For use with Savage Worlds Adventure Edition
Attributes or Skills
Roll Trait Die plus or minus modifiers (Target Number is 4)
ACE PARRY BENNIES
If highest possible number on a
RAISES 2 + ½ Fighting Reroll any Trait test
Every 4 points over TN Reroll Damage
dice (Explodes), roll again TOUGHNESS
Draw New Action Card
2 + ½ Vigor Recover from Shaken
WILD DIE UNTRAINED Critical Failure Soak Damage
Roll d6 with any Trait test, use Roll d4 (-2 on total). Some Regain 5 PP’s
Snake Eyes
the highest (1 die per action) skills can’t be rolled Influence Story
Cannot be Rerolled
COMBAT
SURPRISE (p.108) INITIATIVE HOLD (p.102)
Attackers start on Hold Choose to take Action later
Defenders roll Notice Ace to Two Interrupt with Opposed Athletics
Success = get card, fail = no card Spades ♠ Lasts into following rounds
MULTI ACTIONS (p.103) Hearts ♥ THE JOKER (p.89)
-2 for each additional Action Diamonds ♦ Act whenever in Round
Max. 3 Actions +2 to all Trait and Damage Rolls
Clubs ♣ All players get a Benny
MELEE ATTACK RANGED ATTACK SUPPORT (p.106) TEST (p.108)
Fighting Skill Shooting/Athletics Skill Skill Roll to give Ally +1 Attacker’s Skill vs.
vs. target’s Parry vs. 4 + Modifiers (+2 w/ Raise) to single Opponent’s linked Attribute
Success = Roll Dmg Success = Roll Dmg Skill roll for round Success = Attacker chooses
Any # Raises = +d6 to Dmg Any # Raises = +d6 to Dmg Crit Fail = Ally gets -2 to Distracted or Vulnerable
roll result (both with Raise). Tie
Wild Attack (p.109) Aim (p.97) = Test fails.
+2 to Fighting and Dmg this Spend entire turn aiming. Next
turn, become Vulnerable turn, ignore up to 4 Shooting SHAKEN (p.94) WOUNDS (p.95)
modifiers or +2 to Ranged Attack) Spirit Roll at Start of turn
-1 to Pace and Trait rolls for
Success = Act Normal each Wound
DAMAGE Fail = Free Actions Only Extras Incapacitated on 1
Melee = Str die + Weapon die (No Wild Die) Benny to unshake at any Wild Cards Inc. on 4+
Ranged = Weapon die (No Wild Die) time
vs. Target Toughness (+ Armor) BLEEDING
Dmg Roll < Toughness = No Effect FATIGUE (p.100) OUT (p.95)
Dmg Roll ≥ Toughness = Shaken (1 Wound if Shaken) Fatigued (-1 to Roll) Vigor Check at Start of Turn
Cause 1 Wound for each Raise Exhausted (-2 to Roll) Failure = Dead
SOAK DAMAGE (p.96) Incapacitated Success = Survive
Raise = Stabilized
One Soak roll per Attack, costs 1 Benny FEAR CHECK continue until
Vigor Check (Wound penalties you are soaking do not apply) Spirit Roll. If fail, see
Each Success and Raise negate 1 Wound Stabilized
table at p.124
PRONE (p.104) GANGING UP
RANGE COVER (p.99) ILLUMINATION
-4 to Hit at Range of 3+ (p.101)
Short (TN=4) Light ¼ target (-2) Dim (-2 to Roll)
+2 to Hit in Melee +1 Fighting per
Medium (-2 to roll) Medium ½ target (-4) Dark (-4 to Roll)
-2 to Attack in Melee (adjacent
Long (-4 to roll) Heavy ¾ target (-6) Pitch Dark (-6 to Roll)
attackers-defenders)
Extreme (-8 to roll) Near Total (-8)
up to +4
DISTRACTED VULNERABLE ENTANGLED BOUND (p.98) STUNNED
Cannot move,
(p.100) (p.100) (p.98) Distracted, Vulnerable,
Short (TN=4)
Subtract 2 from all Actions against you Cannot move and Medium (-2 to roll)
no physical actions
Trait rolls until end of are made at +2 until Distracted Long (-4 to roll)
other than Breaking
next turn end of next turn Extreme (-8 to roll)
Free
“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of
Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”