Savage Worlds - Cheat Sheet

May 4, 2018 | Author: Troy Smith | Category: Weaponry, Leisure, Sports
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Short Description

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Description

Aim 

+2 Shooting / Throwing next round if character does not move and spends a round aiming;

Area Effect Attacks 

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Ganging Up 

Grappling

 Target under template suffers damage; Cover is treated as armor; Missed attack causes deviation of 1d6” for thrown weapons or 1d10” for launched weapons x 1/2/3 for S/M/L range, d12 for direction; Dive for cover with Agility –2;





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Autofire  

 

Roll Action Dice up to ROF; Only 1 Wild Dice roll; –2 to attack for Autofire; Each Dice represents ROF shots;

Limb Head Small Target  Tiny Target





Modifier

–2 –4 (+4 dmg) –4 –6

Cover

Modifier

Light Medium Heavy

–1 –2 –4

Darkness









+2 Parry; May move Pace, but no other action possible;



Fighting roll result becomes Parry until next action; May not move at all, nor take any other action;

Disarm 

–2 Fighting roll; Target must roll Strength vs. damage or drop weapon;





+1 attack and damage;

Three Round Burst 

+2 attack and damage;

 The Drop  

+4 attack and damage; Attack assumed to have Initiative on hold;

Opposed roll of Intimidate (vs. Spirit) or Taunt (vs. Smarts); +2 to next action against target if successful; foe is also Shaken on a Raise;

 Touch Attack 

+2 Fighting if you only want to touch target;

 Trick  

Double–Tap 

Make Shooting roll with Autofire penalty and range only; On success, targets in Medium Burst Template (2” / 4 yard radius) must make a Spirit roll or be Shaken (or hit on a roll of 1 on Spirit roll);

 Test of Wills

Full Defense 

Pistols only; Target number is opponent’s Parry;

Suppressive Fire Fire

Modifier

Defend

Offers Medium cover against ranged attacks over 3” away; –2 Fighting and Parry in melee; Standing up costs 2” of movement; may be spent when attacked to rise automatically;

Ranged Weapons in in Melee



–1 –2 –4

A KO Blow puts the character down for 1d6 hours instead of going to the KO Blow table;

Prone

Cover

Situation

–2 to each action; –2 to off–hand;

Non–Lethal Damage



Dim Dark – max 10” (20 yards) Pitch Darkness

Regular Fighting roll to grapple; Entangles target with success, target is Shaken on raise;  To escape, make opposed roll (Strength or Agility, each person’s choice); Escapes on success with no action left, a raise grants action as normal once free; Can attempt other action while entangled at –4. Can damage entangled foe with opposed Strength rolls, with Strength as base damage roll;

Multipl ltiple e Action Action / Two Weapons

Called Shots Location

+1 Fighting per additional attacker (max of +4);

Opposed Agility or Smarts depending on trick;  Target is –2 Parry until next action and also Shaken on a Raise;

Unarmed Defender efender 

Armed attackers gain +2 Fighting;

Unstable Platform  

–2 Shooting penalty; Moving vehicle or animal are typical unstable platforms;

Wild Attack 

+2 Fighting; +2 damage; –2 Parry until next action;

Withdrawing from Melee 

Adjacent non-Shaken foes get free attack vs. retreating character;

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