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;
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