You are on page 1of 1

Savage Worlds Combat Survival Guide

If you are having


problems
Hitting your
opponent (high
Parry)

And
Your team outnumbers the opponent
You are more agile than the opponent

You are smarter than your opponent


You are quick-witted (have the Taunt
skill)
You are fearsome (have the Intimidate
skill) or your foe is cowardly
You are using a ranged weapon

Then Try

Game Effect:

Good For

Ganging Up.
An Agility Trick.
(Throwing sand in
foes face)
A Smarts Trick.
(Look behind you!)
Taunting.
(Youre so ugly)
Intimidating.
(Flex muscles or give
a war cry.)
Aiming.
(Dont fire until you

+1 Fighting per additional attacker


Success: Opponent -2 Parry until next action
Raise: Opponent -2 plus Shaken

Team
Team

Success: +2 bonus for next action against


opponent
Raise: +2 bonus plus opponent Shaken

You
(success)
Team
(raise)

+2 Shooting/Throwing if character does not


move

You

+1 to Shooting attack and damage; expend 2


rounds of ammo
+2 to Shooting attack and damage; expend 3
rounds of ammo
Target number is the 4 at short range instead
of targets Parry
+2 to Fighting attack and damage, but 2 to
Parry until next action

You

see the whites of their


eyes.)
You are using a semi-automatic weapon

A Double Tap.

You are using a burst fire weapon

Burst Fire.

You are using a melee weapon

Switching to a
Ranged Attack.
A Wild Attack.
(Strike him down with
all your anger!)
A Called Shot to
unarmoured areas or
head/vitals.

You are ok with lowering your defences


until next action

Damaging your
opponent (high
Toughness*)

You are not having problems hitting your


opponent

With many
opponents

You are not using an automatic weapon


and dont care about defense

Making a Rapid
Attack.

You are using an automatic weapon

Automatic Fire.

Suppressive Fire.

With your
opponent hurting
you

You want to make it harder for them to


hurt you

To Disarm your
opponent.

You want to concentrate on defending


yourself

To Defend yourself
while moving.
Taking an action with
Full Defense.
Diving for Cover.

You want to protect yourself

You are going to die if you keep fighting

Recover from being Shaken = Spirit roll

Dropping Prone to
avoid ranged attacks.
Withdrawing from
combat to fight
another day!

Limb: 2
Head/Vitals: 4
Small Target: 4
Tiny Target: 6
Ignore armor if successful
+4 damage for Head/Vitals
Make up to 3 Fighting attacks at 4; or fire up
to 6 shots from a semi-automatic weapon or
revolver at 4 penalty to each die; -2 Parry
-2 to Shooting attack, make a number of
attacks up to weapons RoF; each attack uses
ammo equal to RoF
With successful Shooting roll, targets in Med
Burst Template make a Spirit
roll or are Shaken; roll of 1 are hit for normal
damage
-2 to attack; target must make a Strength
check, if result is less than damage then target
drops weapon.
+2 Parry; character may take no other actions
Fighting roll at+2 replaces Parry if higher; may
not move
Light 1; Medium 2; Heavy 4; Nearly Total
-6
As Medium cover; prone defenders are 2
Fighting, 2 Parry
All adjacent non-Shaken opponents get a free
attack. Try Defend option for +2 Parry but
normal movement

You
You
You
(if you take
him down)
You

You

You

Team

Team

You
You
You
You
You
(assuming

you
survive!)

Soaking Wounds = Vigor roll

* Many of the combat maneuvers that assist in hitting an opponent also help deal damage, as they increase the chance of getting a raise and extra +1d6
damage (or they make an opponent Shaken).

Achtung! Cthulhu art copyright Modiphius Entertainment Ltd 2013

You might also like