Advanced Combat

Cinematic Maneuvers and Tactical Mastery

Beyond Basic Attacks

Ready to fight like an action hero? Advanced combat in Savage Worlds lets you perform the incredible stunts you see in movies - from Captain America's shield ricochets to Jackie Chan's improvised weapon mastery!

The Signature Move Principle

Every hero has their signature combat style. These advanced rules let you recreate Iron Man's repulsor blasts while flying, Legolas shooting multiple arrows in one turn, or Batman appearing from nowhere to strike fear into criminals. If it's iconic to your character, there's probably a rule for it!

Called Shots

Precision Strikes

Target specific locations for special effects - but at a penalty! Small targets (a hand, a rope) are -4 and tiny ones (an eye slit, a switch) are -6.

Head (-4)

Effect: +4 damage

Special: Gets around body armor that doesn't cover the head

Hawkeye's arrow finding the gap in armor

Arms (-2)

Effect: Hits the limb, not the armored torso

Special: Handy for disarming (going for the hand is harder still)

Disarming Thanos' gauntlet

Legs (-2)

Effect: Hits the limb, not the armored torso

Special: Gets around armor or cover that only protects the body

Black Widow's leg sweep

Vitals (-4)

Effect: +4 damage

Special: Same penalty and bonus as the head

Assassin's precise strike

Combat Maneuvers

Signature Moves

Wild Attack

Effect: +2 to Fighting and damage

Cost: You're Vulnerable until the end of your next turn

Wolverine's berserker rage, all offense no defense

Multi-Action Attacks

Effect: Take up to 3 actions (e.g., attacks) in one turn

Cost: -2 to every action per extra action (-2 for two, -4 for three)

Black Panther's flurry of strikes

Sweep (Edge)

Effect: One Fighting roll against everyone adjacent - allies too!

Cost: -2 to the roll

Thor clearing enemies with Mjolnir

Double Tap

Effect: +1 to hit and damage

Cost: Uses 2 rounds of ammo per attack

John Wick's professional technique

Grappling

Up Close and Personal

Grappling Steps

  1. Initiate: Athletics vs Athletics (opposed)
  2. Success: Target is Entangled (can't move, Distracted)
  3. Raise: Target is Bound instead (also Vulnerable; can only try to break free)
  4. Break Free: Athletics or Strength (opposed) on their turn

While Grappling

  • Crush: Win another opposed roll to inflict Strength damage
  • Hold: Keep them Entangled or Bound
  • Release: Let go whenever you like

Classic Examples: Hulk vs Thing wrestling match, Black Widow's takedowns

Environmental Combat

Use Your Surroundings!

The battlefield itself is a weapon - Jackie Chan style!

🪑 Improvised Weapons

  • Light (chair): Str+d4
  • Medium (pipe): Str+d6
  • Heavy (car door): Str+d8

Jason Bourne with a magazine

💥 Hazards

  • Fire: damage every round you stay in it
  • Electricity: damage that scales with the voltage
  • Falling: damage that grows with the height

Pushing villains into conveniently placed hazards (exact damage: see the core rules)

🏗️ Destructible Terrain

  • Doors and locks have their own Toughness
  • Sturdier materials mean higher Toughness
  • Stone and steel need serious firepower

Hulk smashing through walls

🎯 Trick Shots

  • Ricochet around cover: GM's call (treat it as a stunt)
  • Shooting ropes/chains: -4 (small target)
  • Hit switches/buttons: -4 (small) or -6 (tiny)

Cap's shield bouncing off walls

Suppressive Fire

Area Denial

Use automatic weapons or rapid shots to control the battlefield!

How It Works

  1. Place a Medium Blast Template over the area
  2. Make one Shooting roll; it burns through a lot of ammo
  3. On a success, everyone under the template is Distracted
  4. A few unlucky souls may actually be hit (see the core rules)

War Machine laying down covering fire, Rambo keeping enemies pinned

Rapid Fire

Spray and Pray vs Controlled Bursts

Rate of Fire 2

Roll 2 Shooting dice (plus the Wild Die for Wild Cards)

Each die that hits = one hit (max 2)

Black Widow's dual pistols

Rate of Fire 3+

Roll Shooting dice equal to the RoF

Each die that hits = one hit (max RoF)

War Machine's minigun

Three Round Burst

+2 to hit and damage

Fires 3 rounds as a single attack

Military precision fire

Extreme Range

Impossible Shots

Sometimes heroes make shots that defy belief!

  • Extreme Range: Up to 4x Long Range
  • Penalty: -8 (good optics can help)
  • Requirements: Usually only after Aiming (check the core rules)
  • Special: Aiming means no movement that turn

Hawkeye's mile-long shots, sniper duels across cities

Dramatic Tasks in Combat

Multi-Round Challenges

Complex actions while under fire! A Dramatic Task means collecting a set number of successes (raises count extra) within a limited number of rounds, and a Club for your Action Card brings a complication. Chases & Dramatic Tasks covers the details.

Defusing a Bomb

Electronics rolls while enemies attack

Collect a set number of successes before the rounds run out

Die Hard scenarios

Hacking Systems

Hacking rolls while dodging

Each wound = -1 to rolls

Mission Impossible infiltrations

Ritual Casting

Spellcasting while defending

Interruption risks backlash

Doctor Strange's complex spells

Finishing Moves

Coup de Grâce and Executions

When enemies are helpless, heroes (and villains) can end things dramatically!

Helpless Targets

  • Bound, unconscious, or paralyzed foes
  • A completely helpless foe can simply be finished off with a lethal weapon as an action (GM's call)
  • The Drop: against a foe who is unaware of you, or otherwise at your mercy, you get +4 to attack and damage
  • Lots of attackers? Gang Up gives +1 per extra adjacent attacker (max +4)

Note: Heroes might use this for dramatic non-lethal takedowns, while villains... well, they're villains!

Creative Combat

If It's Cool, Try It!

Savage Worlds encourages cinematic creativity. Many stunts are best handled as a Test (an action opposed by the target's attribute): a success leaves the foe Distracted or Vulnerable, and a raise also makes them Shaken. For stunts that are attacks, here are some suggested guidelines:

GM Guidelines

  • Basic Stunt: -2 penalty for cool effect
  • Complex Stunt: -4 penalty for amazing effect
  • Impossible Stunt: -6 or -8, but legendary if it works

Classic Stunts

  • "I slide under the truck while shooting" (-4)
  • "I wall-run and kick him in the head" (-4)
  • "I throw my sword to cut the rope while swinging" (-6)
  • "I surf on the shield down the stairs" (-2)

Advanced Combat Summary

Called Shots

  • Head/Vitals: -4, +4 damage
  • Arms/Legs: -2, special effects
  • Small target: -4 to -6

Special Attacks

  • Wild Attack: +2 hit/damage, but Vulnerable
  • Multi-action: up to 3 actions, -2 per extra
  • Sweep (Edge): Hit all adjacent at -2

Advanced Options

  • Suppressive Fire: Area control
  • Grappling: Close combat control
  • Creative stunts: -2 to -8

Ready to take the action on the move? Next up: Chases and Dramatic Tasks!