be repaired or
replaced in a Med Bay, although the Healing check is done at a -2 and takes four hours.
Power Station​ : UAC Power Stations are integral to the entire base. They function as energy sources and
recycling centers. They are also the most common area to find Nukage. Energy ammo are often produced in Power
Stations and shipped to Labs.
Lab​: A Lab is an umbrella term for any section of the base devoted to research and development of new
technologies. The anomaly that led to the invasion started in a Lab. Labs generally have high security and often
Energy weapons, advanced Armor and gear can be found in lab storage units.
Other Dimension​ : Nicknamed Hell, the home realm of the Demons. This place is the total opposite of Mars,
laden with heat dangers, nukage, and demonic motifs. The landscape seems to have morphic qualities. Personnel
travelling in the Other Dimension do not suffer from Fatigue or Exhaustion from hunger, thirst, or sleep.

Hazards
Despite all safety protocols, Mars can be a dangerous place. Below are some of the common dangers.
Air​: Due to rapid advancements in terraforming technologies, both Mars and its two moons have breathable
air similar to high altitude environments on Earth. Players who find themselves on the surface without a sealed suit of
armor (or some form of breathing apparatus) must make a Vigor check or gain Fatigue. This Fatigue lasts until an hour
after the player finds a source of oxygen or after 2d6 days where the player acclimates to the environment.
Cold​ : Despite having air, the surface of Mars can be a cold place, especially at night. Anyone caught in the
cold makes a Vigor check at -3 (SWD p.87). Players in armor ignore the penalty but must still make Vigor checks.
Nukage​ : The runoff from various machines on base emit Low Radiation when players are in contact or
submerged in it (SWD p.89). Radiation Sickness can be cured with a stimpack and a successful Healing check or at a
medical station on base. Nukage in the Other Dimension is similar to nukage on Mars except players that come in
contact also take 1d10 fire damage every round.
Bestiary
New Monstrous Ability: Demon
The creatures that emerged from the other dimension are collectively known as Demons. Below are the benefits of
being a Demon:
Demons ignore lighting penalties.
Demons add +2 when attempting to recover from being shaken.
Demons are Fearless.
Demon Wild Cards never suffer from Wound Modifiers.
Demons do not suffer from poison and disease.

UAC Marine (Light)


Typically referred to as the “Mall cops” of the UAC, these Marines wear the lightest armor and are often amongst the
civilian personnel on base.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4
Pace 6; Parry 5; Toughness 7 (2)
Gear: Pistol (2d6)

UAC Marine (Medium)


This is your standard UAC Marine, often seen at security checkpoints and armed with a shotgun or rifle.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4
Pace 6; Parry 5; Toughness 9 (4)
Gear: Shotgun (1-3d6) or Assault Rifle (2d8)

UAC Marine (Heavy)


These juggernauts are the Commandos of the UAC Marines, sporting the most advanced armor on the market and a
Chaingun to boot.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6
Pace 6; Parry 6; Toughness 12 (6)
Gear: Chaingun (2d10)
Edges: Any two Combat Edges (Marksman, Rock and Roll!)

Zombie Civilian
A zombified UAC personnel. Dangerous in numbers and tight spaces. Allergic to headshots.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4
Pace 4; Parry 5; Toughness 7
Gear: None
Special Abilities
Claws/Slam: Str
Fearless
Undead
Zombie Marine (Light)
Many of the UAC Marines were zombified. This is a perfect example.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6, Throwing d6
Pace 4; Parry 5; Toughness 9 (2)
Gear: Pistol (2d6)
Special Abilities
Claws/Slam: Str
Undead
Fearless

Zombie Marine (Medium)


A zombie UAC Marine, now with better gear!
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6, Throwing d6
Pace 4; Parry 5; Toughness 11 (4)
Gear: Shotgun (3d6) or Assault Rifle (2d8)
Special Abilities
Claws/Slam: Str+d4
Undead
Fearless

Zombie Marine (Heavy)


These zombie Commandos are as tough as they get. Take extreme caution when facing one.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d8
Pace 4; Parry 6; Toughness 14 (6)
Gear: Chaingun (2d10)
Special Abilities
Claws/Slam: Str+d4
Undead
Fearless

Wolfenstein SS
Deep in Hell exists a legion of Nazi SS who are waiting for a chance to escape.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6, Shooting d8, Throwing d6
Pace 6; Parry 6; Toughness 6
Gear: Steel Helmet (+2), MP40: 2d6 (12/24/48, ROF 3, AP 1, Auto), Grenade: 3d6 (MBT).
Edges: Improved Dodge, Rock and Roll!
Imp
These brown bastards serve as the shock troop of the Demonic invasion force. They pack a punch and can throw balls
of fire.
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d6, Throwing d6
Pace 6; Parry 5; Toughness 7 (2)
Special Abilities
Claws: Str+d6
Demon
Fireball: 2d6, 12/24/48. Imps are immune to each others Fireball.
Armor +2

Demon
A pink, muscular, and vaguely humanoid demon with sharp teeth. Fast and dangerous in melee.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d8, Notice d6
Pace 10; Parry 6; Toughness 11 (2)
Special Abilities
Bite: Str+d6
Demon
Size +3
Armor +2

Specter
The nearly invisible counterpart to a Demon.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6
Pace 10; Parry 6; Toughness 11 (2)
Special Abilities
Bite: Str+d6
Demon
Size +3
Armor +2
Invisible (-4 to Notice rolls)

Lost Soul
A burning skull that can fly. Not very smart.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d4
Skills: Fighting d8, Notice d6
Pace -; Parry 6; Toughness 4
Special Abilities
Gore: Str+d6. If a Lost Soul moves at least 6” before attacking, add +4 to the damage total. Lost souls are
immune to each others Gore attacks.
Undead
Flight 10” (Climb 2)
Fearless
Small
Cacodemon
A red floating ball with one eye and a gaping maw. They also spit out balls of plasma.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+3, Vigor d8
Skills: Fighting d8, Notice d6, Shooting d8
Pace -; Parry 6; Toughness 12 (2)
Special Abilities
Bite: Str+d8
Demon
Flight 5” (Climb 0) Cacodemons may not run.
Ball Lightning: 3d6, 24/48/96, AP4. Cacodemons are immune to each others Ball Lightning.
Edges: Level Headed, Quick
Large
Size +4
Armor +2

Pain Elemental
These brown creatures are like Cacodemons except they don’t bite. They also spit Lost Souls.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+3, Vigor d8
Skills: Fighting d8, Notice d6, Shooting d8
Pace -; Parry 6; Toughness 12 (2)
Special Abilities
Demon
Flight 5” (Climb 0) Pain Elementals may not run.
Spawn Lost Soul: Once per round, a Pain Elemental can spit out a Lost Soul, which charges towards its target.
When a Pain Elemental is incapacitated, it spawns three Lost Souls.
Level Headed, Quick
Large
Size +4
Armor +2

Arachnotron
Tiny versions of the Spider Mastermind with a Plasma Rifle attached to their midsection.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d8, Notice d10, Shooting d8
Pace 5; Parry 6; Toughness 13 (4)
Special Abilities
Stomp: Str+d6
Demon
Plasma Rifle: 3d8. An arachnotron can fire its Plasma Rifle at its full rate of fire without penalty.
Size +3
Armor+4
Hell Knight
The elite troops of Hell, these guys are far tougher than your standard Imp.
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d8, Throwing d10
Pace 5; Parry 8; Toughness 14 (4)
Special Abilities
Claws: Str+d8
Demon
Hardy
Fire Blast: 3d6, 24/48/96, MBT. Barons and Hell Knights are immune to each others Fire Blast.
Block, Frenzy, Sweep
Size +3
Armor +4

Revenant
An undead demon with shoulder mounted homing rockets and a mean left hook.
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+2, Vigor d10
Skills: Fighting d10, Notice d8, Shooting d10
Pace 5; Parry 7; Toughness 15 (2)
Special Abilities
Fists: Str+d8
Undead
Fearless
Hardy
Shoulder Rockets: 3d6+1, AP 4, Snapfire, MBT, HW. A Revenant has two shoulder mounted rocket
launchers that fire homing rockets. It gains +2 on shooting rolls when firing a Homing rocket. If both rockets are fired
at once, the recoil cancels the +2.
Large
Size +4
Armor +2

Mancubus
This hulking brute has flamethrowers where his arms should be.
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d12+4, Vigor d12
Skills: Fighting d12, Intimidation d12, Notice d8, Shooting d12
Pace 5; Parry 9; Toughness 15 (4)
Special Abilities
Fire Cannons: 3d6, 30/60/120, ROF 3, AP 4, Snapfire, HW. A Mancubus has two Fire Cannons and can fire
them both at their full rate of fire without penalty. Mancubus are immune to each others Fire Cannons.
Demon
Fear -2
Hardy
Large
Edges: Improved Tough as Nails
Size +5
Armor +4
Baron of Hell (Wild Card)
Like a Hell Knight, but red and twice as tough. Masters of melee combat.
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+6, Vigor d12
Skills: Fighting d12, Intimidation d12, Notice d12, Throwing d12
Pace 6; Parry 12; Toughness 18 (4)
Special Abilities
Claws: Str+d8. A Baron’s claws are Heavy Weapons.
Demon
Fear -2
Hardy
Fire Blast: 3d6+4, 30/60/120, AP 4 MBT, HW. Barons and Hell Knights are immune to each others Fire Blast.
Edges: Improved Block, Improved Frenzy, Improved Sweep, Master of Arms
Large
Size +6
Armor +4

Archvile (Wild Card)


A tall, pale, and grotesque demon that revives other demons. Also shoots a pillar of fire from its bony hands.
Attributes: Agility d8, Smarts d10, Spirit d12, Strength d12+4, Vigor d12
Skills: Fighting d12, Healing d12, Intimidation d12, Notice d12
Pace 6; Parry ; Toughness 19 (6)
Special Abilities
Demon
Fear -4
Hellfire: An Archvile can create Hellfire in a line up to 30” away. The hellfire hits anyone caught in the line
and deals 2d10+2. Hellfire is a Heavy Weapon and ignores armor. Archviles are immune to each others Hellfire.
Unholy Succor: As an action, an Archvile can resurrect an incapacitated or dead allied Extra within 30” with a
successful Healing check. Extras revived this way are shaken.
Large
Size +5
Armor +6

Cyberdemon (Wild Card)


A skyscraper that shoots rockets from his arm. Arguably the most powerful demon.
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+9, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12, Notice d12, Shooting d12+2
Pace 5; Parry 11; Toughness 26 (6)
Special Abilities
Stomp: Str+10
Demon
Fear -4
Hardy
Rocket Launcher Arm: 4d8,100/200/400, ROF 3, AP8, Snapfire, MBT
Edges: Improved Block, Improved Dodge, Improved Frenzy, Improved Level Headed, Improved Tough as
Nails
Gargantuan
Size +9
Armor +6
Spider Mastermind (Wild Card)
The tactical commander of the demonic invasion. Has a huge chaingun attached to its midsection.
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d12+4, Vigor d12
Skills: Fighting d12, Intimidation d12 Knowledge (Battle) d12, Notice d12, Shooting d12+2
Pace 5; Parry 8; Toughness 21 (4)
Special Abilities
Stomp: Str+10
Demon
Fear -4
Super Chaingun: 3d10, 100/200/400, ROF 3, AP8, Snapfire, Auto
Master Tactician: A Spider Mastermind has a command radius of 10”. All allies within it add +3 to resist being
shaken, +1 to toughness and +1 to their fighting damage rolls. Allies roll a d10 when making group rolls and a Spider
Mastermind can share its Bennies with any ally in the command radius.
Gargantuan
Size +9
Armor +4

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