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: ♠ > ♥ > ♦ > ♣
  • Reshuffle at the end of any round in which a Joker was dealt

Special Cards

  • Joker: Go whenever you want, +2 to Trait and damage rolls this round, and every player character gets a Benny!
  • Quick Edge: Redraw cards 5 or lower
  • Level Headed: Draw an extra card, act on the best
  • Hold: Wait and interrupt later

Example Round: Spider-Man gets 3♠, Green Goblin gets K♥, thugs get 4♦. Order: Goblin → Thugs → Spider-Man. But wait! Spidey has Quick, so he can redraw any card of 5 or lower. He swaps his 3 for a Queen♠, and now he goes first!

Combat Actions

What Can You Do?

On your turn, you can move and take one action (or up to three actions, at -2 to each for every action past the first):

🗡️ Attack

Fighting for melee, Shooting for ranged (Athletics to throw)

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

Thor swings Mjolnir at Loki

🏃 Move

Move up to your Pace (usually 6")

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

Black Widow sprints across rooftops

💬 Test

Taunt, Intimidate, or trick opponents

Success: Distracted or Vulnerable; a raise also Shakes them

Spider-Man's combat banter

🤝 Support

Help an ally's next action

Success gives +1, raise gives +2

Cap coordinates the team

🛡️ Defend

+4 Parry until your next turn

No other actions - focus entirely on not getting hit

Jedi deflecting blaster fire

🎯 Aim

+2 to next Shooting or thrown (Athletics) 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
    • Each 4 over (each raise) = 1 Wound, and Shaken
    • Already Shaken and Shaken again = 1 Wound

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 at the start of your turn (success = recover and act), or spend a Benny any time

Spider-Man seeing stars after Rhino's punch

Wounds

Actual injuries that impair performance

  • Each wound: -1 to all Trait rolls and Pace (max -3)
  • Wild Cards can take 3 wounds
  • More than 3 wounds = Incapacitated
  • Extras: 1 wound = out

Batman fighting through injuries

Incapacitated

Down and out of the fight

  • Roll Vigor; the result decides how bad the Injury is
  • A failure means Bleeding Out; a Critical Failure can be fatal
  • 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. Each success and raise soaks 1 wound (success = 1, one raise = 2, two raises = 3)
  5. Don't like the result? Spend another Benny to reroll the Soak roll

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 1" costs 2" of movement

Rough terrain, stairs, obstacles

Fighting through rubble in New York

Tactical Positioning

  • Cover: -2 (light), -4 (medium), -6 (heavy), -8 (near total) to be hit
  • Prone: harder to hit from a distance (counts as cover), easier to hit up close
  • Higher Ground: no core modifier; many GMs grant +1 (house rule)
  • 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
Unstable Platform -2 Shooting from a galloping horse
Light Cover -2 Behind a car door
Heavy Cover -6 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: J♠ (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 6 (Fighting d8) = Hit!

Damage: Strength d10 + arms d6 = 11 vs Toughness 6 = 5 over, one raise = 1 wound + Shaken!

Spider-Man's Turn

Spends Benny to remove Shaken (he could roll Spirit first and save the Benny)

Multi-action: Taunt and Attack, -2 to each, plus -1 for his wound

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

Success vs Doc's Smarts - Doc Ock is Distracted!

Web-swing kick: Fighting d8 aces (8 + 2 = 10), -2 -1 = 7 vs Doc's Parry 7 = Hit!

Thugs' Turn

Three thugs act on their shared card and each shoots at Spider-Man

Extras, so no Wild Die: Shooting rolls of 3, 2 and 5

Two miss; the hit's 2d6 damage comes to 5, under Spidey's Toughness 6 - no effect!

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 over = Shaken, each 4 over = 1 Wound

Key Numbers

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

Master the basics? Time for advanced combat techniques!