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  Showdown!
  Welcome to Showdown!™
  The rules found in this
  booklet are for our upcoming
  miniature battle games, such as
  Dragon Kings and Rippers! We
  even have a completely free scenario
  you can download and play right now
  from our 50 Fathoms™ game—It Came From the
  Flotsam Sea!
  All the rules you need to play are right here in this
  booklet. Troop lists, scenarios, and Unit Cards can be
  found in your Game Book or scenario.
  Those of you who have seen or played the Savage
  Worlds roleplaying game book might wonder what’s
  different between these two versions. The difference is
  that these rules are for purely competitive play. They
  don’t teach you how to make your own characters, gear,
  or worlds because those things are already created for
  you in these games. Everything you need—including
  game statistics for characters, creatures, and vehicles
  and their Unit Cards—is included in your Game Book.
  That’s right. We’re saying you don’t need the Savage
  Worlds book to play Savage Showdown, because
  everything you need is right here!
  Those of you who have played the Savage Worlds
  roleplaying game should take a close look at any special
  abilities that appear on the Unit Cards. Some have been
  changed slightly to get rid of any subjective effects that
  are great for rpgs but only cause arguments during
  competitive play. Don’t worry about getting confused
  though—the changes are very few and troops’ special
  abilities are spelled out right on their Unit Card.
  Note for Veteran Savages: If it ain’t in here, it don’t
  exist when playing Showdown. Though this game is
  about 99% the same as Savage Worlds, there are a few
  differences. Don’t go adding in three-round bursts and
  double-taps, for instance, because those aren’t allowed
  in this version of the game.
  Fast! Furious! Fun!
  Now let’s get you going. The rules in this guide are
  short and sweet, so don’t be intimidated. There are really
  only about 8 pages of rules—and that’s with big pretty
  pictures, partner. The rest of the booklet contains
  advanced rules for things like magic and vehicles!
  So trust us. We’ll have you up and fighting desperate
  battles for honor and glory or loot and pillage in just a
  few minutes!
  Get ready for a Showdown!
  What You Need to Play
  Here’s what you need to play Showdown:
  • This booklet!
  • Your Game Book (such as Dragon Kings or Rippers,
  or one of our free mini-games at
  www.greatwhitegames.com)
  • Miniatures. You’ll need either metal miniatures or
  printable “Figure Flats.” See your Game Book for
  details. Our free mini-games come with Figure Flats
  so you can get playing right away!
  • 6 Polyhedral Dice. One each of a d4, d6, d8, d10,
  d12, and rarely, a d20. A few extra dice can help
  speed things up immensely.
  • A playing area. A tabletop or patch of floor large
  enough for you to fight the battles described in your
  Game Book.
  • A deck of standard playing cards, including both
  Jokers.
  • Scenery. Whether you use a set of children’s blocks,
  full-color printable scenery, or highly-detailed resin
  models, creating terrain helps deepen your gaming
  experience.
  Your Forces
  Units are already created for you, and can be found in
  your Game Book. If a scenario tells you to purchase
  your troops out of a certain number of points, simply
  look on the bottom right of the Unit Cards for each unit’s
  cost.
  Unit Cards
  Each unit you purchase must have a Unit Card. Place
  these along your edge of the game table so that you can
  deal each unit a playing card for initiative. We’ll explain
  this more under Turn Sequence.
  Cohesion
  Figures within a unit must be within 5” of any one
  other figure in their unit. This is important because it
  keeps units organized so you know which troops have
  acted and which haven’t. Should a figure ever get
  separated from its companions for some reason, it must
  use its full movement each round to get back in
  cohesion (the character doesn’t have to run, however).
  Shaken Figures (see below): It often happens that
  some figures in a unit are Shaken while others aren’t.
  When this occurs, those who aren’t Shaken may act
  normally. Those who are Shaken must try to keep up as
  best they can (moving half their Pace toward the rest of
  the unit).
  This document is not intended for distribution and should be obtained only from www.greatwhitegames.com. Savage
  Worlds, Showdown, Smilin’ Jack, Evernight, Rippers, Dragon Kings, and all associated logos and characters are
  Copyright 2004, Great White Games. All Rights Reserved.
  Photos graciously provided by James Houlahan, Bret Rood, Rob Lusk, Dave Ross, Teller, and Aaron Isaac.
  
  3
  The Rules
  Once you’ve built your force, you need to know how to
  actually play the game. Don’t sweat it—the Showdown
  rules couldn’t be simpler.
  Turn Sequence
  Grab a deck of standard playing cards (make sure to
  leave both Jokers in!) and place one on every Unit Card
  on the table. You only need one deck for everyone
  unless you have more than 54 units on the table (you go,
  buddy!). Make sure you shuffle the deck after every turn.
  Now count down from the Joker. When a unit’s card
  comes up, that’s when it gets to act.
  Joker: A unit with a Joker can go whenever it wants—
  even automatically interrupting another unit if it wants.
  Better still, it adds +2 to its trait and damage rolls this
  turn!
  Fortune and Calamity: One more thing. Whenever you
  draw a Joker, instantly roll on the Fortune & Calamity
  Table on page 18!
  Hold: A unit may choose to wait and see what
  happens by taking a Hold action. Flip its card face-down
  to show its status. It may then go later in the round, and
  can take its action normally. A Held action lasts until it’s
  used. If a unit has a Held card when a new round starts,
  it’s not dealt in.
  Units must go on Hold together, by the way. You can’t
  have some of the figures in a unit stay on Hold while the
  rest take other actions.
  Interrupting Actions: If a unit on Hold wants to
  interrupt an action, it and the opposing unit make
  opposed Agility rolls. Whoever rolls highest goes first. In
  the rare case of a tie, the actions are simultaneous.
  Unit Actions
  So what can units do each turn? The simple answer is
  move and make one attack of some sort (close combat
  or ranged). Some might cast spells or use a special
  ability as well.
  We’ll cover these in more detail right after we explain
  to you the basics of making trait tests and damage rolls.
  Trait Tests
  Every character or creature is made up of traits—
  attributes and skills that define his particular abilities.
  Each trait is rated from a d4 to a d12, with a d6 being
  the human average.
  When you want a figure to do something, such as
  attack, you simply roll that die. If it’s equal to or greater
  than 4 (the standard Target Number, or TN), plus or
  minus any modifiers, you’re successful.
  Untrained: If a figure doesn’t have a skill for an action
  it’s attempting, roll 1d4 and subtract 2 from the total.
  Some skills can never be used untrained, such as
  casting a spell. Use this when a model that doesn’t have
  Riding hops on a horse, tries to drive a hover-sled
  without the Driving skill, and so on.
  Unit Statistics
  Name: The unit’s name. If the name is
  followed by a number, there are that many
  figures in the unit. Otherwise it’s a unit of one.
  Traits: Every character or creature is made up
  of traits rated from a d4 to a d12, with a d6 being
  average. The first line lists the unit’s Agility,
  Smarts, Spirit, Strength, and Vigor. The second
  line lists the skills relevant to this game. (In the
  roleplaying version of Savage Worlds,
  characters have many more skills.)
  Secondary Statistics: Each unit also has
  several derived traits. Specifically, these are:
  Pace: How many inches the unit may move in
  a turn without penalty.
  Parry: The number needed to hit the unit in
  hand-to-hand combat (using Fighting).
  Toughness: The unit’s total Toughness,
  including Armor.
  Gear: This line lists the figure’s weapons (including its range, damage, any special notes), armor, and other
  gear carried.
  Abilities: Some units have Edges or powers that allow them to do special things, or Hindrances that cause
  them problems. These are explained under Abilities. Any Abilities that alter the unit’s statistics have already
  been figured in for you, but are listed for completeness.
  Cost: In the bottom right is the unit’s cost. If Smiling Jack is there, it means he’s a Wild Card as well.
  Black Powder Pete
  A:d8, Sm:d6, Sp:d8, Str:d6, V:d8
  Fighting d8, Shooting d10, Spirit d8
  Pace: 6; Parry: 7; Toughness: 6
  Gear: Cutlass (Str+2); Pistol (3/6/12;
  2d6+1)
  Abilities:
  • Combat Reflexes: +2 to recover from being
  Shaken.
  • Marksman: +2 Shooting if the figure does not
  move.
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  4
  Multiple Actions
  Figures may perform multiple actions such as running
  and Fighting, attacking with a weapon in each hand, and
  so on. A weapon can’t be fired over its rate of fire in a
  round, however, and characters may not make more than
  one Fighting attack with the same weapon. A figure
  could make a Fighting and a Shooting attack if he had a
  gun in one hand and a knife in the other, however, and
  could even issue a Taunt at the same time if he had that
  ability. He could only make two Fighting attacks if he
  had a knife in each hand, however.
  Each additional action attempted in a round subtracts
  2 from all the figure’s rolls. If an adventurer wants to fire a
  gun with one hand and slice at an adjacent foe with a
  knife in his other hand, for instance, he subtracts 2 from
  both rolls. If he also wanted to Taunt someone at the
  same time, he subtracts 4 from all three rolls.
  Wild Cards get their Wild Die on each action as usual
  (see below).
  Aces
  Trait tests and damage rolls in Savage Worlds are
  “open-ended.” That means when you roll the highest
  number possible on a die (a 6 on a d6, an 8 on a d8, and
  so on), you get to roll that die again and add it to the
  total. This is called an “Ace,” and you can keep rolling
  and adding as long as you Ace!
  Opposed Rolls
  Sometimes rolls are “opposed” by an opponent. If a
  wizard targets a unit of orcs with a resisted spell, for
  example, the wizard makes a Spellcasting roll and the
  targets roll their Spirit.
  The acting character gets his trait total first, followed
  by whoever is opposing him. The highest total wins. The
  winner of an opposed roll must still get a normal
  success (4 or better) as well.
  Raises
  Sometimes it’s important to know how successful a
  trait test was. Every 4 points over the TN is called a
  “raise.” For most things, you only need to figure out if
  there is a single raise or not. Only when figuring damage
  against Wild Cards (see below) will you need to count
  multiple raises.
  Wild Cards
  Heroes (player characters), and unique villains and
  monsters are collectively called “Wild Cards” (or
  creatures). These beings have a better chance at trait
  tests, are a little tougher to put down, and are generally
  more detailed than common guards, minions, or
  lackeys.
  Wild Cards are noted with the picture of Smiling Jack
  by their name, like this:
   
  King Arthur Pendragon
  The Wild Die
  When making any sort of trait test, Wild Cards roll an
  extra d6 and take the best of their normal skill die or
  their “Wild Die.” Aces apply to Wild Dice as well.
  One Wild Die Per Action: When Wild Cards roll
  multiple dice for a single action, such as when firing full-
  auto, they roll only one Wild Die. A soldier who fires
  three bursts from a submachine gun rolls three Shooting
  dice and one Wild Die. The Wild Die can replace any of
  the three Shooting Dice if he chooses.
  Bennies
  Each player starts the game with three “bennies,”
  gaming stones or other tokens that signify a little bit of
  good luck or fate. Each Wild Card also gets two bennies
  you may use only for that hero.
  Bennies can be used to reroll any trait test. You can
  even keep spending them until you get the result you
  want or you run out of bennies! Take the best of your
  rolls—spending a benny should never hurt you, only
  help. If your original roll is a 5, for example, and a benny
  gets you a 4, you keep the original 5 instead.
  Bennies cannot be spent on ranged damage rolls,
  rolls on tables, or anything besides trait rolls (but see
  the Soak rules).
  Greenskins attempt to take a tower in some
  far-flung fantasy world.
  
  5
  Combat
  The heart of any good skirmish game is combat!
  Movement
  Characters, creatures, and vehicles all have a statistic
  called “Pace.” This is how many inches they can move
  in a single turn. Most humans have a Pace of 6”.
  Difficult Ground: Count every inch moved as 2” in
  rough terrain such as shallow water or steep hills.
  Running: Figures may also run. This gives them an
  additional 1d6” of movement (if human) but inflicts a -2
  penalty to any trait tests performed that round. Roll a
  single die for units with multiple figures.
  Close Combat Attacks
  A figure may make one hand attack per round using
  his Fighting skill. The TN to hit is equal to the
  opponent’s Parry.
  Withdrawing From Close Combat: Whenever an
  adjacent foe moves away from an opponent, all adjacent
  opponents get an immediate free attack (but only one—
  no extra attacks for Frenzy or foes with two weapons).
  Ranged Attacks
  The Shooting skill covers everything from pistols to
  rocket launchers. You’ll notice missile weapons have a
  set of numbers under “Range.” This is their Short,
  Medium, and Long range brackets. Hitting a target at
  Short range is a standard Shooting roll. Shooting a
  target at Medium range subtracts 2 from this roll, and
  Long range subtracts 4.
  Cover: Subtract 2 from the attack if the defender has
  minor cover (half cover or full light cover such as brush or
  a split rail fence), and -4 if the defender has substantial
  cover (about 2/3rds cover behind something substantial
  like a wall or a car).
  Damage
  After a successful hit, the attacker rolls damage.
  Ranged weapons do fixed damage. Hand weapons do
  the attacker’s Strength plus a bonus depending on the
  weapon. A broad sword, for instance, is Str+3. In the
  hands of someone with a d12+2 Strength, the weapon
  would cause d12+5 damage.
  Note that melee attacks are actually Strength rolls, so
  Wild Cards get their Wild Die and may spend bennies on
  them. Ranged attacks are not trait rolls, however, so
  bennies may not be spent.
  After hitting, your damage is compared to the
  opponent’s Toughness. If the damage roll is less than
  the target’s Toughness, the victim is beaten up a bit but
  there’s no visible game effect. If the damage is equal to
  or higher than the victim’s Toughness, he’s Shaken (see
  below). Place the figure on its back or mark it with a red
  gaming stone to show its status.
  A raise on the damage roll means the victim is
  wounded. Non-Wild Cards are simply taken off the
  table—they’re injured badly enough to quit the fight, and
  may even be dead.
  Damage is calculated one strike at a time. If a
  frenzied octopon with two attacks hits a pirate twice and
  both hits cause a Shaken result (see below), the pirate
  is wounded and removed from play.
  A battle in the graveyards of Deadlands: Great Rail Wars.
  
  6
  Bonus Damage
  Well-placed attacks are more likely to hit vital areas,
  and so do more damage. An attack that hits with a raise
  grants the attacker an extra d6 when rolling damage. An
  orc with a damage value of Str+1 and a Strength of d6,
  for instance, rolls 2d6+1 if he hit with a raise.
  A Wild Card still gets his Wild Die on Strength-based
  damage rolls. It’s easiest if you make the Strength roll
  first, then roll the extra d6 (which can also Ace).
  Shaken
  Shaken characters are rattled and temporarily
  rendered ineffective. Figures can become Shaken by
  tests of will results, fear, and most commonly, damage.
  Shaken characters may only move half their Pace and
  can perform no other actions (including running).
  If a Shaken character is Shaken again by a damaging
  attack (not by a Test of Wills, fear, suppression, or
  similar non-damaging effect), he suffers a wound instead.
  A Shaken character automatically attempts to recover
  at the beginning of each action by making a Spirit roll.
  Failure means he remains Shaken (though he may move
  half his Pace as outlined above). With a success, the
  recovery check consumes the action but the figure can
  remove his Shaken counter. With a raise, the character
  recovers instantly and may act normally.
  Wild Cards and Wounds
  Wild Cards can take multiple wounds, and every raise
  on the damage roll inflicts a wound. The hero is
  automatically Shaken whenever he suffers a wound and
  incurs a -1 penalty per wound to all further trait tests. A
  hero with 2 wounds, for example, suffers a -2 penalty to
  all trait tests.
  Wild Cards can take 3 wounds before they’re removed
  from play.
  The Soak Roll
  A player can spend a benny to automatically eliminate
  a Shaken condition for any of his figures. If the benny is
  spent immediately after taking one or more wounds from
  a single attack, you may make a Vigor roll as well. A
  success and each raise on the roll reduces the number
  of wounds suffered from that attack by 1. Wild Cards left
  with any wounds from the attack are still Shaken as
  usual.
  A figure may only make one soak roll per attack. If a
  soak roll eliminates 3 of 5 wounds, for instance, a figure
  can’t make another soak roll to eliminate the other two
  wounds. The character could spend a second benny to
  reroll the Vigor roll as usual, however. This also means
  that if a figure should suffer multiple hits on the same
  action card, the player needs to spend bennies and
  make soak rolls after each result—before the next one is
  resolved.
  Morale
  Whenever a unit suffers 25% casualties in one action
  segment (one initiative card), it must make a Spirit
  check. This is a “group roll” (roll a single Spirit die plus a
  Wild Die) as long as there are at least two members of
  the unit left.
  Subtract 2 from the total if the group is at half
  strength, and 4 if they are at one-quarter strength or
  less. With a success, the unit fights on. If the roll is
  failed, every member of the unit is Shaken.
  This is a great way to stop a “charge” if your unit is on
  Hold.
  Fear: Creatures that cause Fear cause units to make
  morale checks whenever the feared creature moves into
  contact. This is a group roll—the whole unit either suffers
  from Fear or it doesn’t. If failed, the troops are Shaken
  before the creature makes its attack, making them
  much more susceptible to wounding.
  If a unit wants to enter melee combat with a creature
  that causes Fear, they must first make a group Spirit
  roll. They don’t become Shaken should they fail,
  however, they simply refuse to enter melee and lose their
  action for the round. Figures may fire ranged weapons at
  Feared creatures without making Spirit checks.
  End Game
  Unless the scenario says otherwise, one player rolls a
  d10 after the 6th turn (each turn is one countdown from
  the Ace to the Deuce). On a 10, the battle is over. On
  the next turn, the game ends on a roll of 9 or 10, and so
  on. A roll of 1 means the battle continues for another turn
  regardless of the current count. This ensures no one
  knows exactly when the game will end so they won’t
  throw their troops away in unrealistic ways because they
  know the game is about to end.
  Victory!
  Victory Points are counted by kills unless the
  scenario says otherwise. If a group of 5 figures costs 15
  points, each of its members is worth 3 “Bounty Points.”
  To get the relative level of a victory, first figure the
  percentage of total Bounty Points lost by each side. Do
  this by dividing the number of points lost by the number
  of points you started with.
  Multiply this number by 100 to get your percentage. If
  you start with 100 points and lose 40 points worth of
  troops, you’ve suffered 60% casualties.
  The side with the larger percentage of casualties
  loses. Subtract the winner’s casualties from the loser’s
  to get the victor’s battle result.
  Casualty Ratio
  Battle Results
  Tie
  Draw
  1-25
  Marginal Victory
  26-50
  Minor Victory
  51-75
  Major Victory
  76-100
  Overwhelming Victory
  
  7
  Hiya grognards.
  The rest of this book contains all the extra stuff you might need depending
  on your game. If you’ve got big honkin’ hovertanks, mousy wizards pretending
  to be Merlin, or jet planes buzzin’ your battlefield, you’ll need this stuff.
  There’s also a nifty set of maneuvers you can use if your pansy knights can’t
  bring down that dragon, or if some hero with Taunt wants to laugh at some other
  guy’s funny pants his mamma made him wear.
  Special Rules
  A company of Russians explores the blasted ruins of Stalingrad in Weird Wars.
  
  8
  Combat Options
  Below are a number of additional rules for combat in
  tournament games. Note that many of the maneuvers
  found in the Savage Worlds roleplaying game are not
  included in this version because they produce subjective
  effects that aren’t appropriate for miniatures games.
  Area Effect Attacks
  Grenades, spell effects, and other attacks that cover a
  large area are “area effect attacks.” The three most
  common size attacks have been made into Small,
  Medium, and Large Burst Templates (found on the GWG
  website for download in full color).
  To attack with an area effect weapon, the player
  places the template on the table within range of his
  figure’s weapon and makes a Shooting or Throwing roll
  for the attacker. If the roll is successful, the blast is
  centered where desired. Everything touched by the
  template is affected—even if it’s just the unit’s base.
  Failure means the blast deviates. Just how far
  depends on whether it was thrown or launched, and what
  range bracket the target was in (Short, Medium, or
  Long). Roll 1d6” for thrown weapons (such as grenades)
  and 1d10” for fired projectiles. Multiply by 1 for Short
  range, 2 for Medium, and 3 for Long. Next roll a d12 and
  read it like a clock facing to determine the direction the
  missile deviates. A weapon can never deviate more than
  half the distance to the original target (this keeps the
  template from going behind the figure).
  Targets who are prone or behind cover still get some
  protection from area-effect attacks. In these cases, the
  modifier they would normally receive against ranged
  attacks acts as that many points of Armor instead. A
  character in major cover, like a foxhole for example,
  negates four points of damage from a blast if he’s caught
  within it.
  Automatic Fire
  Weapons with a RoF (Rate of Fire) higher than 1 allow
  you to roll multiple Shooting dice at once. You can even
  split your dice among multiple targets if you want. These
  represent several “bursts” of full-auto fire. (Wild Cards roll
  their Shooting dice plus one Wild Die.)
  Fully automatic fire is less accurate than usual,
  however. The firer subtracts 2 from his Shooting dice
  when firing more than one shot.
  Called Shots
  Use the following modifiers and effects when
  characters wish to target specific locations:
  Limb (-2): An attack to a limb causes no additional
  damage but may ignore armor if none is worn there.
  Head or Vitals (-4): The attacker gains +4 damage
  from a successful attack to these critical areas. The
  target must actually have vital areas, and the attacker
  must know where they are to gain this advantage.
  Defend
  If a character’s only regular action is to defend, his
  Parry is increased by +2 until his next action. The
  defender may move normally while performing this
  maneuver, but no running or other actions are allowed.
  Firing Into Melee
  See the Innocent Bystander rules.
  Ganging Up
  Each additional adjacent attacker in a melee adds +1
  to all the attackers’ Fighting rolls, up to a maximum of
  +4 (regardless of the position or size of the defender).
  If a group of four orcs attack a brave paladin, for
  example, each adds +3 to their Fighting rolls. This is a
  great way for “mooks” to take down more powerful
  opponents.
  Innocent Bystanders
  Each miss that comes up a 1 on the Shooting die
  indicates a random adjacent character (base-to-base
  contact with the target) was hit. If the attacker was firing
  on full-auto or a shotgun, a roll of 1 or 2 hits the
  bystander. Roll damage normally.
  Horses and other mounts may be hit in this way as
  well.
  Intimidate
  A character with the Intimidation skill may Intimidate a
  foe within 8” by making an opposed Intimidate vs. Spirit
  test. Success give the attacker +2 to his next action
  against that target. A raise means the foe is Shaken.
  A posse of shady-looking characters walks onto main street
  in this Deadlands™ game.
  
  9
  Prone
  Figures can go prone for free. Standing up again costs
  2” of movement. Prone targets gain -2 Cover, though
  attackers within 3” ignore the modifier.
  A prone defender who is attacked in melee may
  automatically rise to defend himself if he desires. If he
  chooses to remain prone (or can’t rise for some reason),
  his Parry is reduced by 2, and he must subtract 2 from
  his Fighting rolls.
  Ranged Weapons in Close Combat
  No ranged weapon larger than a pistol may be fired in
  close combat (though larger weapons may be used as
  clubs). Pistols can be fired in close combat, but since
  the defender is actively fighting back, the TN for the
  Shooting roll is his Parry rather than the standard ranged
  TN of 4.
  Suppressive Fire
  Fully automatic weapons can “spray” an area with
  lead in hopes of killing or suppressing a larger number of
  victims.
  The attacker places the Medium Burst Template on
  the battlefield and makes a single Shooting roll
  (regardless of the weapon’s rate of fire). Include the
  standard modifiers for range, the full-auto penalty, and
  any other miscellaneous factors, but ignore the target’s
  modifiers if any (such as being prone or in cover). If the
  attack misses, the spray is off-target and has no effect.
  If the attack is successful, all targets within the area
  make Spirit rolls, adding any cover modifiers they would
  normally have against ranged attacks to this roll. Those
  who fail are Shaken. Those who roll a 1 on their Spirit die
  (regardless of any Wild Dice) are actually hit by the
  attack and suffer damage normally.
  Taunt
  A character may Taunt a foe within 8” by making an
  opposed Taunt vs. Smarts test. Success give the taunter
  +2 to his next action against that target. A raise means
  the foe is Shaken.
  Touch Attack
  A character who simply wants to touch a foe (usually
  to deliver a magical effect of some kind) may add +2 to
  his Fighting roll.
  Two Weapons
  Figures may attack with weapons in both hands if
  desired. This inflicts a -2 penalty to each attack. Unless
  the figure is Ambidextrous, subtract another 2 points
  from the off-handed attack.
  Unstable Platform
  A character attempting to fire a ranged attack from the
  back of a horse, moving vehicle, or other “unstable
  platform” suffers -2 to his Shooting roll.
  Wild Attack
  Figures may perform wild attacks that add +2 to their
  Fighting attack and resulting damage rolls, but their
  Parry is reduced by 2 until his next action (mark this
  with a white gaming stone or other marker).
  Who dares disturb the restless dead in this shot from Rippers!™
  
  10
  Magic
  In the Savage Worlds system, all spell-like effects,
  whether they be spells, psychic powers, miracles, or the
  products of weird science, are referred to as Powers.
  Character with the ability to cast spells, call for
  miracles, or other arcane powers have an “arcane skill,”
  such as Faith, Spellcasting, or Mad Science (defined in
  their description). This is the trait rolled to use their
  power. These characters also have “Power Points,”
  which is the reserve of arcane energy they have to use
  their magic or miracles. Power Points should be marked
  on the figure’s Unit Card with beads or other tokens to
  show their remaining pool for all to see.
  Each power has the following statistics:
  Cost: This is the number of Power Points it costs to
  use the power. Some powers allow the character to pay
  additional points for additional effects. This is always
  determined—and paid for—before the dice are rolled.
  Range: The maximum distance the target of the
  power can be from the user, in inches. A Range of
  Smarts, for example, means 10" for a character with a
  Smarts of d10. If a power lists three ranges, such as 12/
  24/48, these are read just like missile weapon ranges,
  and subtract the standard penalties for each range
  bracket (0/-2/-4). The arcane skill roll acts as both his
  “casting” and attack total for these type powers. A range
  “Touch” means the character must touch the target of
  the Spell with a successful Fighting roll. Touch attacks
  are made at +2 as they are easier than striking a
  “damaging” blow.
  Duration: How long the power lasts in rounds. A
  power with a Duration of 1 lasts until the end of the
  current round. A duration of 2 means the end of the next
  round, and so on.
  If the Duration of a power has a second entry, such as
  3/1r, it means the power has a duration of 3 rounds and
  may then be maintained for one additional Power Point
  per round. Each power maintained subtracts 1 from
  future uses of the arcane skill.
  Using Powers
  As an action, a spellcaster may use a single power
  by declaring the power he’s using, spending the desired
  number of Power Points, and making an arcane skill roll.
  If the roll is failed, there’s no effect (but the Power Points
  are still lost). If successful, consult the particular power
  to determine the results.
  Disruption: A character who is actively maintaining a
  power may be disrupted if he suffers damage. To
  maintain concentration for all of his powers, the hero
  makes an opposed arcane skill roll versus the damage
  he suffered. If he wins, he maintains all of his spells. If
  he fails, he instantly drops all of his powers after the
  attack that caused the disruption is resolved. A character
  who is Shaken by non-damaging means (such as a Test
  of Wills) must make a simple Smarts roll to maintain his
  powers.
  Basic Powers
  Armor
  Cost: 2; Range: Touch; Duration: 3/1r
  Armor creates a field of magical protection around a
  character, or an actual shell of some sort, effectively
  giving the target Armor. Success grants the recipient 2
  points of Armor that adds directly to Toughness. A raise
  grants 4 points of Armor.
  Barrier
  Cost: 1/ 3” section; Range: Smarts; Duration: 3 (1/3”
  section/round
  Barrier creates a solid, immobile wall to protect the
  user against attack or to entrap an opponent.
  Regardless of what the barrier is made of (ice, thorns,
  stone, energy, etc.), it has a Toughness of 10.
  Every Power Point spent creates a 1” wide section of
  wall. The wall varies in thickness depending on what it’s
  made from, but is usually as thin as a brick wall. The
  exact placement of each section is defined by the
  caster, but each section must be connected to at least
  one other section after the first. When the spell expires
  or a section is broken, it crumbles to dust and is
  removed.
  Each section of the barrier may be destroyed by an
  attack that exceeds its Toughness of 10. Hitting the wall
  is automatic with a Fighting attack (ranged attacks must
  roll to hit as usual), but raises on the attack roll do not
  grant bonus damage.
  Opponents may climb the barrier by sacrificing 4” of
  movement. Harmful versions of the barrier (such as fire)
  do not block movement but cause 2d4 damage to figures
  that move through it.
  Blast
  Cost: 2; Range: 24/48/96; Duration: 1
  Blast is an area effect power the size of a Medium
  Burst Template. The character first picks where he wants
  to center the blast, then makes an arcane skill roll.
  Normal ranged attack modifiers apply.
  If the roll is failed, the blast deviates as a launched
  projectile (see Area Effect attacks). Targets within the
  blast suffer 2d6 damage. Unlike other attacks, raises on
  the attack roll do not add to damage.
  Additional Effects: For double the Power Points, the
  blast does 3d6 damage or is the size of a Large Burst
  Template. For triple the points, it does both.
  Bolt
  Cost: 1-6; Range: 12/24/48; Dur: 1
  Bolt is the standard attack power of wizards, and can
  also be used for ray guns, bursts of energy, streaks of
  holy light, and other ranged attacks. The damage of the
  bolt is 2d6.
  Additional Bolts: The character may cast up to 3 bolts
  by spending a like amount of Power Points. This must
  be decided before the power is cast. The bolts may be
  
  11
  spread among targets as the character chooses. Firing
  the additional bolts does not incur any attack penalties.
  Additional Damage: The character may also increase
  the damage to 3d6 by doubling the Power Point cost per
  bolt. This may be combined with the additional bolts, so
  firing 3 bolts of 3d6 damage costs 6 Power Points.
  Boost/Lower Trait
  Cost: 2; Range: Smarts; Dur: 3/1r
  This power allows a character to increase any of a
  target’s traits by one die type for a standard success,
  and two with a raise. Each step over d12 adds +1 to his
  trait total.
  The power can also be used to lower an opponent’s
  trait. This is an opposed roll against the victim’s Spirit.
  Success lowers any trait of the caster’s choice one
  step, a raise lowers it two steps. A trait cannot be
  lowered below a d4. Multiple castings stack, though the
  caster must keep track of when each casting expires as
  usual.
  If Fighting or Vigor are raised, the figure’s Parry or
  Toughness must be refigured. Round down if figuring
  stats like d12+3 (which is a result of 7).
  Deflection
  Cost: 2; Range: Touch; Dur: 3/1r
  Deflection misdirects incoming melee and missile
  attacks from the user. With a standard success,
  attackers must subtract 2 from any Fighting, Shooting,
  or other attack rolls directed at the user. A raise
  increases the penalty to -4. This acts as Armor against
  area effect weapons as well.
  Dispel
  Cost: 3; Range: Smarts; Dur: 1
  Dispel negates other powers already in effect, and can
  also be used to counter an enemy power as it’s being
  used. The latter requires the countering mage to be on
  Hold and interrupt his foe’s action as usual. In either
  case, dispelling the opponent’s power is an opposed roll
  of arcane skills. The dispelling character suffers a -2
  modifier if the target power is of another type (magic vs.
  miracles, superpowers vs. mad science, etc.)
  Fear
  Cost: 2; Range: Smarts x 2; Duration: 1
  Fear causes overwhelming dread and horror in an area
  the size of a Large Burst Template. Every creature
  beneath the template must make a Spirit check, or a
  Spirit check at -2 if the caster got a raise on his casting
  roll. Failure means those beneath the template are
  Shaken and immediately run away from the caster 1d6”.
  Healing
  Cost: 3; Range: Touch; Duration: Permanent
  Healing brings a non-Wild Card back to action if
  rendered within one round of suffering a wound. For Wild
  Cards, each use of the heal spell removes a wound with
  a success, and two wounds with a raise. The roll suffers
  a penalty equal to the victim’s wounds (in addition to any
  the caster might be suffering himself).
  Puppet
  Cost: 3; Range: Smarts; Dur: 3/1r
  Puppet allows a spellcaster to take complete control
  of a target figure. The figure must be a living creature of
  normal intelligence (not animal). This is an opposed roll
  of the character’s arcane skill versus the target’s Spirit.
  The user must score a success and beat the target’s roll
  to gain complete control. After each attack against a
  friendly target, the victim gets a new opposed Spirit roll
  to break free and end the spell.
  Quickness
  Cost: 4; Range: Touch; Duration: 3/2r
  With success, the target has two actions per round
  instead of the usual one (at no multi-action penalty).
  With a raise, the recipient gains the benefits above, and
  can also discard and redraw any initiative cards lower
  than 8 each round.
  Smite
  Cost: 2; Range: Touch; Duration: 3/1r
  This power increases the damage of any one weapon
  by +2, or +4 with a raise.
  Stun
  Cost: 2; Range: 12/24/48; Dur: Special
  Stun shocks those within a Medium Burst Template
  with concussive force, sound, light, magical energy, or
  the like. If the arcane character scores a success,
  targets within the area of effect must make Vigor rolls or
  be Shaken. With a raise, victims must make Vigor rolls
  at -2.
  Zombie
  Cost: 3/corpse; Range: Smarts; Duration: Special
  Zombie raises a number of undead specified by the
  character when he spends his Power Points. Statistics
  and Unit Cards for the newly risen undead can be found
  in your Game Book.
  A kraken mage from 50 Fathoms!
  
  12
  Vehicle Rules
  There’s nothing more exciting than a good smash-em-
  up. The rules in this section show you how vehicles
  move and attack in the game.
  Vehicles have four statistics. Crew statistics are listed
  on separate Crew cards.
  Acc/Top Speed is the vehicle’s Acceleration and Top
  Speed in inches per round.
  Toughness for a vehicle is the same as Toughness for
  a human. The number in parentheses is the vehicle’s
  Armor, which is already figured into its Toughness. It’s
  listed separately to calculate how much Toughness is
  negated by Armor Piercing rounds.
  Passengers lists the number of crew needed to
  operate the vehicle, plus any additional passengers it
  can transport. A notation of 1+6, for example, means it
  requires 1 crew person, and can carry 6 more human-
  sized passengers.
  Notes: Some vehicles have special abilities due to
  their construction or optional equipment.
  Movement
  Vehicles move on their driver’s action card. Driving
  consumes the driver’s action, though he may take other
  actions as well at a standard multi-action penalty.
  Passengers act on their own initiative as usual.
  Speed
  Acceleration is how many inches per turn the vehicle
  may increase its current speed. An SUV with an
  Acceleration of 20, for instance, means it can increase
  its movement by up to 20” every action, up to its Top
  Speed, which is also listed.
  A vehicle can decrease its speed by twice its
  Acceleration (or more in a Hard Brake—see Maneuvers,
  below).
  The player controlling the vehicle decides his speed at
  the beginning of his action, and moves it that many
  inches. The vehicle remains at that speed until the
  driver’s next action, so record the current speed on its
  unit card for the current round in case it hits something.
  Speed Kills
  It’s harder to maneuver a vehicle at high speed. A
  vehicle moving over 15” a round on the tabletop inflicts a
  -2 handling penalty on its driver. A vehicle moving over
  30” inflicts a -4 penalty.
  Reverse
  A vehicle can move up to half its Top Speed in reverse.
  Driving rolls made while in reverse suffer a -2 modifier.
  Difficult Ground
  Slippery gravel, uneven ground, or mud are all difficult
  ground and work just as for characters on foot. Count
  each inch moved through such rough terrain as two, and
  apply a -2 penalty to all Driving rolls made while in rough
  terrain. Driving through rough terrain at over half of Top
  Speed requires a Driving roll every round.
  Animals and Conveyances
  Animals don’t have to worry about Acceleration or Top
  Speed—they simply move their Pace (plus any running
  roll) each round. Animal-drawn transportation has an
  Acceleration equal to half the animal’s basic Pace. Carts
  and wagons don’t have a Top Speed because the animal
  simply moves its Pace as usual (plus a running die if it
  runs).
  Turning
  To perform turns, use the Turning Template provided at
  the end of this booklet. Simply line your vehicle up with
  the template and move it along the outside to turn.
  Vehicles can perform tighter turns as a Maneuver (see
  Maneuvers, below).
  Home Guard Fast Attack Vehicle
  The men and women of the Home Guard have converted some
  civilian vehicles for use in their battles with marauders. These
  SUVs and light trucks are fitted with a Drake Autocannon, a
  deadly .50 cal with a high rate of fire.
  This unit consists of a driver, gunner and their vehicle.
  Acc/Top Speed: 20/40; Toughness: 14 (3); Crew: 2
  Weapons: Drake Autocannons (50/100/200, Dam: 2d10; RoF: 5)
  Notes: Four Wheel Drive: Ignores Difficult Ground.
  
  13
  Collisions
  Collisions are very deadly in Showdown. The damage
  to the vehicle and its passengers is 1d6 for every 5” of its
  current speed (round normally). If a motorcycle moving at
  16” per turn hits a tree, for instance, it suffers 3d6
  damage, as does its rider and anything it rams into.
  Relative Speeds: Increase the damage if a vehicle
  hits another object moving toward it. This is called
  “relative speed.” If two bikes ram into each other at a
  speed of 12, for instance, their relative speed is actually
  24 and each bike (and rider!) suffers 4d6 damage.
  Similarly, a vehicle moving away from an attacker
  subtracts its speed from the ramming vehicle’s.
  Vehicular Armor: Vehicles with Heavy Armor add
  their Armor rating as an AP value to their damage.
  Soft Obstacles: The collision rules assume the
  vehicle has hit something hard, like another vehicle,
  rock, wall, and so on. If the obstacle was soft, like a
  person, the damage is halved for the vehicle. The person
  takes damage normally, of course.
  Falling or Jumping From Vehicles
  Characters who fall from a moving vehicle suffer
  damage just as if they were in a collision. Characters
  who jump and make an Agility roll suffer half the usual
  damage dice (round down).
  Losing Control
  Failing a Driving roll causes a vehicle to go “out of
  control.” When this happens, roll 2d6 on the Out of
  Control Table. Resolve any additional movement (such
  as slips or flips) immediately. Anything in the way gets
  smashed—check out the collision rules above if that
  happens.
  Maneuvers
  The following are some common maneuvers that may
  be performed by ground craft. The penalty to the Driving
  roll is listed in parentheses. If the maneuver is failed,
  move the vehicle to the point of the maneuver, then roll
  on the Out of Control Table to see where it actually
  ends up.
  Bootlegger Reverse (-4): The vehicle moves forward
  at half its current speed and then turns between 90 and
  180 degrees (player’s choice). The vehicle instantly
  decelerates to a complete stop and cannot move further
  this round.
  Hard Brake (0): The driver decelerates up to three
  times the vehicle’s Acceleration.
  Jump (0 ): Ground vehicles can jump a distance
  equal to one-quarter of their current speed, plus 1d10”
  with a raise on the Driving roll. They descend one inch
  for every two inches jumped forward, so a vehicle
  jumping 20” falls 10” by the end of its jump.
  Ram (Opposed): Though we have to move vehicles in
  turns on the table-top, they’re actually moving
  simultaneously in the “real world.” For that reason, when
  one car rams another, we give the defender a chance to
  get out of the way—even if it’s not his turn. When this
  happens, the two drivers make opposed Driving rolls. If
  the attacker wins, he’s managed to ram his foe and
  damage is calculated normally. If the defender wins, he
  must move his vehicle just out of the way, whether
  backwards, forwards, or sideways (owner’s choice).
  Sometimes cars run into people as well. In this case,
  the driver makes an opposed roll against the target’s
  Agility instead.
  Tight Turn (0): The vehicle can turn up to 90 degrees,
  ignoring the Turn Template.
  2
  The tank has moved 4”. This is its position at the end
  of its move.
  1
  The steam tank below is performing a turn to the left. This
  is the most the tank can turn without performing a maneuver.
  Turning
  
  14
  Vehicular Attacks
  Combat between vehicles and their crews works much
  like regular combat, with only a few exceptions. Below
  are a few modifiers to remember during ranged combat.
  Situation
  Bonus/Penalty
  Unstable Platform
  -2
  Fast Targets
  -1 per 10” of current Speed
  Unstable Platform: Any character on an unstable
  platform, including a moving vehicle, suffers a -2 penalty
  to any “fine” physical skills such as Fighting and
  Shooting. This applies to characters who are firing
  vehicular weapons as well.
  Fast Target: A fast-moving vehicle is more difficult to
  hit, and subtracts 1 from any attacks directed at it for
  every full 10” of its speed. This is relative, so a vehicle
  heading directly toward a character doesn’t get the
  modifier, nor does the modifier apply if the hero is
  shooting at a vehicle driving parallel to his own.
  Damage
  Damage that equals or exceeds the vehicle’s
  Toughness forces the driver to make a Driving roll or go
  Out of Control (roll on the Out of Control Table).
  Each raise on the damage roll also inflicts a “wound.”
  Each wound caused to the vehicle inflicts a -1 penalty to
  the driver’s Driving skill rolls until someone repairs the
  damage. The attacker also scores a critical hit for each
  wound inflicted, and rolls on the Critical Hit Table (see
  the table) to find out exactly what happened.
  When a vehicle takes its 4th wound, it is
  automatically wrecked and the driver must make a
  Driving roll or go out of control.
  A wrecked vehicle won’t run anymore, though its
  weapons may still fire if they are not powered by the
  vehicle’s propulsion system.
  Aircraft
  Aircraft are handled as easily as ground vehicles with
  one exception—altitude. Aircraft have a Climb score in
  addition to their Acceleration and Top Speed statistics.
  This is how many inches high they can climb each
  round. Aircraft may descend up to two times their Climb
  score without a maneuver. Steeper dives are covered
  below.
  Out of Control at Altitude
  When an aircraft goes out of control, it must worry
  about losing altitude as well. Roll on the table below to
  see if it changes its height.
  2d6
  Altitude Change
  2
  Down 2d10”
  3-4
  Down 1d10”
  5-9
  No change
  10-12
  Up 1d10”
  Movement and Stalling
  Aircraft move just like ground vehicles, but fixed-wing
  aircraft (airplanes and jets but not helicopters or craft
  capable of Vertical Take-Off and Landing) can never go
  below one quarter of their Top Speed while flying or they
  stall and automatically lose 1d10” of altitude at the end
  of their movement.
  Hitting the Ground
  Should an aircraft hit the ground while moving forward,
  it suffers damage normally for its current speed (1d6 per
  5” of movement, rounded down). Add in half the number
  of inches descended that turn when figuring speed as
  well.
  A wrecked aircraft plummets 20” toward the ground
  immediately on being wrecked, then 40” per round
  afterward. Damage for anyone on board the aircraft when
  it hits is figured as usual.
  Crash Landings
  A pilot can try to save his aircraft—even if it is
  wrecked—by making a crash landing. This is a Piloting
  roll at -4. If he makes it, roll on the Out of Control Table
  to see where the aircraft ends up and halve the damage
  dice for the landing. If the roll is failed, the craft takes
  damage as usual.
  Should an aircraft hit the ground and not be wrecked
  (due to a sudden drop in altitude and a low damage roll),
  complete any movement from the Out of Control Table,
  then reduce the aircraft’s speed to 0.
  Aerial Maneuvers
  Aircraft can perform all of the standard ground
  maneuvers. Even some that don’t make literal sense (a
  bootlegger reverse, for example), can be adapted to fit an
  aerial model if you think of it in terms of Immelmanns,
  scissors, and the like. Aircraft can also perform the
  following aerial maneuvers:
  Stunt (-2): A plane on the table-top that needs to
  perform a barrel roll, fly through a narrow canyon, storm
  through a barn, or perform some other fantastic stunt
  may appear to move in a straight line, but must actually
  make important but minute adjustments. All of these
  efforts require a Piloting roll. Failure means the aircraft
  goes Out of Control.
  Power Dive (0): A pilot can enter a controlled power
  dive by making a Piloting roll. If failed, he must roll on
  the Out of Control Table. If successful, he may descend
  up to 40” per round.
  
  15
  Mounted Combat
  Here’s how to handle horses, camels, weird alien
  creatures, and so on.
  Movement
  Mounts move on their rider’s action card. If the animal
  moves, the unit may not be on Hold.
  A horse moves at half Pace the round it is mounted.
  Characters may move half their Pace the round they
  dismount.
  Falling
  Anytime a character is Shaken or suffers a wound
  while on horseback he must make a Riding roll to stay
  horsed or suffer 2d6 damage. Mounts stay by their rider
  and do not act independently.
  Firing on Mounted Targets
  Shots directed at mounted characters use the
  Innocent Bystander rules to see if the horse was hit. Of
  course, an attacker can always aim for the horse
  instead.
  Fighting
  Characters who wish to fight from horseback must
  use the lowest of their Fighting or Riding skills. This
  makes it important for cavalrymen to actually be able to
  ride well!
  Characters who shoot from an animal suffer a -2
  penalty to their Shooting rolls.
  Charging
  A rider on a charging animal adds +4 to his damage if
  he moved over 6” toward his foe.
  Trained Horses
  Animals with the Fighting skill (such as warhorses)
  may attack any threat to their front during their riders’
  action.
  Setting Weapons
  A weapon with a Reach of 1 or greater can be “set”
  against a cavalry attack. To do so, the attacker must be
  on Hold when he is attacked by a charging mount (see
  above).
  If so, he rolls to interrupt as usual, but the character
  with Reach adds +2 to his Agility roll for each point of his
  weapon’s reach. The winner attacks first, and adds the
  +4 charge bonus to his damage; the loser gains no
  bonus.
  Wounded Mounts
  When an animal is Shaken or wounded, it rears or
  bucks. A rider must make a Riding roll to stay mounted,
  or suffer the consequences of falling (2d6 damage).
  Out of Control
  2d6 Roll 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.
  Exterior-mounted weapons/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 2" left or right (in the
  direction of a failed maneuver, or away from a
  damaging attack).
  10-11 Slip: Move the vehicle 4" 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 or dragon, its passengers, and anything
  it hits. Slow and heavy vehicles such as tanks
  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 preclude certain maneuvers as well.
  6-8 Chassis: The vehicle suffers a hit in the body
  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.
  
  16
  
  17
  
  18
  Fortune
  Fortune represents minor but
  important events that happen to your
  forces in the field. They cause
  something good to happen to your side,
  or something bad to happen to your foe.
  2
  Freak Event! Roll on the Freak
  Event Table.
  3
  Twist of Fate: Take a benny
  from your opponent. If he does not have
  one, he must immediately remove any
  one Extra from play.
  4
  The Quick and the Dead:
  Swap one of your opponent’s cards for
  any one of yours.
  5
  Rally: Pick any one unit on the
  board with Shaken figures. All those
  figures recover automatically.
  6-8 Hand of Fate: Gain one extra
  benny.
  9
  Close Call: Any one of your
  opponent’s units stumbles, becomes
  confused, or is otherwise disrupted. All
  its members suffer -2 to their trait rolls
  this round.
  10
  Teamwork: Pick any one other
  unit within 12” of this one. Discard its
  Action Card. It acts on the Joker along
  with this unit, and gains the usual
  bonuses as well.
  11
  Out of Ammo: Pick any one
  enemy unit. It’s out of ammo or Power
  Points (your choice). If this result cannot
  be applied, you gain a benny instead.
  12
  Freak Event! Roll on the Freak
  Event Table.
  Fortune
  Fortune represents minor but
  important events that happen to your
  forces in the field. They cause
  something good to happen to your side,
  or something bad to happen to your foe.
  2
  Freak Event! Roll on the Freak
  Event Table.
  3
  Twist of Fate: Take a benny
  from your opponent. If he does not have
  one, he must immediately remove any
  one Extra from play.
  4
  The Quick and the Dead:
  Swap one of your opponent’s cards for
  any one of yours.
  5
  Rally: Pick any one unit on the
  board with Shaken figures. All those
  figures recover automatically.
  6-8 Hand of Fate: Gain one extra
  benny.
  9
  Close Call: Any one of your
  opponent’s units stumbles, becomes
  confused, or is otherwise disrupted. All
  its members suffer -2 to their trait rolls
  this round.
  10
  Teamwork: Pick any one other
  unit within 12” of this one. Discard its
  Action Card. It acts on the Joker along
  with this unit, and gains the usual
  bonuses as well.
  11
  Out of Ammo: Pick any one
  enemy unit. It’s out of ammo or Power
  Points (your choice). If this result cannot
  be applied, you gain a benny instead.
  12
  Freak Event! Roll on the Freak
  Event Table.
  Cut this page in half for easy reference for both sides.
  
  19
  Freak events are bizarre occurrences
  that can never be planned on. The events
  below are fairly mundane so that they can
  be used for most any kind of battle.
  Specific battle-sets might contain their own
  Freak Events as well.
  Roll 1d10 on the table below. If your
  Game Book includes a new Freak Event
  Table, make sure to use that one instead.
  1)Storm: A sudden storm rolls in. Rain
  begins to pour and visibility is limited to
  12”. All attack rolls are at -1, and black
  powder weapons don’t work at all. The
  round after this event, all streams
  become impassable, even at fords. Only
  bridges remain.
  2) Fire! Fire breaks out on the board! Roll
  randomly among each occupied building,
  patch of trees, or other flammable terrain
  type. If none of these are occupied, roll
  randomly among all flammable terrain
  pieces. The entire building or forest
  catches fire this round and causes 2d6
  damage to everything within. The fire
  continues for the rest of the game—
  unless a storm comes, which quenches
  it immediately.
  At the beginning of each turn thereafter, roll
  1d6 for each flammable structure within
  4” (adjacent buildings, another patch of
  forest, etc.). On a 4-6, that structure
  catches fire as well. Check to see if
  these new fires spread in the following
  rounds.
  3) Blood Ties: One of the Wild Cards on
  the other side is related or has some
  other special bond with one of your
  heroes (a Wild Card of your choice). For
  the rest of the battle, these two won’t
  attack each other directly unless there
  are no other targets on the board.
  4) Death of a Hero: The next time one of
  your Wild Cards dies, his noble sacrifice
  triggers new resolve in his companions—
  or bone-chilling dread. When your next
  Wild Card is Incapacitated, roll a die.
  Odd, the rest of your force is inspired by
  his legacy and adds +1 to all their rolls
  until another of your Wild Cards is killed.
  If the result is even, your force is filled
  with dread. They subtract -1 from all their
  rolls for the rest of the game until an
  enemy Wild Card is slain.
  5) Fickle Fate: Fate favors the underdog.
  The side with the fewest bennies draws
  until it has the same number as their foe.
  Place these in the common pool.
  6) Back from the Dead: One of your dead
  was just knocked unconscious. He
  returns in the spot where he fell. If this is
  a Wild Card, he returns with but a single
  wound.
  7) Bitter Cold/Heat: The weather heats up
  or cools down, depending on your
  environment. All troops become tired or
  bogged down and reduce their running
  rolls by half for the rest of the game.
  8) Battle Tested: Any one of your units
  improves any one skill or attribute a die
  type immediately.
  9) The Fog: Dense fog, mist, or smoke
  rolls drifts over the battlefield. Place two
  connected Large Burst Templates at the
  center of one randomly determined board
  edge. The fog drifts 2d6” each round in a
  random direction (roll a d12 and read it
  like a clock facing). The fog “bounces if it
  hits an edge in a random direction (so
  that it never leaves the field.).
  10) Reinforcements: A group of your most
  common currently-fielded troop type
  arrives on the field of battle! Place these
  troops in your deployment area. They act
  on the Joker this round and are dealt in
  normally hereafter.
  Freak Events
  
  20
  It Came From
  the Flotsam Sea!
  You’ve read the rules, now try out
  Showdown with an absolutely free scenario
  from our new hit game 50 Fathoms!
  Black Powder Pete and his band of scurvy
  pirates are searching for treasure along the
  Whip Islands of Caribdus when they’re
  discovered by something dark and sinister
  from the ocean depths.
  Will the pirates earn their grog this day?
  Or will the sinister minions of the Sea Hags
  enjoy a feast of salty sea dog?
  Only you can decide!
  (Download It Came From the Flotsam Sea
  at www.greatwhitegames.com. Look for it and
  other goodies in the Downloads section!)
  What’s Next?
  Great White Games has several new miniature games on the
  way, all designed to be relatively small and compact so you don’t
  have to invest in hundreds of figures. We’re keeping our lines
  small and designing games around a “warband” mentality. You can
  create a band of heroes and watch them grow from game to game
  in mini-campaigns that you’ll actually be able to play and finish.
  We’re also making games that revolve around specific
  scenarios—Savage Tales with objectives, twists, and surprises so
  you can do more than just battle.
  Our first game up is Rippers™, Victorian monster-hunting
  steampunk. The twist? Your heroes can use the “trophies” they
  bag to gain the monster’s abilities!
  After that is Dragon
  Kings!™ Morgan Le Fay has returned as a great
  dragon and devastated the world in fire and
  radiation. Fortunately, Arthur and his knights
  have risen as well! Now they’ve traded in their
  horses for Harleys and are leading what’s
  left of the human resistance in battle
  against Morgan, Mordred, and the
  Dragon Kin in the blasted ruins of London!
  
SOURCE: textdata/thevault/Savage Worlds/Misc/Minis/Savage Worlds - Minis - Showdown.pdf