Combat Basics

Fast! Furious! Fun! - Making Fight Scenes Cinematic

Combat in Savage Worlds

Forget three-hour battles against a single goblin! Savage Worlds combat flows like your favorite action scenes - whether it's the Avengers assembling, lightsaber duels, or anime battles where fighters move faster than the eye can see!

The Action Movie Principle

Combat in Savage Worlds should feel like a movie fight scene. Heroes leap through windows, swing from chandeliers, deliver witty one-liners, and take down groups of minions in seconds. If it would look cool on screen, you can probably do it!

Initiative: The Action Deck

Cards, Not Dice!

Savage Worlds uses playing cards for initiative, creating dynamic combat where turn order changes each round!

Basic Rules

  • Deal one card per character/group
  • Act in order: Ace (high) to Deuce (low)
  • Suits break ties: β™  > β™₯ > ♦ > ♣
  • Reshuffle when Joker is dealt

Special Cards

  • Joker: Go whenever you want + bonus!
  • Quick Edge: Redraw cards 5 or lower
  • Level Headed: Deal 2 cards, keep best
  • Hold: Wait and interrupt later

Example Round: Spider-Man gets 8β™ , Green Goblin gets Kβ™₯, thugs get 4♦. Order: Goblin β†’ Spider-Man β†’ Thugs. But wait! Spidey has Quick and redraws his 8 for a Queenβ™ , now he goes first!

Combat Actions

What Can You Do?

On your turn, you can move and take one action (or take multiple actions with penalties):

πŸ—‘οΈ Attack

Fighting for melee, Shooting for ranged

Roll vs Parry (melee) or TN 4 (ranged)

Thor swings Mjolnir at Loki

πŸƒ Move

Move up to your Pace (usually 6")

Run for extra d6" (with -2 to actions)

Black Widow sprints across rooftops

πŸ’¬ Test

Taunt, Intimidate, or trick opponents

Makes them Distracted or Vulnerable

Spider-Man's combat banter

🀝 Support

Help an ally's next action

Success gives +1, raise gives +2

Cap coordinates the team

πŸ›‘οΈ Defend

+4 Parry, may move half Pace

Focus entirely on not getting hit

Jedi deflecting blaster fire

🎯 Aim

+2 to next Shooting/Throwing roll

Must not move or be Shaken

Hawkeye lines up the perfect shot

Making Attacks

The Attack Sequence

  1. Declare target and roll to hit
    • Melee: Fighting vs target's Parry
    • Ranged: Shooting vs TN 4 (plus modifiers)
  2. If you hit, roll damage
    • Melee: Strength + weapon die
    • Ranged: Fixed damage (like 2d6)
    • Raise on attack = +1d6 damage
  3. Compare damage to Toughness
    • Less than Toughness = No effect
    • Equal or up to 3 over = Shaken
    • 4+ over (Raise) = Wound + Shaken

Damage and Wounds

Taking Hits Like a Hero

Shaken

Stunned, rattled, or momentarily out of action

  • Can only move and take free actions
  • Must recover to act normally
  • Recover: Spirit roll or spend Benny

Spider-Man seeing stars after Rhino's punch

Wounds

Actual injuries that impair performance

  • Each wound: -1 to all Trait rolls
  • Wild Cards can take 3 wounds
  • 4th wound = Incapacitated
  • Extras: 1 wound = out

Batman fighting through injuries

Incapacitated

Down and out of the fight

  • Roll Vigor or take an Injury
  • Bleeding Out on Critical Failure
  • May need immediate aid

Hero's dramatic collapse

Soaking Damage

Shrugging Off Wounds

Heroes can spend Bennies to "soak" wounds - representing narrow escapes, lucky breaks, or sheer toughness!

How to Soak

  1. Immediately after taking wounds (before rolling for Incapacitation)
  2. Spend a Benny
  3. Roll Vigor
  4. Success = soak 1 wound, Raise = soak 2 wounds
  5. Can try multiple times with multiple Bennies

Example: Iron Man takes 3 wounds from an explosion. Tony's player spends a Benny and rolls Vigor, getting a raise! He soaks 2 wounds, leaving only 1. The armor's reactive systems absorbed most of the blast!

Movement and Positioning

Dynamic Battlefield

Normal Move

Move up to Pace in inches (usually 6")

Can split before/after actions

Cap advances 3", throws shield, moves 3" to cover

Running

Move Pace + 1d6" (roll Running die)

-2 to all actions this turn

Flash zooming across battlefield

Difficult Ground

Each 2" costs 3" of movement

Rough terrain, stairs, obstacles

Fighting through rubble in New York

Tactical Positioning

  • Cover: -2 to -4 to be hit (or -6 for near total)
  • Prone: -2 to hit with ranged, +2 to hit in melee
  • Higher Ground: +2 to Fighting rolls
  • Ganging Up: +1 per additional adjacent attacker (max +4)

Ranged Combat Modifiers

Factors Affecting Shots

Common Shooting Modifiers

Situation Modifier Example
Medium Range -2 Hawkeye at city block distance
Long Range -4 Sniper on distant rooftop
Extreme Range -8 Impossible shots only heroes make
Target Running -2 Shooting at Flash
Light Cover -2 Behind a car door
Heavy Cover -4 Stone wall with gun ports
Dim Lighting -2 Dusk or candlelight
Dark -4 Nighttime, no moon
Aiming +2 Taking time to line up shot

Example Combat Round

The Warehouse Showdown

Let's see a full combat round in action!

Round 1: Cards Dealt

  • Spider-Man: Jβ™  (goes second)
  • Doc Ock: K♦ (goes first!)
  • Thugs (group): 5♣ (goes last)

Doc Ock's Turn

Attacks with mechanical arms (Fighting d10)

Rolls 8 vs Spidey's Parry 7 = Hit!

Damage: d10+d6 = 11 vs Toughness 6 = 1 wound + Shaken!

Spider-Man's Turn

Spends Benny to remove Shaken

Multi-action: Taunt (-2) and Attack (-2)

Taunt: "Nice arms, Doc! Compensating for something?"

Gets a raise - Doc Ock is Distracted!

Web-swing kick: Fighting d8-2 = 6 vs Parry 6 = Hit!

Thugs' Turn

Three thugs shoot at Spider-Man

Only one can effectively target him

Rolls 3 - misses as Spidey dodges!

Combat Quick Reference

Turn Sequence

  1. Deal initiative cards
  2. Act high to low (Jokers anytime)
  3. Move up to Pace
  4. Take one action (or multi-action)
  5. Resolve damage immediately

Attack Summary

  • Melee: Fighting vs Parry
  • Ranged: Shooting vs TN 4
  • Raise on hit = +d6 damage
  • Damage - Toughness = Effect
  • 0-3 = Shaken, 4+ = Wound

Key Numbers

  • Pace: Usually 6"
  • Running: +1d6"
  • Multi-action: -2 each
  • Wounds: -1 each to rolls
  • Wild Cards: 3 wounds max

Master the basics? Time for advanced combat techniques!