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
- Initiate: Athletics vs Athletics (opposed)
- Success: Target is Entangled (can't move, Distracted)
- Raise: Target is Bound instead (also Vulnerable; can only try to break free)
- Break Free: Athletics or Strength (opposed) on their turn
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!
Suppressive Fire
Area Denial
Use automatic weapons or rapid shots to control the battlefield!
How It Works
- Place a Medium Blast Template over the area
- Make one Shooting roll; it burns through a lot of ammo
- On a success, everyone under the template is Distracted
- 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
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