SavageWorlds_CheatSheet

May 4, 2018 | Author: Ken Stulce | Category: Leisure, Sports
Share Embed Donate


Short Description

Descrição: 1 page reformatting of a Savage Worlds cheat sheet....

Description

Aim  +2 Shooting / Throwing next round if character does not move and spends a round aiming; Area Effect Attacks  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 1/2/3for S/M/L range, d12 for direction;  Dive for cover with Agility –2; Autofire  Roll Action Dice up to ROF;  Only 1 Wild Dice roll;  –2 to attack for Autofire;  Each Dice represents ROF shots; Called Shots Location Limb Head Small Target Tiny Target

Modifier –2 –4 (+4dmg) –4 –6

Cover Cover Light Medium Heavy

Modifier –1 –2 –4

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

Modifier –1 –2 –4

Defend  +2 Parry; May move Pace, but no other action possible; Full Defense  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; Double–Tap  +1 attack and damage; Three Round Burst  +2 attack and damage;

   

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;

Multiple Action / Two Weapons  –2 to each action; –2 to off–hand; Non–Lethal Damage  A KO Blow puts the character down for 1d6 hours instead of going to the KO Blow table; Prone  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 Melee  Pistols only; Target number is opponent’s Parry; Suppressive Fire  Make Shooting roll with Auto fire penalty and range only;  On success, targets in Medium Burst Template (2” / 4yard radius) must make a Spirit roll or be Shaken (or hit on a roll of 1 on Spirit roll); Test of Wills  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  Opposed Agility or Smarts depending on trick;  Target is –2 Parry until next action and also Shaken on a Raise; Unarmed Defender  Armed attackers gain +2 Fighting; Unstable Platform  –2 Shooting penalty;  Moving vehicle or animal are typical unstable platforms;

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

Wild Attack  +2 Fighting; +2 damage; –2 Parry until next action;

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

Withdrawing from Melee  Adjacent non-Shaken foes get free attack vs. retreating character;

Grappling

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF