S AVAGE W ORLDS COMBAT
V1.0.1
ACTION CARDS Suit Order
• Combat happens in rounds.
• On each round, each character gets one turn.
• Turn order goes by Action Cards. Jokers wild!
• You can spend Chips to re-draw your Action Card. FIRST LAST
Make sure you do this before anyone takes actions!
YOUR TURN
• Choose one action and, if desired, a couple free actions. Actions can be performed at any point during
your movement with no penalty, but you must describe the full sequence before you begin!
• Things getting busy? Take up to three multi-actions. Two actions on one turn each get a -2 penalty, and
three each get -4. Free actions don’t incur or take penalties.
• Choosing the perfect moment? Go on hold. Interrupt any future turn before your next one. Interrupting
an enemy requires winning an opposed Athletics roll!
FREE ACTIONS ACTIONS
Move up to your Pace in inches, Attack a target. See Attack Rolls on
up to once per turn. the next page.
Run up to once per turn, up to Call your shot. Target a body part or
the result of your Running die. weapon, at a penalty to hit. The GM will
Other actions this turn get -2. tell you how difficult your shot will be.
Speak one or two short sentences. Push an enemy in melee range
up to 1”, or 2” on a raise.
Get a run up to push farther!
Go prone to become harder to hit
at range. Standing costs 2 points Grapple an enemy in melee range to make
of Pace for that turn. them Entangled, or Bound on a raise (see
Conditions). You can make Strength rolls
Drop an item. Throwing usually to crush them on future turns.
requires an attack.
Defend yourself. Increase your Parry
Not sure if an unusual action by +4 until your next turn. Cannot
is free? Ask the GM. be a Multi-Action.
Test one enemy you can reasonably
Aim at a specific target. If you do taunt, trip, or harass. Win an opposed
nothing else this turn, you can ignore roll to make them Distracted or
up to -4 of penalties, or get a +2 to Vulnerable (see Conditions).
hit that target, next turn.
Support one ally you can reasonably
Reload your weapon. Weapons with help. Declare which Skill you are using
Reload X require X actions to reload. to help, and which of the ally’s Traits
you are trying to raise.
NUMBER CRUNCHIN’
MELEE ATTACKS RANGED ATTACKS
• Range: Your weapon’s Reach (if any) • Range: Your weapon’s Range
• Roll: Fighting Die and your Wild Die, then take • Roll: Shooting Die and your Wild Die, then
the highest! take the highest!
• Target Number: Enemy’s Parry • Target Number: 4
o Wild: +2 to attack and damage rolls. You are o Cover: -2 for light cover, up to -8 for
Vulnerable until the end of your next turn. near-total cover (ask the GM).
o Desperate: Choose +2 or +4, but reduce o Prone: -4 from 3” or more away (does not
damage by the same amount! Can’t be stack with Cover).
combined with Wild. o Range: -2 at your weapon’s Medium
o Prone: A prone target’s Parry is reduced by 2. range and -4 at Long range.
They have a -2 on their Fighting Die.
Roll your Strength die plus your
Roll your weapon’s damage. If you
weapon’s damage.
got a Raise on your attack roll, add
If you got a Raise on your attack
an extra 1d6!
roll, add an extra 1d6!
DAMAGE
• If the total damage for this attack meets or beats the target’s Toughness, the target is Shaken. If they were
already Shaken, they take a Wound instead!
• For each Raise on the damage roll, the target also suffers one Wound.
• Most NPCs are Incapacitated if they take one Wound. Wild Cards (including PCs) can take three Wounds.
Any damage that would Wound after that makes them Incapacitated instead.
• Want to avoid taking a Wound? Spend a Chip and roll a Vigor check. For each success and each raise,
prevent one Wound you would take from that attack.
CONDITIONS Entangled: Immobile and
Wounded: Each wound
Distracted: Subtract 2 Vulnerable. To escape, make an
causes -1 to Pace and all
from all of your Trait rolls Athletics, or Strength at -2, check.
Trait rolls. Wounds can
until end of your next turn. If Grappled, it’s an opposed roll.
only be removed by
Vulnerable: Actions and Bound: Entangled, and you are
Healing checks within one
attacks against you get +2 Distracted. The only action you
hour, or by natural or
until end of your next turn. can take is to escape, which (on
magical means after that.
success) makes you just Entangled.
Shaken: Can only take Fatigued: Each level subtracts 1 Incapacitated: You are
free actions, or Run. At the from all of your Trait rolls. unconscious. The GM
start of your turn, succeed Recover one level per hour of checks the very long rules
on a Spirit roll to recover – rest, or if its source is removed. section for this and tells
or spend a Chip at any At 3 levels, you are Incapacitated. you what to roll. Good luck.
time to do the same.
ACTIVATING A POWER
Pick a target within Range and declare any modifiers or Shorting.
Then, roll your arcane skill and your Wild Die and take the best result!
4 OR BETTER: SUCCESS! LESS THAN 4: FAILURE ALL 1S: BACKLASH!
The Power activates. The Power fails.
Mark off the Power Lose one Power
Points to use it. Point.
The Power’s effect occurs in Instantly gain a level of
full. If you got a Raise, The Power fails. Fatigue (see Conditions).
check the Power description Lose one Power Point. All currently active Powers
for any bonus effects! terminate.
USIN’ AND ABUSIN’ Don’t want to pay the full cost? Declare
how many Points you’re going to short
To maintain a Power for its base (up to all of them!) Then, make your
duration, pay 1 Power Point per target. activation roll with -1 for each. Any
You can repeat this to extend the failure when Shorting is a Backlash!
Power as long as you have enough For every hour dedicated to resting,
Power Points. recover 5 Power Points – up to your
Terminating a Power is a free action, maximum. Spend a Chip at any time to
unless the Power says otherwise. do the same.
MODIFIERS Heavy Weapon (+2) Linger (+2)
Allows the spell to Spend +2 points to
Armor Piercing (+1)
affect vehicles or recur damage once on
Add AP 2, up to AP 6
other targets with the target’s next turn.
max.
Heavy Armor. This recurring
Fatigue (+2) damage is one die type
Add a level of Fatigue Hinder/Hurry (+1) less (or one die less, if
to any Power that Hinder (-2 to Pace) or already d4).
causes damage or can hurry (+2 to Pace) the
be resisted. target. Glow/Shroud (+1)
Illuminate (-2 to
Selective (+1) Stealth) or shroud (+1
Range (+1/+2)
Within the spell’s area, to Stealth, -1 to attacks
Double the Power’s
affect only the targets against) a small area
range, or (+2) triple it.
you want to affect. around the target.