TEXT: Situation
  Modifier
  Situation
  Modifier
  Situation
  Modifier
  Initiative
  Deal each Wild Card and group of characters one card each.
  Reshuffle the deck the round after a Joker is dealt.
  A Joker allows the character to act whenever he wants in a round, and adds +2 to
  all his Trait and damage rolls that round.
  Ties are resolved by suit order: Spades, Hearts, Diamonds, and Clubs
  Movement
  A character may move up to his Pace and perform an action, such as making a
  hand-to-hand attack, firing a ranged weapon, casting a spell, or making a test of
  wills.
  A character may attempt additional actions, such as running, but incurs a -2
  penalty to all Trait rolls for each additional action.
  Fighting
  The attacker makes a single Fighting roll. If the roll is equal to or greater than his
  target’s Parry, the attack hits (see Damage). A raise on the attack adds +1d6 to
  the damage.
  Shooting
  The attacker makes a single Shooting roll and subtracts 2 for Medium range and 4
  for Long range. If the roll is successful (TN 4 or more), the attack hits (see
  Damage). A raise on the attack adds +1d6 to the damage.
  Damage
  If the damage is equal to or greater than the victim’s Toughness, he’s Shaken.
  A Shaken character who receives a second Shaken result is wounded.
  If damage exceeds victim’s Toughness by a raise, he’s Wounded. Wounded Extras
  are Incapacitated and removed from play. Wild Cards can suffer up to three
  wounds.
  If a Wild Card suffers more than three wounds (after Soaking), he is Incapacitated
  and out of the fight until healing is received. Check the Incapacitation Table.
  Tests of Will
  The character makes an opposed roll against his chosen target. The defender uses
  Smarts to resist Taunt, and Spirit to resist Intimidate.
  Success means the attacker gets a +2 bonus to his next action against the
  defender. A raise on the roll gives the attacker the bonus and makes the defender
  Shaken.
  Aftermath
  A Healing roll on an injured Wild Card heals 1 wound with a success and 2 with a
  raise. If the roll is failed, the wound must heal naturally.
  Incapacitated Extras roll Vigor to see if they are alive or dead.
  Skill
  Linked Attribute
  Boating
  Agility
  Climbing
  Strength
  Driving
  Agility
  Fighting
  Agility
  Gambling
  Smarts
  Guts
  Spirit
  Healing
  Smarts
  Intimidation
  Spirit
  Investigation
  Smarts
  Knowledge
  Smarts
  Lockpicking
  Agility
  Notice
  Smarts
  Persuasion
  Spirit
  Piloting
  Agility
  Repair
  Smarts
  Riding
  Agility
  Shooting
  Agility
  Stealth
  Agility
  Streetwise
  Smarts
  Survival
  Smarts
  Swimming
  Agility
  Taunt
  Smarts
  Throwing
  Agility
  Tracking
  Smarts
  Climbing equipment
  +2
  Wet surface
  –2
  Advanced climbing equipment
  +4
  Scarce or thin handholds
  –2
  Heavy cover
  +4
  Crawling
  +2
  Running
  –2
  Dim light
  +1
  Darkness
  +2
  Pitch darkness
  +4
  Light cover
  +1
  Medium cover
  +2
  Target attempted to hide tracks
  –2
  Tracking more than 5 individuals
  +2
  Recent snow
  +4
  Mud
  +2
  Dusty area
  +1
  Raining
  –4
  Tracking in poor light
  –2
  Tracks are more than one day old
  –2
  Crawling:
  2" per turn; counts as being prone
  Crouching:
  ½ Pace, may run (halve total Pace after rolling). Ranged attacks against
  him suffer a –1 penalty
  Going Prone:
  May fall prone at any time during its action: usually counts as Medium
  Cover. Getting up costs 2" of movement
  Difficult Ground:
  For difficult ground (mud, steep hills, or snow), count each inch as 2" for
  movement
  Jumping:
  Can jump 1" horizontally from dead stop, or up to 2" with a "run and go."
  Successful Strength roll grants one extra inch
  A character’s “Load Limit” is equal to 5x their
  Strength die type in pounds.
  Every additional multiple of the load limit (max
  of 3) inflicts a –1 penalty to a character’s
  Agility and Strength totals, as well as any
  skills linked to either.
  Skills Summary
  Climbing Modifiers
  Stealth Modifiers
  Tracking Modifiers
  Encumbrance
  Movement
  Combat Summary
  
  Attack
  Penalty
  Aim
  +2 Shooting/Throwing if character does not move
  Area Effect Attacks
  Targets under template suffer damage, treat cover as armor; missed attack rolls
  cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for
  Short range, x2 for Medium range, x3 for Long range
  Autofire
  –2 Shooting
  Breaking Things
  See Obstacle Toughness Table; Parry 2; No bonus damage or Aces apply
  Called Shots
  Limb
  –2 attack
  Head
  –4 attack; +4 damage
  Small target
  –4 attack
  Tiny target
  –6 attack
  Cover
  Light: –1; Medium: –2; Heavy: –4
  Darkness
  Dim
  –1 attack
  Dark
  –2 attack; targets are not visible beyond 10”
  Pitch Darkness
  Targets must be detected to be attacked at –4
  Defend
  +2 Parry; character may take no actions other than base movement
  Disarm
  –2 attack; defender must make a Str roll vs. the damage or drop his weapon
  Double Tap/Three Round Burst
  +1 attack and damage/+2 attack and damage
  The Drop
  +4 attack and damage
  Finishing Move
  Instant kill to helpless foe with lethal weapon
  Firing Into Melee
  See Innocent Bystanders below
  Full Defense
  Defend, plus Fighting roll replaces Parry if higher; no actions or movement
  Ganging Up
  +1 Fighting per additional attacker; maximum of +4
  Grappling
  Fighting roll to grapple, opponent Shaken on a raise; Defender can make opposed
  Strength or Agility to break free (any other action made at –4); Attacker can make
  opposed Strength or Agility to damage victim
  Innocent Bystanders
  Missed Shooting or Throwing roll of 1 (2 with shotguns or autofire) hits random
  adjacent target
  Nonlethal Damage
  Target is knocked out instead of potentially killed when Incapacitated
  Obstacles
  If attack hits by the concealment penalty, the obstacle acts as Armor
  Prone
  As Medium cover; prone defenders suffer –2 Fighting, –2 Parry in melee
  Range
  Short: –; Medium: –2; Long: –4
  Range Weapon in Close Combat
  Pistols only; Target Number is defender’s Parry
  Suppressive Fire
  With successful Shooting roll, targets within a Medium Burst Template must make
  a Spirit roll or be Shaken; those who roll a 1 are hit for normal damage
  Touch Attack
  +2 Fighting
  Trick
  Describe action; make opposed Agility or Smarts roll; opponent is –2 Parry until
  next action; with a raise, the 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
  Unstable Platform
  –2 Shooting from a moving vehicle or animal
  Wild Attack
  +2 Fighting; +2 damage; –2 Parry until next action
  Withdrawing from Close Combat
  Adjacent foes get one free attack at retreating character
  Armor
  Obstacle
  Object
  Toughness
  Damage Type
  Light Door
  8
  Blunt, Cutting
  Heavy Door
  10
  Blunt, Cutting
  Lock
  8
  Blunt, Piercing
  Handcuffs
  12
  Blunt, Piercing, Cutting
  Knife, Sword
  10
  Blunt, Cutting
  Rope
  4
  Cutting, Piercing
  Small Shield
  8
  Blunt, Cutting
  Medium Shield
  10
  Blunt, Cutting
  Large Shield
  12
  Blunt, Cutting
  +1
  Glass, leather
  +2
  Plate glass window, shield
  +3
  Modern interior wall, sheet metal, car door
  +4
  Oak door, thick sheet metal
  +6
  Cinder block wall
  +8
  Brick wall
  +10
  Stone wall, bulletproof glass
  Obstacle Toughness
  Object Toughness
  Attack Options Summary
  Notes
  
  Modifier
  Condition
  An incapacitated hero must make an immediate Vigor roll,
  applying wound modifiers as applicable. This does not
  count as an action.
  Raise: Hero is only stunned. Hero still has 3 wounds, but is
  not incapacitated. He is Shaken and suffers a temporary
  impairment. Roll 2d6 on the Injury Table. Effects are
  temporary and go away after combat is over.
  Success: The hero is unconscious. Consciousness is
  regained with a successful Healing roll, or after an hour
  has passed. Roll 2d6 on the Injury Table. The injury goes
  away when all wounds are healed.
  Failure: The hero is Bleeding Out. At the start of each
  round he must make another Vigor roll (applying wound
  modifiers, as normal). Failure means he needs to roll
  again next round. A result of 1 or less means death.
  Success means he stabilizes but remains unconscious
  until healed. Roll 2d6 on the Injury Table as well. Injury is
  permanent, requiring specialist healing.
  With non-lethal damage, treat as a success except hero
  is unconscious for 1d6 hours.
  Critical Failure: The hero is dead.
  With non-lethal damage, treat as a success except 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
  location instead of rolling randomly.
  –2
  Rough traveling
  –2
  No medical attention
  –2
  Poor environmental conditions, such as
  intense cold, heat, or rain
  –
  Medical Attention (1940 or earlier)
  +1
  Medical Attention (1941 or better)
  +2
  Medical Attention (2010 and beyond)
  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 payment 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 dangerous 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.
  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 is Panicked.
  13–16 Minor Phobia: The character gains a Minor
  Phobia Hindrance somehow associate 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.
  *Add the creature’s Guts penalty as a positive number to this roll.
  Incapacitation Table
  Injury Table
  NPC Reaction
  Fear Effects
  Natural Healing Modifiers
  2d6
  Wound
  2
  Unmentionables: The hero suffers an
  embarrassing and painful wound to the groin. If
  the injury is permanent, reproduction is out of
  the question without miracle surgery or magic.
  3–4
  Arm: The character catches one in the left or
  right arm (determined randomly). The arm is
  rendered useless.
  5–9
  Guts: Your hero catches one somewhere
  between the crotch and the chin. Roll 1d6 on
  the sub-table below:
  1–2 Broken: His Agility is reduced by a die
  type (min d4).
  3–4 Battered: His Vigor is reduced by a die
  type (min d4).
  5–6 Busted: His Strength is reduced by a die
  type (min d4).
  10
  Leg: The character’s left or right leg
  (determined randomly) is crushed, broken, or
  mangled. His Pace is reduced by 1.
  11–12 Head: Your hero has suffered a grievous
  injury to his head. Roll 1d6 on the sub-table
  below:
  1–2 Hideous Scar: Your hero now has the
  Ugly Hindrance.
  3–4 Blinded: One of your hero’s eyes was
  damaged. He gains the One Eye Hindrance
  (or the Blind Hindrance if he only had one
  good eye).
  5–6 Brain Damage: Your hero suffers
  massive trauma to the head. His Smarts is
  reduced one die type (min d4).
  Damage
  Effect
  Shaken
  Damage more than Toughness. ½ Pace,
  Spirit Roll to recover. Success with a raise
  allows hero to take normal actions.
  Wound
  Every raise causes a wound. -1 to Pace
  and Trait Tests per wound.
  Incapacitated
  More than 3 wounds. See Incapacitation
  Table.
  A character may spend a benny to automatically eliminate a
  Shaken condition.
  If spent immediately after taking wounds from a single
  attack, a Vigor roll may be made as well. A success and
  each raise reduces the number of wounds suffered by 1.
  If the character is left with any wounds from the attack, he
  is still Shaken as usual.
  Only one Soak roll may be made per attack.
  Damage Effect
  The Soak Roll
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - GM Screen 3.pdf