TEXT: Aim
  +2 Shooting/Throwing next round (no moving) 
  Area Effect Attacks
  • Target(s) under template suffer damage
  • Treat Cover as armor
  • Missed attacks cause deviation of 1d6” for thrown 
  weapons
  Autoﬁre
  • Roll Shooting dice up to RoF (only 1 Wild die)
  • -2 to the attack; each dice is RoF bullets used
  Breaking Things
  • Parry of inanimate object is 2
  • No additional damage from raises on attack roll
  • No aces on damage
  • If an attack can’t do enough damage to destroy an 
  object, it can’t be destroyed (in combat)
  Called Shots
  Limb
  -2
  Head
  -4; +4 damage
  Small Target
  -4
  Tiny Target
  -6
  Cover
  Light
  -1
  Medium
  -2
  Heavy
  -4
  Darkness
  Dim ... -1 attack
  Dark ... -2 attack; targets not visible beyond 10”
  Pitch ... target must be detected to be attacked at -4
  Defend
  +2 Parry; no other action possible
  Disarm
  -2 attack; defender makes a Strength roll vs the damage 
  or drops his weapon
  Double Tap/Three Round Burst
  +1 attack & damage/+2 attack & damage
  The Drop
  • +4 to both attack and damage rolls
  • Attacker must have Initiative & is considered On Hold
  Finishing Move
  Helpless victim may be dispatched as an action
  Ganging Up
  +1 Fighting per additional attacker; max. +4
  Grappling
  Fighting roll to grapple; raise causes Shaken.  Opposed 
  Strength/Agility Roll to break free
  Innocent Bystanders
  If a shooting roll fails when ﬁring into melee and the 
  shooting die is a 1 (or a 2 with auto-ﬁre or shotgun) a 
  random character may be hit
  Non-Lethal Combat
  • Must use ﬁsts or blunt weapon (-1 to ﬁghting to use 
  ﬂat side of sword)
  • Roll damage normally
  • Incapacitated Extras are down for 1d6 hours
  • Wild Cards take wounds as normal including going to 
  Incapacitation table
  Obstacles
  If attack hits by Concealment penalty, the obstacle acts 
  as Armor (see Obstacle Toughness table)
  Prone
  • Offers Medium Cover against Ranged Attacks beyond 3 
  inches
  • -2 Fighting & Parry in close combat.
  Ranged Weapons in Close Combat
  TN is opponent’s Parry; only pistol-sized or smaller 
  weapons may be used
  Suppressive Fire
  • Make attack roll with Autoﬁre & range penalty
  • On success, targets under Med. Burst make Spirit roll 
  or be Shaken (or are hit on 1)
  • Uses 5x ROF in Ammo
  Touch Attack
  +2 to the Fighting roll.
  Trick
  • Opposed Agility or Smarts (depending on the type of 
  Trick used)
  • Target is -2 Parry until next action & Shaken on raise
  Two Weapons
  -2 attack; -2 to off hand if not Ambidextrous
  Unarmed Defender
  Armed attacker gains +2 on Fighting roll
  Unstable Platform
  • -2 Shooting from moving vehicle or animal
  Wild Attack
  +2 Fighting; +2 damage; -2 Parry until next action
  Withdrawing From Melee
  Adjacent foes get 1 free attack at retreating hero
  Make a Guts Roll if it fails (or a 1 on the skill die):
  • Grotesque or Horriﬁc: Shaken, make a Vigor roll.  Fail-
  ure: -1 for remainder of encounter.
  1 on Skill Die (regardless of wild die)
  • Same as Failure Plus roll on Fear Table below
  • Terror: Extras are Panicked; WC roll on Fear Table 
  below
  Special Rules
  d20
  Effect
  1-4
  Adrenaline Surge: The hero’s “ﬁght” 
  response takes over. He adds +2 to all 
  Trait and damage rolls on his next ac-
  tion.
  5-8
  Shaken: The character is Shaken.
  9-12
  Panicked: The character is Panicked.
  13-16
  Minor Phobia: The character games a 
  Minor Phobia Hindrance somehow associ-
  ated 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 over-
  whelmed with fear that his heart stut-
  ters. He becomes Incapacitated and 
  must make a Vigor roll at -2. If success-
  ful, 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.
  Fear Table
  
  Object
  Toughness
  Damage Type
  Light Door
  8
  Blunt, Cutting
  Heavy Door
  10
  Blunt, Cutting
  Lock
  8
  Blunt Cutting
  Handcuffs
  12
  Blunt, Piercing Cutting
  Knife, Sword
  10
  Blunt Cutting
  Rope
  4
  Cutting, Piercing
  Small Shield
  8
  Blunt, Cutting
  Medium Shield
  10
  Blunt, Cutting
  Heavy Shield
  12
  Blunt, Cutting
  Size
  Example Creature
  -2
  Cat, fairy, pixie, large rat, dog
  -1
  Large dog, bobcat, goblin, small human
  0
  Human
  +1
  Orc
  +2
  Bull, gorilla, bear, horse
  +3
  Ogre, Kodiak bear
  +4
  Rhino, great white shark
  Size
  Example Creature
  +5
  Small elephant
  +6
  Drake, bull elephant
  +7
  T-Rex, orca
  +8
  Dragon
  +9
  Blue whale
  +10
  Kraken, leviathan
  An Incapacitated hero must make an immediate Vigor 
  roll, applying wound modiﬁers as applicable. This does 
  not count as an action.
  Raise: 
  The hero is only stunned. The hero still has 3 wounds, 
  but is not Incapacitated. He is Shaken and suffers a 
  temporary impairment as well. Roll 2d6 on the Injury 
  Table. The effects are short-term and go away when the 
  combat is over.
  Success: 
  The hero is unconscious. He regains consciousness with 
  a successful Healing roll, as noted above, or after an 
  hour has passed. Roll 2d6 on the Injury Table. The injury 
  goes away when all wounds are healed.
  Failure: 
  The victim is Bleeding Out. At the start of each round, 
  he must make another Vigor roll (with applicable penal-
  ties). A failure means he has to roll again next round. A 
  result of 1 or less means the poor sap dies (as a Critical 
  Failure). Success means he stabilizes but remains uncon-
  scious until healed. Roll 2d6 on the Injury Table as well. 
  The injury is permanent and requires specialist healing 
  (such as the greater healing power).
  With nonlethal damage, treat this as a Success except 
  the hero is unconscious for 1d6 hours.
  Critical Failure: 
  The hero is dead. Nothing can bring him back. With non-
  lethal damage, treat this as a Success except the hero is 
  unconscious for 2d6 hours.
  Roll 2d6 on the table below. If the attack that caused the 
  Injury was directed at a speciﬁc body part, use that loca-
  tion instead of rolling randomly.
  2d6 Wound
  2 Unmentionables: 
  If the injury is permanent, reproduction is out of the 
  question without miracle surgery or magic.
  3-4 Arm: 
  Roll the left or right arm randomly; it’s rendered useless.
  5-9 Guts: 
  Your hero catches one somewhere between the crotch 
  and the chin. 
  Roll 1d6:
  1-2 Broken: Agility reduced a die type (min d4).
  3-4 Battered: Vigor reduced a die type (min d4).
  5-6 Busted: Strength reduced a die type (min d4).
  10 Leg: 
  Roll left or right leg randomly. It’s rendered uselss and 
  Pace reduced -1. 
  11-12 Head: 
  A grievous injury to the head. 
  Roll 1d6:
  1-2 Hideous Scar: Your hero now has the Ugly Hin-
  drance.
  3-4 Blinded: An eye is damaged. Gain the One Eye 
  Hindrance (or the Blind Hindrance if he only had one 
  good eye).
  5-6 Brain Damage: Massive trauma to the head. 
  Smarts reduced one die type (min d4).
  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 pay-
  ment of some kind. 
  3-4
  Uncooperative: 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 dan-
  gerous 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.
  Incapacitation
  Creature Sizes
  Object Toughness
  Injury Table
  NPC Reactions
  
  A character’s Load Limit is equal to 5× Strength. Each 
  multiple of the limit after the 1st subtracts 1 from Agility 
  and Strength, and all linked skills
  1, 5, 9, 13, 17, 21, 25, 29, 33, 37, 41, 45, 49, 53
  2, 6, 10, 14, 18, 22, 26, 30, 34, 38, 42, 46, 50, 54
  3, 7, 11, 15, 19, 23, 27, 31, 35, 39, 43, 47, 51, 55
  4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56
  Situation 
  Modiﬁer
  Climbing Equipment
  +2
  Adv. Climbing Equipment
  +4
  Scarce/Thin handholds
  -2
  Wet/Slippery Surface
  -2
  Icy Surface
  -4
  • make a roll for every 10” (20m) climbed
  • during combat, climb ½Strength round but only if 
  using ropes or if there are good handholds
  Situation 
  Modiﬁer
  Tracking >5 individuals
  +2
  Recent snow
  +4
  Mud
  +2
  Dusty Area
  +1
  Raining
  -4
  Tracking in poor light
  -2
  Tracks >1 day old
  -2
  Target tried to hide tracks
  -2
  Situation 
  Modiﬁer
  Crawling
  +2
  Running
  -2
  Dim Light
  +1
  Darkness
  +2
  Pitch Darkness
  +4
  Light Cover
  +1
  Medium Cover
  +2
  Heavy Cover
  +4
  • guards are either inactive or active.
  • success avoids inactive guards; failure means guards 
  active.
  • active guards make Notice rolls to oppose the Stealth 
  roll.  Failure means guards spot the character.
  • last 5” always requires opposed Stealth vs Notice 
  check.
  • move 5xPace per Stealth check outside combat; in 
  combat,  each round.
  Description
  Dmg
  Burning Weapon
  +2
  Spot ﬁre, such as brand
  1d10
  Campﬁre, ﬂamethrower
  2d10
  Lava, Oxy torch
  3d10
  Intimidate Opposed roll vs Spirit; +2 to next action vs 
  target with success; with raise, target also Shaken.
  Taunt Opposed roll vs Smarts; +2 to next action vs tar-
  get with success; with raise, target also Shaken.
  Armor
  Obstacle
  +1
  Glass, Leather
  +2
  Plate glass window, wooden shield
  +3
  Modern interior wall, sheet metal, car 
  door, metal shield
  +4
  Oak door, thick sheet metal
  +6
  Cinder block wall
  +8
  Brick wall
  +10
  Stone wall, bulletproof glass
  Load Limits
  Raise Calculator
  Fire Damage
  Tracking Modifiers
  Test of Wills
  Stealth Modifiers
  Climbing Modifiers
  Crawling
  2” per turn; counts as being prone
  Crouching
  ½ Pace, may run (halve total Pace after 
  rolling). Ranged attacks against him suf-
  fer a –1 penalty
  Difﬁcult 
  Ground
  For difﬁcult ground (mud, steep hills, or 
  snow), count each inch as 2” for move-
  ment
  Jumping
  Can jump 1” horizontally from dead 
  stop, or up to 2” with a “run and go.”
  Successful Strength roll grants one extra 
  inch
  Movement
  Obstacle Toughness
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Explorers Society/Savage Worlds - Explorers Society - GM Screen Inserts.pdf