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+ Success| 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 d8 Fighting + d6 Wild Die
Aces Exploding dice - reroll max results 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
Common Knowledge Smarts + Wild die None

Dramatic Tasks

Quick Rule: Need 4 successes in 3 rounds. Each raise counts as an extra success!

Combat Quick Reference

Initiative Order

Joker
Go whenever
+2 all rolls
Ace
Highest card
King-2
Descending order
Clubs ♣
Lowest suit

Combat Actions

Action Effect Special
Move Up to Pace" -2 Running die to run +1d6"
Attack Fighting or Shooting vs. Parry or Range TN
Defend +4 Parry No other actions
Test Opposed roll Success = Distracted/Vulnerable
Support +1 or +2 to ally Must explain how
Wild Attack +2 Fighting, +2 damage -2 Parry until next turn

Multi-Actions

Example: Shooting twice in one turn
First shot: -2 penalty
Second shot: -2 penalty
Three actions? -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 to Recover] D --> H[Wound Penalties Apply]

Wound Effects

Wounds Penalty Status
0 None Healthy
1 -1 to all rolls Wounded
2 -2 to all rolls Badly Wounded
3 -3 to all rolls Incapacitated
4+ Dead Make a new character

Soak Rolls

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

Common Modifiers

Positive Modifiers

+2 The Drop
+2 Wild Attack
+1 per Support
+2 Joker
+4 Defend

Negative Modifiers

-2 Called Shot (Limb)
-4 Called Shot (Head)
-2 per Multi-Action
-1 per Wound
-2 Distracted

Range Modifiers

Range Modifier Example Distance
Short 0 Up to 12"
Medium -2 13-24"
Long -4 25-48"
Extreme -8 49-96"

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:
• All current PP lost
• Shaken
• Roll on Backlash table if GM uses it

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 1 point d12+1
d12+1 1 point d12+2, etc.

Status Effects

Status Effect Recovery
Shaken No actions except free Spirit roll or Benny
Stunned -2 Parry, no actions End of next turn
Distracted -2 to all rolls End of next turn
Vulnerable -2 to resist attacks End of next turn
Entangled Can't move, -2 Parry Str or Agility roll
Bound No actions, -2 Parry Str -2 to break

Size Scale

Size Scale Modifier Toughness Bonus Example
-4 Tiny -2 Cat
-2 Small -1 Dog
0 Normal 0 Human
+2 Large +1 Bear
+4 Huge +2 Rhino
+8 Gargantuan +4 Dragon

GM Quick References

graph TD A[Scene Start] --> B[Deal Initiative] B --> C[Players Declare Actions] C --> D[Resolve in Card Order] D --> E{More Actions?} E -->|Yes| C E -->|No| F[Scene End/New Round]

Golden Rules to Remember