WW2 - A Savage Shadowforce prequel
Your skill/ability die is rolled along with a Wild die (d6) for actions. The best value is used, they are not added.
If you roll the highest value on a die it “explodes”, meaning you can reroll it and add it to your total skill check. Example: Roll a 6 on a d6, reroll, get a 2, your skill check is 8 (a success and 1 raise).
A 4 is the target number for nearly every skill check. A raise (+4 on the target number) usually signifies great success. The situation may provide modifications, for better or worse, on the target number (range, darkness, moving platform, complementary skills, aid from a colleague, etc.)
Melee combat is settled by comparing the fighting skill roll to an opponent’s parry (a derived stat). Ranged combat has a target number of 4 (+/- any modifiers).
Order of Actions during combat are determined by a deck of cards. Suit and value of the card determine your initiative. A joker beats out everything and supplies a +2 bonus to your actions and damage for that round.
Bennies can be used to reroll a skill/ability check or soak damage.
Optional Setting rules
Some optional rules added to this setting to increase the tension and action for this conversion can be found within the Savage Worlds Deluxe book.
Gritty Damage can be used to add drama by rolling on the injury table when wounds are suffered. In order to offset the potential deadliness of this setting rule, the “golden hour” rule has been eliminated. Agents may take a beating, may limp their way through a mission, but in the end they come back for more….usually.