Welcome to your Savage Worlds quick reference! Think of this as your gaming GPS - all the essential rules and tables at your fingertips. No more flipping through books mid-combat!
Basic Rules Summary
Core Mechanics
| Concept | Rule | Example |
|---|---|---|
| Target Number | 4 for most rolls | Roll 4+ to succeed |
| Wild Die | Wild Cards roll d6 with trait die and keep the higher | d8 Fighting + d6 Wild Die |
| Critical Failure | Wild Card rolls 1 on both dice | Can't be rerolled with a Benny |
| Opposed Rolls | Defender's total is the TN | Stealth vs. Notice |
| Aces | Exploding dice - max result: roll again and add | Roll 8 on d8, roll again! |
| Raises | Every 4 over TN = 1 Raise | TN 4, roll 12 = 2 Raises |
Trait Tests
Skill Defaults
| Situation | Roll | Penalty |
|---|---|---|
| Have the skill | Skill die + Wild die | None |
| Don't have skill | d4 + Wild die | -2 penalty |
| Core skills | Athletics, Common Knowledge, Notice, Persuasion, Stealth start at d4 free | None |
Dramatic Tasks
Combat Quick Reference
Initiative Order
Go whenever
+2 Trait & damage rolls
Every hero gets a Benny
Highest card
Descending order
♠♥ ♦ ♣
Clubs lowest
Combat Actions
| Action | Effect | Special |
|---|---|---|
| Move | Up to Pace" | Run: add running die (d6) to Pace; -2 to other actions |
| Attack | Fighting or Shooting | vs. Parry or Range TN |
| Defend | +4 Parry | No other actions |
| Test | Opposed roll | Success = Distracted or Vulnerable; raise also Shaken |
| Support | +1 (success) or +2 (raise) to ally | Total support max +4 |
| Wild Attack | +2 Fighting, +2 damage | Vulnerable until end of your next turn |
| Gang Up | +1 per extra adjacent attacker | Max +4 |
| The Drop | +4 attack and damage | Foe unaware or helpless |
Multi-Actions
First shot: -2 penalty
Second shot: -2 penalty
Three actions (the maximum)? -4 to each!
Damage & Wounds
Wound Effects
| Wounds | Penalty | Status |
|---|---|---|
| 0 | None | Healthy |
| 1 | -1 to Trait rolls and Pace | Wounded |
| 2 | -2 to Trait rolls and Pace | Wounded |
| 3 | -3 to Trait rolls and Pace (maximum) | Wounded, still fighting |
| More than 3 | Out of the fight | Incapacitated (Extras are out at their first Wound) |
Soak Rolls
Common Modifiers
Positive Modifiers
+4 The Drop
+2 Wild Attack
+1/+2 Support (max +4)
+1 per Gang Up attacker (max +4)
+2 Joker
+2 vs. Vulnerable target
+4 Parry when you Defend
Negative Modifiers
-2 Called Shot (Limb)
-4 Called Shot (Head/Vitals, +4 damage)
-4 Small target / -6 Tiny target
-2 per Multi-Action
-1 per Wound (max -3)
-1 Fatigued / -2 Exhausted
-2 Distracted
Range Modifiers
| Range | Modifier | Example Distance (Range 12/24/48) |
|---|---|---|
| Short | 0 | Up to 12" |
| Medium | -2 | 13-24" |
| Long | -4 | 25-48" |
| Extreme | -8 | Beyond 48" (needs Aim or similar) |
Cover & Visibility
| Situation | Modifier | Notes |
|---|---|---|
| Light Cover | -2 | 25% covered |
| Medium Cover | -4 | 50% covered |
| Heavy Cover | -6 | 75% covered |
| Near Total Cover | -8 | Only small part visible |
| Dim Light | -2 | Torchlight, moonlight |
| Dark | -4 | Starlight only |
| Pitch Black | -6 | No light at all |
Powers Quick Reference
Power Modifiers
| Modifier | PP Cost | Effect |
|---|---|---|
| Additional Recipients | +1 each | Affect multiple targets |
| Armor Piercing | +1 to +3 | AP 2 per PP |
| Damage | +2 | +1d6 damage |
| Range | +1/+2 | Double/Triple range |
| Selective | +1 | Exclude targets in area |
Backlash
• Something goes wrong, per the caster's Arcane Background
• Check that Arcane Background's description for the exact effect
• Power Points recover at 5 per hour of rest
Essential Quick Tables
Die Types & Advances
| Current Die | Cost to Advance | New Die |
|---|---|---|
| Below linked attribute | 1 point per die type | Next die up |
| Equal/above attribute | 2 points per die type | Next die up |
| d12 | Advances only (Edges or setting rules) | d12+1, then d12+2, etc. |
Status Effects
| Status | Effect | Recovery |
|---|---|---|
| Shaken | Free actions only (may still move) | Spirit roll at start of turn, or a Benny any time |
| Stunned | Prone, no actions or movement, Vulnerable | Vigor roll at start of turn |
| Distracted | -2 to all Trait rolls | End of its next turn |
| Vulnerable | Actions and attacks against it +2 | End of its next turn |
| Entangled | Can't move, Distracted | Strength or Athletics roll |
| Bound | Can't move or act except to escape; Distracted and Vulnerable | Strength or Athletics roll |
| Fatigued / Exhausted | -1 / -2 to Trait rolls | One more level: Incapacitated |
Size Scale
| Size | Rough Size | Toughness Change | Example |
|---|---|---|---|
| -4 | Tiny | -4 | Cat |
| -2 | Small | -2 | Dog |
| 0 | Normal | 0 | Human |
| +2 | Large | +2 | Bear |
| +4 | Huge | +4 | Rhino |
| +8 | Gargantuan | +8 | Dragon |
Size adds directly to Toughness. The extra attack modifiers for very large or very small targets (Scale) are in the core rules.
Bennies
Odds of Success (TN 4)
| Trait Die | Extra: Success | Wild Card: Success | Wild Card: Raise (8+) | Wild Card: Critical Failure |
|---|---|---|---|---|
| d4 | 25.0% | 62.5% | 19.3% | 4.17% |
| d6 | 50.0% | 75.0% | 25.8% | 2.78% |
| d8 | 62.5% | 81.2% | 24.7% | 2.08% |
| d10 | 70.0% | 85.0% | 39.7% | 1.67% |
| d12 | 75.0% | 87.5% | 49.8% | 1.39% |
Unskilled (d4 -2) for a Wild Card: 32.3%. Thanks to Aces, a d8 is slightly less likely to score a raise than a d6.
Ranks and Advances
| Rank | Advances |
|---|---|
| Novice | 0-3 |
| Seasoned | 4-7 |
| Veteran | 8-11 |
| Heroic | 12-15 |
| Legendary | 16+ |
There's no XP: the GM awards an Advance roughly every session. Each Advance buys one of these:
- A new Edge
- +1 die step to two skills at or below their linked attribute
- +1 die step to one skill above its linked attribute
- +1 die step to one attribute (once per Rank; at Legendary, every other Advance)
- Remove a Minor Hindrance, or reduce a Major one to Minor
GM Quick References
Golden Rules to Remember
- Fast! Furious! Fun! - When in doubt, keep the game moving
- Raises matter - Always reward good rolls with extra effects
- Bennies flow - Give them out for good roleplay and clever ideas
- Wild Cards are special - They get Wild Dice and Bennies
- Aces explode - Maximum die results always reroll