Quick Reference: Rules Summary and Tables

Basic Rules Trait Tests Combat Damage Modifiers Powers Quick Tables

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

graph LR A[Roll Trait Die] --> B{Result?} B -->|4+ Success| C[Success!] B -->|8+ is 4 over TN| D[Raise!] B -->|Less than 4| E[Failure] F[Ace!] --> G[Roll Again & Add] A -->|Die shows max| F

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

Quick Rule: Collect a set number of successes and raises (task tokens) within a limited number of rounds. Each raise earns an extra token, and drawing a Club for your action card brings a complication!

Combat Quick Reference

Initiative Order

Joker
Go whenever
+2 Trait & damage rolls
Every hero gets a Benny
Ace
Highest card
King-2
Descending order
Ties
♠ ♥ ♦ ♣
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

Example: Shooting twice in one turn
First shot: -2 penalty
Second shot: -2 penalty
Three actions (the maximum)? -4 to each!

Damage & Wounds

graph TD A[Roll Damage] --> B{vs Toughness} B -->|Equal/Over| C[Shaken] B -->|Raise| D[1 Wound + Shaken] B -->|2 Raises| E[2 Wounds + Shaken] B -->|3 Raises| F[3 Wounds + Shaken] C --> G[Spirit Roll at Start of Turn to Recover] D --> H[Wound Penalties Apply]

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

Spend a Benny: Roll Vigor. Each success and raise removes 1 wound from that attack!

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

Critical Failure on Spellcasting:
• 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

Each player starts every session with 3. The GM gets 1 per player character, and each Wild Card NPC has 2. Spend one to reroll a Trait test (keep the better result), make a Soak roll, recover from Shaken instantly, draw a new action card, or (GM's call) influence the story. Unspent Bennies don't carry over.

Odds of Success (TN 4)

Trait Die Extra: Success Wild Card: Success Wild Card: Raise (8+) Wild Card: Critical Failure
d425.0%62.5%19.3%4.17%
d650.0%75.0%25.8%2.78%
d862.5%81.2%24.7%2.08%
d1070.0%85.0%39.7%1.67%
d1275.0%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
Novice0-3
Seasoned4-7
Veteran8-11
Heroic12-15
Legendary16+

There's no XP: the GM awards an Advance roughly every session. Each Advance buys one of these:

GM Quick References

graph TD A[Round Start] --> B[Deal Action Cards] B --> C[Highest Card Acts First] C --> D[Continue in Card Order] D --> E{Fight Over?} E -->|No| B E -->|Yes| F[Scene End]

Golden Rules to Remember