TEXT:  
  Combat Summary 
   
  Initiative 
  • Deal each Wild Card and group of NPCs one card. 
  • Reshuffle the deck after a Joker is dealt. 
  • A Joker allows the character to act whenever he or she wants in a round, and adds +2 to all their trait and damage rolls this round. 
   
  Movement 
  • A character may move up to his Pace and perform an Action, such as making a hand-to-hand attack, firing a ranged weapon, casting a spell, or 
  making a test of wills. 
  • A character may attempt additional actions, such as running (an additional 1d6”), but incurs a –2 penalty to all trait rolls for each additional ac-
  tion. 
   
  Fighting 
  • The attacker makes a single Fighting roll.  If the roll is equal to or greater  than his target’s Parry, the attack hits (see Damage).  Each Raise on the attack 
  adds +2 to the damage. 
   
  Shooting 
  • The attacker makes a single Shooting roll and subtracts 2 for Medium Range, -4 for Long range.  If the roll is successful (TN 4 or more), the at-
  tack hits (see Damage).   Each Raise on the attack adds 2 to the damage. 
   
  Damage 
  • If the damage is equal to or greater than the victim’s Toughness, he’s Shaken. 
  • A Shaken Extra is knocked out of the fight. 
  • If the damage exceeds the Wild Card’s Toughness by a Raise, he also suffers a Wound.   
  • A Shaken Wild Card who receives a second Shaken result is Wounded. 
  • Wild Cards can suffer up to three Wounds. 
  • When a Wild Card suffers more than three Wounds, he checks the Knockout Blow table for the number of Wounds suffered by the attack that put 
  him over 3 wounds. 
   
  Aftermath 
  • A successful Healing roll on an injured Wild Card heals 1 Wound; 2 with a Raise.   If the roll is failed, the Wound must heal naturally. 
  • Incapacitated Extras roll Vigor to see if they are alive or dead. 
  
  Attack options summary 
  Aim: +2 Shooting/Throwing 
  if character does not move 
   
  Area Effect Attacks: 
  Targets under template 
  suffer damage, treat cover 
  as armor; missed attack rolls 
  cause 1d6” deviation for 
  thrown weapons, 1d10” for 
  launched weapons; x1 for 
  Short range, x2 for Medium 
  range, x3 for Long range 
   
  Autofire: -2 Shooting 
   
  Breaking Things: See 
  Obstacle Toughness Table; 
  Parry 2; No bonus damage 
  or Aces apply 
   
  Called Shots: 
  Limb: -2 attack 
  Head: -4 attack; +4 damage 
  Small target: -4 attack 
  Tiny target: -6 attack 
   
  Cover: 
  Light: -1 
  Medium: -2 
  Heavy: -4 
   
  Darkness: 
  Dim: -1 attack 
  Dark: -2 attack; targets are 
  not visible beyond 10” 
   
  Pitch Darkness: Targets 
  must be detected to be 
  attacked at -4 
   
  Defend: +2 Parry; character 
  may take no other actions 
   
  Disarm: -2 attack; defender 
  must make a Str roll vs. the 
  damage or drop his weapon 
   
  Double Tap/Three Round 
  Burst: +1 attack and 
  damage/+2 attack and 
  damage 
   
  The Drop: +4 attack and 
  damage 
   
  Finishing Move: Instant kill 
  to helpless foe with lethal 
  weapon 
   
  Firing Into Melee: See 
  Innocent Bystanders 
   
  Ganging Up: +1 Fighting 
  per additional attacker; 
  maximum of +4 
   
  Grappling: Fighting roll to 
  grapple, on a raise opponent 
  Shaken;Defender can make 
  opposed Strength or Agility 
  to break free (any other 
  action made at -4); Attacker 
  can make opposed Strength 
  or Agility to damage victim 
   
  Innocent Bystanders: 
  Missed Shooting or Throwing 
  roll of 1 (2 with shotguns or 
  autofire) hits random 
  adjacent target 
   
  Nonlethal Damage: 
  Characters are knocked out 
  for 1d6 hours instead 
  of wounded 
   
  Obstacles: If attack hits by 
  the concealment penalty, the 
  obstacle acts as Armor 
   
  Prone: As Medium cover; 
  prone defenders suffer -2 
  Fighting, -2 Parry in melee 
   
  Ranged Weapons in Close 
  Combat: Pistols only; Target 
  Number is defender’s Parry 
   
  Suppressive Fire: On 
  successful Shooting roll, 
  targets within a Medium 
  Burst Template must make a 
  Spirit roll or be Shaken; 
  those who roll a 1 are hit for 
  normal damage 
   
  Touch Attack: +2 Fighting 
   
  Trick: Describe action; make 
  opposed Agility or Smarts 
  roll; opponent is -2 Parry 
  until next action; with a raise, 
  the foe is -2 Parry and 
  Shaken 
   
  Two Weapons: -2 attack; 
  additional -2 for off-hand if 
  not Ambidextrous 
   
  Unarmed Defender: Armed 
  attackers gain +2 Fighting 
   
  Unstable Platform: -2 
  Shooting from a moving 
  vehicle or animal 
   
  Wild Attack: +2 Fighting; +2 
  damage; -2 Parry until next 
  action 
   
  Withdrawing from Close 
  Combat: Adjacent foes get 
  one free attack at 
  retreating character 
  
  Knockout blow 
  1 Wound 
  Battered & Bruised 
  If your hero was previously Incapacitated, this result has 
  no further 
  effect. Otherwise, your hero’s had the wind knocked out of 
  him. Make a Spirit roll at the beginning of each round. If 
  the roll is successful, he becomes Shaken and can return 
  to the fight. 
  2 Wounds 
  Incapacitated 
  Your hero is beaten badly enough to take him out of this 
  fight. He’s 
  Incapacitated and must roll on the Injury Table. 
  3 Wounds 
  Bleeding Out 
  Your hero is bleeding out and Incapacitated. Roll on the 
  Injury Table 
  and make a Vigor roll at the start of each combat round. A 
  failure 
  means the hero has lost too much blood and becomes 
  mortally 
  Wounded (see below; begin rolling for the Mortal Wound in 
  the next 
  round). With a success, he keeps bleeding and must roll 
  again next 
  round. With a raise, or a successful Healing roll, he stops 
  bleeding 
  and is Incapacitated. 
  4+ Wounds 
  Mortal Wound 
  Your hero has suffered a life-threatening wound and will 
  not recover 
  without aid. He is Incapacitated and must roll on the Injury 
  Table. He must also make a Vigor roll at the start of each 
  round. If the roll is failed, he passes on. A Healing roll 
  stabilizes the victim but leaves 
  him Incapacitated. 
  A hero who suffers more than 3 wounds must check his table to 
  determine his fate. Remember that you’re checking the number of 
  wounds caused by the blow that sent the hero to this table—not the 
  total number of wounds he has.  Don’t forget to subtract wound 
  modifiers from any rolls required by the table. 
  Injury table 
  Roll 2d6 on the table below, then make a Vigor roll. If the Vigor roll is failed, 
  the injury is permanent regardless of healing. If the roll is  successful, the 
  effect goes away when all wounds are healed.  If the attack that caused the 
  Injury was directed at a specific body part, use that location instead of rolling 
  randomly. 
  2d6 Wound 
  Injury 
  2 
  Unmentionables 
  The hero suffers an embarrassing and painful wound to 
  the groin. If the injury is permanent, reproduction is out of 
  the question without miracle surgery or magic. 
  3-4  
  Arm 
  The character catches one in the left or right arm 
  (determined randomly). The arm is rendered useless. 
  5-9  
  Guts 
  Your hero catches one somewhere between the crotch 
  and the chin. Roll 1d6 on the sub-table below: 
   
  1-2 Broken: His Agility is reduced by a die type (min d4). 
  3-4 Battered: His Vigor is reduced by a die type (min d4). 
  5-6 Busted: His Strength is reduced by a die type (min 
  d4). 
  10 
  Leg 
  The character’s left or right leg (determined randomly) 
  is crushed, broken, or mangled. His Pace is reduced by 1. 
  11-12  
  Head  
  Your hero has suffered a grievous injury to his head. 
  Roll 1d6 on the sub-table below: 
   
  1-2 Hideous Scar: Your hero now has the Ugly 
  Hindrance. 
   
  3-4 Blinded: One or both of your hero’s eyes was 
  damaged. He gains the Bad Eyes Hindrance. 
   
  5-6 Brain Damage: Your hero suffers massive trauma to 
  the head. His Smarts is reduced one die type (min d4). 
  
  Situation 
  Modifier 
  Crawling 
  +2 
  Running 
  -2 
  Dim light 
  +1 
  Darkness 
  +2 
  Pitch darkness 
  +4 
  Light cover 
  +1 
  Medium cover 
  +2 
  Heavy cover 
  +4 
  Stealth Modifiers 
  Situation 
  Modifier 
  Tracking more than 5 individuals 
  +2 
  Recent snow 
  +4 
  Mud 
  +2 
  Dusty area 
  +1 
  Raining 
  -4 
  Tracking in poor light 
  -2 
  Tracks are more than one day old 
  -2 
  Target attempted to hide tracks 
  -2 
  Tracking modifiers 
  Modifier 
  Condition 
  -2 
  Rough traveling 
  -2 
  No medical attention 
  -2 
  Poor environmental 
  conditions, such as 
  intense cold, heat or 
  rain 
  Healing modifiers 
  Load limits 
  A character’s load limit is equal to 5 x Strength. 
  Every multiple of the load limit after the first 
  subtracts 1 from a character’s: 
  • 
  Agility and all linked skills 
  • 
  Strength and all linked skills 
  Fright table 
  1d20*  Effect 
  1-4  
  Adrenaline Surge: The hero’s “fight” response takes over. He 
  adds +2 to all Trait and damage rolls on his next action. 
  5-8  
  Shaken: The character is Shaken. 
  9-12  
  Panicked: The character immediately moves his full Pace 
  plus running die away from the danger and is Shaken. 
  13-16  Minor Phobia: The character gains a Minor Phobia Hindrance somehow 
  associate with the trauma. 
  17-18  Major Phobia: The character gains a Major Phobia Hindrance. 
  19-20  
  The Mark of Fear: The hero is Shaken and also suffers some 
  cosmetic physical alteration —a white streak forms in the 
  hero’s hair, his eyes twitch constantly, or some other minor physical 
  alteration. This reduces his Charisma by 1. 
  21+  
  Heart Attack: The hero is so overwhelmed with fear that his 
  heart stutters. He becomes Incapacitated and must make a 
  Vigor roll at -2. If successful, he’s Shaken and can’t attempt 
  to recover for 1d4 rounds. If he fails, he dies in 2d6 rounds. A 
  Healing roll at -4 saves the victim’s life, but he remains 
  Incapacitated. 
  *Add the creature’s Guts penalty as a positive number to this roll. 
  Weapon 
  Range 
  Dmg 
  Str 
  notes 
  Battle Axe 
   
  Str+3 
  D8 
   
  Dagger 
  3/16/12 
  Str+1 
   
   
  Great sword 
   
  Str+4 
  D10 
  Parry -1; 2 Hands 
  Great Axe 
   
  Str+4 
  D10 
  AP1; Parry -1, 2 Hands 
  Longsword 
   
  Str+3 
  D6 
   
  Short Sword 
   
  Str+2 
   
   
  Bow 
  12/24/48 
  2d6 
  D6 
   
  Crossbow 
  15/30/60 
  2d6 
   
  AP 2, reload 1 
   Common weapons 
  Test of Wills Summary 
   
   
  Intimidate: Opposed roll versus Spirit; +2 to next action against 
  this target with a success; +2 bonus and opponent is Shaken 
  with a raise 
   
  Taunt: Opposed roll versus Smarts; +2 to next action against 
  this target with a success; +2 bonus and opponent is Shaken 
  with a raise 
  2d6 
  Initial Reaction 
  2  
  Hostile  
  The NPC is openly hostile and does his best to stand 
  in the hero’s way. He won’t help without an overwhelming 
  reward or payment of some kind. 
  3-4  
  Unfriendly 
  The NPC isn’t willing to help unless there’s a 
  significant advantage to himself. 
  5-9  
  Neutral 
  The NPC has no particular attitude, and will help for 
  little reward if the task at hand is very easy. If the task is 
  difficult, he’ll require substantial payment of some kind. 
  10-11  
  Friendly: 
  The NPC will go out of his way for the hero. He’ll 
  likely do easy tasks for free (or very little), and is willing to 
  do more dangerous tasks for fair pay or other favors. 
  12  
  Helpful 
  The NPC is anxious to help the hero, and will probably 
  do so for little or no pay depending on the nature of the 
  task. 
  REACTION TABLE 
  
  Mod  
  Size of a... 
  -2  
  Cat, large rat, dog 
  -1  
  Large dog, bobcat, half-
  folk, goblin, small human 
  0  
  Human 
  +1  
  Chaken, Servant of Bit-
  Yakin 
  +2  
  Ghoul, bull, gorilla, bear, 
  horse 
  +3  
  Grey ape, kodiak 
  +4  
  Rhino, Great White, Grey 
  Devil 
  +5  
  Small elephant 
  +6  
  Wyvern of Zembabwei, bull 
  elephant 
  +7  
  T-Rex, orca 
  +8  
  Dragon 
  +9  
  Blue whale 
  +10  
  Kraken, leviathan 
  Toughness modifier 
  Servants of Bit-Yakin, 
  chaken, bear, ghoul 
  d12+1 to +3 
  Grey ape, Rhino, Great 
  White  
  d12+3 to +6 
  Elephant, Crawler, Wy-
  vern of Zembabwei 
  d12+5 to +8 
  Dragon 
  d12+9 to +12 
  Creature strength 
  monstrous abilities summary 
  Aquatic The creature is native to the water and 
  cannot drown. Such creatures typically have a Pace in 
  water equal to their Swimming skill. 
   
  Armor Each point of Armor adds to the creature’s 
  Toughness. 
   
  Burrowing The creature can burrow underground a 
  distance equal to its Burrow ability. It can surprise 
  attack at +2 to attack and damage (+4 with a raise) by 
  making an opposed 
  Stealth vs Notice. 
   
  Construct +2 to recover from being Shaken; No 
  additional damage from called shots; Piercing attacks 
  do half-damage; Immune to disease and poison; Wild 
  Cards do not suffer wound penalties.  
   
  Ethereal The creature is immaterial and cannot be 
  harmed by physical weapons. 
   
  Fear Anyone who sees the monster must make a 
  Guts check minus the creature’s Fear 
  modifier. 
   
  Fearless The creature never makes Guts checks and 
  cannot be Intimidated. 
   
  Gargantuan Heavy Armor, +4 to be hit, add size to 
  strength when stomping 
   
  Hardy If Shaken, further Shaken results have no 
  additional effect 
   
  Infection Failed Vigor roll after a Shaken or wound 
  result results in an infection of some sort. 
   
  Infravision The creature can see heat and halves 
  penalties for bad lighting when attacking living targets. 
   
  Immunity The creature is immune to damage from 
  the listed attack form, such as heat, cold, etc. 
   
  Invulnerability The horror suffers wounds only from a 
  particular source (its Weakness). It can be Shaken 
  normally. 
   
  Low Light Vision The creature ignores all penalties 
  for bad lighting except in pitch darkness. 
   
  Paralysis A target who is Shaken or wounded must 
  make a Vigor roll or be paralyzed for 2d6 rounds. 
   
  Poison A target who is Shaken or wounded must 
  make a Vigor roll or suffer the effects of the poison. 
   
  Regeneration  
  Fast: The creature makes a natural healing roll every 
  round. 
  Slow: The creature makes a natural healing roll once 
  per day. 
   
  Size Size adds to a creature’s Toughness. 
   
  Small/Large/Huge Small: -2 to be hit; Large: +2 to be 
  hit; Huge: +4 to be hit. 
   
  Strength See text. 
   
  Stun A target who is hit must make a Vigor roll or be 
  Shaken, even if he was not damaged by the attack. 
  He cannot attempt to recover for 1d6 rounds after the 
  attack. 
   
  Undead +2 Toughness; +2 to recover from being 
  Shaken; No additional damage from called shots; 
  Arrows, bullets, and other piercing attacks do half-
  damage; Undead Wild Cards never suffer from Wound 
  Modifiers; Immune to disease and poison. 
   
  Wall Walker The creature can walk on horizontal 
  surfaces or even upside down at its normal Pace. 
   
  Weakness The creature suffers additional effects 
  from its Weakness; see the individual creature’s 
  description. 
  
  Powers summary 
  Power 
  Rank  
  Cost  
   Range  
  Duration  
  Effects 
  Armor 
   N  
  2 
  T  
  3 (1/r)  
  +2 Armor; +4 with a raise 
  Barrier 
  S 
  1/section  
  Smarts  
  3/(Spec.)  
  Creates barrier with a Toughness of 10 
  Beast Friend  
  N  
  Special  
  Smartsx100y 
   10 min.  
  Speak with and guide creature 
  Blast  
  S  
  2-6  
  24/48/96  
  Instant 
  Targets within a Medium Template suffer 2d6 damage; double Power Points increases template to Large or damage to 3d6 
  Bolt 
  N  
  1-6  
  12/24/48  
  Instant  
  1 to 3 bolts at 2d6 damage; double Power Points for 3d6 damage 
  Boost/Lower Trait  
  N 
  2  
  Smarts  
  3/1  
  Raise or lower any Trait by 1 die type; 2 die types with a raise 
  Burrow  
  N  
  3 
  Smartsx2 
  3/2  
  Burrow into earth and move up to range; May attempt surprise attack 
  Burst  
  N  
  2 
  Flame Template  
   Instant  
  Targets under Flame Template suffer 2d10 damage; Heavy Weapon 
  Deflection 
  N 
  2  
  Touch  
  3/1  
  -2 penalty to be hit; -4 with a raise 
  Det/Con Arcana  
  N  
  2 
  Sight 
  Special  
  Detects/conceals supernatural beings, items, & effects 
  Dispel  
  S 
  3 
  Smarts 
  Instant  
  Dispels magical effects 
  Elemental Manip.  
  N  
  1  
  Smartsx2 
  Instant  
  Minor manipulations of chosen element 
  Entangle 
  N 
  2-6  
  Smarts 
  Special  
  Target -2 Pace, Strength and Agility skills; completely restrained with raise 
  Environ. Protection  
   N  
  2 
  Touch  
  1hour/1/h  
  Breath and move normally; minor elemental protection 
  Fear 
  N 
  2  
  Smartsx2 
  Instant  
  All within Large Burst Template must make Guts check; at -2 with a raise 
  Fly 
  V 
  3/6  
  Touch  
  3/1  
  Allows character to fly. 
  Greater Healing  
  V 
  10/20 
  Touch  
   Instant  
  Heals older wounds and crippling injuries 
  Healing 
  N 
  3  
  Touch 
  Instant 
  Heals a wound suffered within the last hour, or 2 with a raise 
  Invisibility 
  S 
  5 
  Self  
  3/1  
  -4 to be detected or attacked; -6 with a raise 
  Light 
  N  
  1 
  Touch  
  10 min.  
  Creates Large Burst Template of clear light 
  Obscure 
  N 
  2  
  Smarts  
  3/1  
  Large Burst Template of total darkness 
  Puppet  
  V 
  3 
  Smarts 
  3/1  
  Controls another being 
  Quickness 
  S  
  4  
  Touch  
  3/2  
  Two actions per round; a raise also allows character to discard initiative cards of 8 or lower each round and redraw 
  Shape Change  
  Speci
  al 
  Special 
  Self  
  1m/1m  
  Allows caster to change into various animals 
  Smite 
  N 
  2 
  Touch 
  3/1  
  +2 bonus to melee weapon damage; +4 with a raise 
  Speak Language  
  N 
  1 
  Touch 
  10m/1/10m  
  Speak read and write another language 
  Speed  
  N  
  1  
  Touch  
  3/1  
  Basic Pace is doubled; raise negates running penalty 
  Stun 
  N 
  2 
  12/24/48  
  Special 
  Targets within a Medium Burst Template must roll Vigor (at -2 with a raise) or be Shaken 
  Telekinesis 
  S  
  5 
  Smarts 
  3/1  
  Moves creatures or objects; see text 
  Teleport  
  S 
  3+  
  Special 
  Instant  
  Teleport 10” per 3 Power Points; 15” with raise 
  Zombie  
   
  V 
  3 per corpse  
  Smarts 
  Special 
  Creates zombies 
  
SOURCE: textdata/thevault/Savage Worlds/Fan/Sword of Conan/Savage Worlds - Sword of Conan - GM Screen.pdf