TEXT: SAVAGE WORLDS COMBAT
  INITIATIVE
  • Everyone dealt a card for the round; countdown from Ace to Deuce.
  • Ties resolved by suit order:  Spades, Hearts, Diamonds, Clubs.
  Joker’s Wild!
  • Go whenever; auto-interrupt; +2 to all Trait tests & damage this round.
  • Shuffle after any round with a Joker.
  Hold Action
  • Go whenever; Agility dice-off to interrupt, high roll goes first, ties are simultaneous.
  The Drop
  • Auto Hold Action, +4 to hit & damage when you pop it off
  ACTIONS
  • First action is free.
  • -2 to ALL ROLLS per extra action.
  • All actions must be unique.
  FIGHTING
  Target Number = Parry
  • Roll Fighting die & Wild Die (d6), high roll counts
  • ‘Snake Eyes’ is auto-miss with negative consequences
  • Re-roll dice that Ace & add roll to total, high roll counts
  • ± modifiers = hit total
  • If hit total � target’s Parry, roll damage
  • Spend a benny to re-roll a miss
  • If you hit with a raise (4+ above Parry), roll damage +d6.
  Damage
  • Roll Str + damage dice & total
  • Re-roll any dice that Ace and add to total
  • If damage total � target’s Toughness (-AP if armored), target is Shaken
  • Previously Shaken targets are wounded instead.
  • Each raise = +1 wound.
  SHOOTING & THROWING
  Target Number = 4 + 2 per Range Increment
  • Roll Shooting die & Wild Die, high roll counts
  • Target Number (TN) varies by range:
  Short
  4+
  Medium
  6+
  Long
  8+
  • ‘Snake Eyes’ is auto-miss with negative consequences
  • Re-roll dice that Ace & add roll to total, high roll counts
  • ± modifiers = hit total
  • If hit total � TN, roll damage
  • Spend a benny to re-roll a miss
  • If you hit with a raise (4+ above TN), roll damage +d6.
  Aim
  • Aim for full round
  • +2 to hit on next round
  Damage
  • Roll damage dice & total
  • Re-roll any dice that Ace and add to total
  • If damage total � target’s Toughness (-AP if armored), target is Shaken
  • Previously Shaken targets are wounded instead.
  • Each raise = +1 wound.
  CALLED SHOTS
  Limb
  -2 to hit, drop held item(s) / fall down (if Strength roll < damage)
  Head/Neck/Vitals
  -4 to hit, +4 damage
  Small Target
  -4 to hit
  Tiny Target
  -6 to hit
  
  FIREARMS OPTIONS
  Single Shot
  • Roll Shooting die & Wild Die as above
  • Expend one round of ammo
  Double Tap
  • Semi-Auto only
  • +1 to hit & damage
  • Expend 2 rounds of ammo
  Burst Fire
  • 3 Round Burst selector only
  • +2 to hit & damage
  • Expend 3 rounds of ammo
  Full Auto (FA)
  • ROF 3+ only
  • Roll Shooting dice = ROF & Wild Die
  - Each Shooting die is a different attack
  - Hits can be applied to a single or several adjacent targets
  • -2 to hit on each die
  • Expend ROF x # of Shooting dice in rounds of ammo
  Supressive Fire
  • FA only
  • Designate area to supress
  • Roll Shooting die & Wild Die, high roll counts
  • -2 to hit
  • Ignore cover
  • On a hit, all targets within supressed area make a Spirit roll
  - Fail = Shaken
  - Roll of 1 = take damage as normal
  • Expend 5x ROF in ammo
  Shotguns
  Buckshot
  • +2 to hit
  • Damage = 3d6 at Short, 2d6 at Medium, 1d6 at Long
  Slugs
  • Damage = 2d10 at all range increments
  Both Barrels
  • Roll a single Shooting die & Wild Die as above
  • On a hit make 2 damage rolls
  TAKIN’ IT
  Shaken on a successful hit
  • Spirit roll on your turn
  - failure = remain Shaken
  - success = spend turn recovering
  - raise = recover immediately & take turn as normal
  • May spend a benny to immediately recover (counts as success + raise)
  • If Shaken again while Shaken, take a wound instead.
  Wounds
  • -1 to Pace and all Trait Tests (Attribute & Skill rolls) per wound
  • 4th wound Incapacitates!
  Soak Roll
  • Spend a benny when taking 1 or more wounds from a single attack
  • Make a Vigor roll
  - spend bennies to re-roll failures
  - Success and each raise = -1 wound
  - If all wounds soaked, remove Shaken status
  - If any wounds remain, you remain Shaken as well.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Combat Actions Tables.pdf