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Checked May 28, 2026: the GM screen insert page lists Star Wars GM Inserts.pdf (6.6 MB), and the hazards page lists Savage-Worlds-Star-Wars-Hazards.pdf (12 MB).
Those are not campaign bibles. They are session tools. If a PDF only helps while preparing at home, keep it in the prep folder. If it helps while players are making decisions, it belongs in the table kit.
My Savage Worlds Star Wars table kit would have three layers:
1. Always visible: Bennies, wound reminders, chase procedure, Dramatic Task reminders, vehicle scale notes, and the Force ruling for this campaign.
2. Scene packet: two hazards, one obstacle, one social pressure, one combat wrinkle, and one escape route. This packet changes every session.
3. Source links: the companion page and official SWADE page, so the group can check the baseline without hunting down rehosted files.
The hazards PDF is strongest when it makes existing scenes sharper. A hangar fight becomes better with blast doors, smoke, unstable fuel, maintenance pits, panicked workers, and a launch countdown. A wilderness trek becomes better with heat, disease, sensor interference, a broken speeder, and an NPC who knows the safe route but has a price.
Practical prep rule: pick one hazard that changes movement, one that changes time pressure, and one that changes social cost. If all three only deal damage, the session will feel flatter than Star Wars usually should.