INITIATIVE (TURN ORDER) DAMAGE TEST (ACTION) (HINDER ENEMY)
Everyone draws an Action Card to determine turn order Melee: Strength + weapon damage vs Toughness. Roll to hinder an opponent - describe what you want to do for the round. Aces high, deuces low, ♠ > ♥ > ♦ > ♣. Ranged: Weapon damage vs. Toughness. and roll the GM-agreed Skill. The target makes an Redraw cards each round. Unlike Trait / to-hit rolls, add your dice values together opposing roll of their relevant Attribute. If you succeed, rather than taking the best one, and don't use your Wild choose to Distract the target (-2 to their Trait rolls) or Joker: take your turn at any time, including to interrupt Die. All damage dice can still Ace. make them Vulnerable (+2 to all Actions against them) another turn. You get +2 to all your Trait and Damage until the end of their next turn. A raise inflicts Shaken, or a Rolls, and the whole team gets a Benny each. Shuffle the Damage effects: comparable subjective effect if the GM permits, but deck after any round in which a Joker is drawn. Success: The target is Shaken. If the target is already cannot cause a Wound. Shaken, they take a Wound. TURN STRUCTURE Raise: The Target takes as many Wounds as raises, and RUN (FREE ACTION) Standard turns consist of Movement (a number of is Shaken if not already. Roll your Running die and increase your Pace by the squares up to your Pace) and one Action (which can be result for this turn. You take -2 to all other Actions this taken at any point during your movement). You can also Shaken: Shaken characters cannot take Actions, only turn. Running dice don’t Ace, but it would be super funny take multiple Free Actions (like speaking, dropping prone, Movement and Free Actions. To recover from Shaken, if they did. dropping an item, etc.) at the GM’s discretion. make a Spirit roll (plus your Wild Die) as a Free Action at the start of each turn, against a Target Number of 4. You PRONE (FREE ACTION) ATTACKS can also use a Benny to recover at any time. Drop prone. Ranged attacks against you from 3 or more Make the relevant Trait roll first to see if you hit. If you Soak Rolls: To try and mitigate (soak) damage when hit, units away take a -4 penalty to hit you, and area-of-effect succeed, make a Damage roll. If you get any Raises, no you can use a Benny to make a Vigor roll (with your Wild attacks take -4 to Damage rolls. Standing up again is a matter how many, add one d6 to the Damage roll. Die). Each success removes one Wound. Negating all Free Action, but uses up 2 movement units. Your Parry is Wounds from the Soaked attack cures Shaken, if you reduced by 2 and you take -2 to Fighting rolls while prone. Melee: Fighting (+ Wild Die) vs. opponent’s Parry. Ranged: Shooting (+ Wild Die) vs. Target Number of 4. have it. HOLD Thrown: Athletics (+ Wild Die) vs. Target Number of 4. Armor / Armor Piercing: Armor adds its Armor value to a Hold your turn until later in the round and take it at any target’s Toughness, increasing the target number for time. You can attempt to interrupt someone else’s turn - Rate of Fire (RoF): You can choose to fire a Ranged Damage rolls. Weapons and attacks with an Armor weapon at any Rate of Fire up to the weapon’s maximum both characters roll Athletics, highest result goes first. If Piercing (AP) value ignore that many points of the target’s you are Shaken or Stunned while Holding, you lose your RoF value. You declare your targets first, then roll as Armor. many Shooting dice as your chosen Rate of Fire, plus turn. your Wild Die. Assign the results to targets as desired. INCAPACITATION Extras die on the first wound. Wild Cards can take three CALLED SHOT The Wild Die is an extra option, not an extra shot. Pick a specific area on the target to shoot at, with a and are Incapacited on the fourth. Consult Page 95 for Recoil: Firing at a rate higher than 1 in a single Action possible outcomes. penalty. Head (-4): +4 damage. Arm (-2)/Hand (-4): Target causes a -2 penalty to the Shooting rolls for that Action. rolls Strength at -2/-4 to keep hold of their weapon.
OTHER OPTIONS AIM
COMMON MODIFIERS Take a whole turn to Aim with a ranged weapon. On your MULTI-ACTIONS Wounds: Pace and all Trait rolls take -1 per Wound next turn, as long as your first action is to fire, you can You may take up to two extra Actions per round. You Illumination: Dim (-2), Dark (-4), Pitch Darkness (-6) either ignore 4 points of penalties or add +2 to your roll. must declare all actions before rolling. Each additional Range: Medium (-2), Long (-4), Extreme (-8, must Aim first) Action causes a -2 penalty to all your Actions that turn. SUPPRESSIVE FIRE (ACTION) SUPPORT (ACTION) With any weapon that fires as fast or faster than a pistol, BENNIES Help an ally with a task - describe the attempt, then roll choose a 4x4 area and make a single Shooting roll to Reroll Attacks / Traits || Reroll Damage affect all targets. Individual target penalties (e.g. Cover) the GM-agreed Skill. Success gives the ally +1 on the roll, Soak Damage || Cure Shaken At Any Time apply. Success causes Distract, a Raise causes a hit, but a Raise gives +2. Multiple characters can Support a roll, Redraw Action Card || Regain 5 Power Points you can’t hit more enemies than the weapon’s Rate Of but an individual character can only contribute up to +2, and the maximum total contribution is +4. Fire. @columbologist - Nov 2021. Made with the help of the fine people of r/savageworlds. Steal, modify, print, use, exploit as desired/required. Sleep in all the worst places.