TEXT: Savage Worlds GM’s Screen Tables
  Core tables for the back GM-facing side of the 
  Savage Worlds Customizable Game Master’s 
  Screen, available at www.peginc.com!
  
  Your Screen, Your Choice!
  This file was designed to work with the Savage Worlds Customizable Game Master’s 
  Screen, available at www.peginc.com or through your local game store. This awesome 
  three–panel, tri–fold, vinyl screen can be used for any of our many settings quickly and 
  easily just by changing the inserts on the front player’s side or the back Game Master’s 
  side.
  Additional inserts and artwork for specific settings are sold separately, allowing you to 
  choose the look and feel of your screen.
  Printing Tips
  We recommend a color laserjet at your local copy center. Home inkjet–style printers 
  tend to make the paper wet, and you’ll have a hard time getting the paper inside your 
  screen’s transparent pockets. You’ll also find it much easier to insert your sheets if you 
  have them printed on glossy cardstock. If you do use an inkjet printer, you can also avoid 
  any wet ink issues by laminating the sheets before inserting them.
  The screens are created with “full bleeds,” meaning they go all the way to the edge 
  of the paper. Most printers can’t do that, so you may want to set it to “Fit” when printing 
  from Adobe Reader.
  Permission
  You have our permission to print this entire document for your own personal use. This 
  document may NOT be distributed, in print or electronically.
  Game Master Tables
  This document contains the most commonly used tables for the Game Master’s side 
  of the screen. Artwork for Savage Worlds and particular settings is available separately 
  at www.peginc.com.
  Customizable Game Master’s Screen
  © Savage Worlds and all related characters, settings, creatures, and images are copyright 
  Pinnacle Entertainment Group, LLC. All Rights Reserved.
  
  Combat Options
  Situation
  Rule
  Aim
  +2 Shooting / Throwing if the character doesn’t move or take other 
  actions
  Area of Effect
  Targets touching template suffer damage; Ignore non–sealed armor, 
  treat cover as Armor; Missed attack rolls deviate 1d6” for thrown 
  weapons or 1d10” for launched weapons (x2 for Medium Range, x3 
  for Long Range)
  Automatic 
  Fire
  Roll Shooting dice equal to RoF (plus Wild Die if Wild Card); Attack is 
  made at –2 for recoil
  Breaking 
  Things
  See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
  Called Shots
  Limb –2; Head –4 (+4 Damage); Small Target –4; Tiny Target –6
  Cover
  Light –1; Medium –2; Heavy –4; Near Total –6 
  Darkness
  Dim –1; Dark –2 (targets not visible beyond 10”); Pitch Dark targets 
  must be detected to be attacked with a –4
  Defend
  +2 Parry; Character may take no other actions but may move
  Disarm
  –2 Attack; defender makes Str roll vs. damage or drops weapon
  Double Tap
  +1 Shooting / +1 Damage; May not be combined with Autofire or Three 
  Round Burst
  Drop
  +4 to attack and damage
  Finishing 
  Move
  Instant kill to helpless foe with a lethal weapon
  Full Defense
  Fighting roll +2; replaces Parry if higher; cannot move
  Ganging Up
  +1 Fighting per additional adjacent attacker; maximum +4
  Grappling
  Opposed Fighting roll to grapple. Raise = opponent Shaken, Defender 
  makes opposed Strength or Agility roll to break free (any other action 
  made at –4); Attacker can make an opposed Strength or Agility roll to 
  cause damage (Damage = Strength)
  Improvised 
  Weapons
  –1 to attack and Parry; RoF 1 only
  • Small Weapons: Range 3/6/12, Damage Str+d4, Min Str d4
  • Medium Weapons: Range 2/4/8, Damage Str+d6, Min Str d6
  • Large Weapons: Range 1/2/4, Damage Str+d8, Min Str d8
  Innocent 
  Bystanders
  Missed Shooting / Throwing roll with a 1 (1 or 2 for shotgun or automatic 
  fire) on the skill die hits a random adjacent target
  Mounted 
  Combat
  Mount and rider act on same card; Rider attacks with lower of Fighting 
  or Riding; Shooting incurs –2 Unstable Platform penalty; Charging is 
  +4 Damage but requires 6” of straight movement
  Nonlethal 
  Damage
  Declare prior to making an attack roll; Targets are knocked out for 1d6 
  hours instead of potentially killed when Incapacitated
  Situation
  Rule
  Obstacles
  If the attack misses due to the Cover penalty, the obstacle adds to Armor
  Off Hand 
  Attack
  –2 to attack rolls with off hand
  Prone
  As Medium Cover, prone defenders are –2 Fighting and –2 Parry;
  Ranged attacks within 3” ignore cover
  Push
  Attacker chooses option below and makes opposed Strength roll (add 
  +2 if attacker moved more than 3” toward target):
  • Bash: Push target 1” on a success, 2” on a raise. If the target hits an 
  obstacle he also takes 1d6 per 1” pushed.
  • Shield Bash: As above but causes Strength damage; +1 for small 
  shield, +2 for medium shield, and +3 for large shield
  • Knock Prone: The defender is knocked prone
  Range 
  Modifiers
  Short: 0, Medium: –2, Long: –4
  Ranged 
  attacks in 
  Close Combat
  Attacker may use no weapon larger than a pistol; Target Number is 
  defender’s Parry
  Rapid Attack
  –2 Parry; Make up to 3 Fighting Attacks (+Wild Die) at –4, or fire up 
  to 6 shots from a semi–automatic weapon or revolver at –4 penalty to 
  each die
  Suppressive 
  Fire
  With a successful Shooting roll, targets in a Medium Burst Template 
  make a Spirit roll or are Shaken, those who roll a 1 are hit
  Tests of Will
  Contest of Taunt vs. Smarts or Intimidation vs. Spirit; If successful +2 
  on next action against target; With a raise the target is Shaken as well
  Three Round 
  Burst
  +2 Shooting / +2 Damage; May not be combined with Autofire or 
  Double Tap
  Touch Attack
  +2 to Fighting roll
  Tricks
  Describe action; Make opposed Agility or Smarts roll; Opponent is –2 
  Parry until his next action; With a raise, 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 versus this defender
  Unstable 
  Platform
  –2 Shooting from a moving vehicle, animal, or other unstable surface
  Wild Attack
  +2 Fighting, +2 Damage, –2 Parry until the attacker’s next action
  Withdrawing 
  from Combat
  Non-Shaken adjacent foes get one free attack at retreating character
  
  Out of Control
  2d6
  Effect
  2
  Roll Over: The vehicle performs a Slip and rolls over 1d6 times in that direction. 
  Roll collision damage for the vehicle and everyone inside. Any exterior–mounted 
  weapons or accessories are ruined.
  3–4
  Spin: Move the vehicle 1d6” in the direction of the maneuver, or 1d6” away from 
  a damaging blow. Roll a d12, read it like a clock facing, and point the vehicle 
  in that direction. 
  5–9
  Skid: Move the vehicle 1d4” left or right (in the direction of a failed maneuver, 
  or away from a damaging attack).
  10–11
  Slip: Move the vehicle 1d6” left or right (in the direction of a failed maneuver, 
  or away from a damaging attack).
  12
  Flip: The vehicle flips end over end 1d4 times. Move it forward that many 
  increments of its own length. Roll collision damage for the vehicle, its passengers, 
  and anything it hits. Slow and heavy vehicles such as tanks (GM’s discretion) 
  don’t flip but suffer a Slip or Skid instead.
  Critical Hits
  2d6
  Effect
  2
  Scratch and Dent: The attack merely scratches the paint. There’s no permanent 
  damage.
  3
  Engine: The engine is hit. Oil leaks, pistons misfire, etc. Acceleration is halved 
  (round down). This does not affect deceleration, however.
  4
  Locomotion: The wheels, tracks, or whatever have been hit. Halve the vehicle’s 
  Top Speed immediately. If the vehicle is pulled by animals, the shot hits one 
  of them instead.
  5
  Controls: The control system is hit. Until a Repair roll is made, the vehicle can 
  only perform turns to one side (1–3 left, 4–6 right). This may prohibit certain 
  maneuvers as well.
  6–8
  Chassis: The vehicle suffers a hit in the body with no special effects.
  9–10
  Crew: A random crew member is hit. The damage from the attack is rerolled. If 
  the character is inside the vehicle, subtract the vehicle’s Armor from the damage. 
  Damage caused by an explosion affects all passengers in the vehicle.
  11
  Weapon: A random weapon on the side of the vehicle that was hit is destroyed 
  and may no longer be used. If there is no weapon, this is a Chassis hit instead.
  12
  Wrecked: The vehicle is wrecked and automatically goes Out of Control.
  Vehicles
  Each participant makes the appropriate Trait roll (usually Agility, Driving, Riding, Piloting) and draws an Action Card for each success. A character may attack any target with an 
  equal or lower Action Card (he is said to have Advantage). The Action Card determines the penalty to any ranged attacks. If the Action Card is a Club, there’s a Complication as 
  well. Most Chases last five rounds (extended Chases last up to 10 rounds). At the end of the last round, actors who haven’t been stopped escape. 
  Action Card
  Penalty
  Complication (If the Action Card is a Club)
  Two
  Out of Range, no attack possible
  Disaster: Make a Trait roll at –4. If the roll is failed, the character suffers a disaster, and is out of the chase
  3––10
  Long Range (–4 penalty)
  Major Obstacle: Objects of some sort get in the way. Make a Trait roll at –2 to avoid them or suffer damage 
  appropriate to half Top Speed if in a vehicle, or a Fatigue level if on foot
  Jack–Queen
  Medium Range (–2 penalty)
  Minor Obstacle: Objects of some sort get in the way. Make a Trait roll to avoid them or suffer damage appropriate 
  to half Top Speed if in a vehicle, or a Fatigue level if on foot
  King–Joker
  No penalty; 
  melee attacks may be possible
  Distraction: Something obscures the character’s vision or path so that he cannot attack this round
  Chases
  
  Damage
  If an attack’s damage equals or exceeds a target’s Toughness, use this table. 
  Otherwise there is no appreciable effect.
  Result
  Target (not Shaken)
  Target (Shaken)
  0–3
  Shaken
  1 Wound
  4–7
  1 Wound & Shaken
  1 Wound
  each +4
  +1 Wound
  +1 Wound
  Incapacitated
  Extras who suffer a wound are removed from play. If a Wild Card character suffers 
  more than three wounds, he’s Incapacitated and must make a Vigor roll:
  • 1 or Less: The character dies.
  • Failure: Roll on the Injury Table; it’s permanent and the victim is Bleeding Out
  • Success: Roll on the Injury Table; it goes away when all wounds are healed
  • Raise: Roll on the Injury Table; it goes away in 24 hours or when all wounds are healed
  Injury Table
  2d6
  Wound
  2
  Unmentionables: If the injury is permanent, reproduction is out of the 
  question without miracle surgery or magic. There is no other effect 
  from this result.
  3–4
  Arm: Roll left or right arm randomly; it’s unusable like the One Arm Hindrance 
  (if the primary arm is affected, off–hand penalties still apply to the 
  other).
  5–9
  Guts: A hit to the body. Roll 1d6:
  1–2
  Broken: Agility reduced a die type (minimum d4)
  3–4
  Battered: Vigor reduced a die type (minimum d4)
  5–6
  Busted: Strength reduced a die type (minimum d4)
  10
  Leg: The victim gains the Lame Hindrance
  11–12
  Head: A grievous injury to the head. Roll 1d6:
  1–2
  Hideous Scar: Your hero now has the Ugly Hindrance
  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)
  Bleeding Out: An ally may make a Healing roll to stop the bleeding immediately. 
  Otherwise the injured character must make a Vigor roll at the start of each round: 
  Failure—the character dies from blood loss; Success—roll again next round (or every 
  minute if not in combat); Raise—the victim stabilizes and no further rolls are required.
  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 
  associated 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.
  Reaction Table
  2d6
  Initial Reaction
  2
  Hostile: The target 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
  Uncooperative: The target isn’t willing to help unless there’s a significant 
  advantage to himself.
  5–9
  Neutral: The target 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 target 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 target is anxious to help the hero, and will probably do so for 
  little or no pay depending on the nature of the task.
  Damage, Fear, and Reactions
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - GMs Screen Tables - Deluxe.pdf