This document provides a combat survival guide for the Savage Worlds Adventure Edition roleplaying game. It lists common combat problems characters may face and suggests potential solutions in 3 sentences or less. Solutions include ganging up on foes when outnumbering them, pushing enemies prone, switching between melee and ranged attacks, aiming to reduce penalties, grappling opponents, calling shots against weak points, defending oneself, withdrawing from combat, finding cover or going prone, and recovering from being shaken. The guide rates each solution's benefits for helping either individual characters or the whole party.
This document provides a combat survival guide for the Savage Worlds Adventure Edition roleplaying game. It lists common combat problems characters may face and suggests potential solutions in 3 sentences or less. Solutions include ganging up on foes when outnumbering them, pushing enemies prone, switching between melee and ranged attacks, aiming to reduce penalties, grappling opponents, calling shots against weak points, defending oneself, withdrawing from combat, finding cover or going prone, and recovering from being shaken. The guide rates each solution's benefits for helping either individual characters or the whole party.
This document provides a combat survival guide for the Savage Worlds Adventure Edition roleplaying game. It lists common combat problems characters may face and suggests potential solutions in 3 sentences or less. Solutions include ganging up on foes when outnumbering them, pushing enemies prone, switching between melee and ranged attacks, aiming to reduce penalties, grappling opponents, calling shots against weak points, defending oneself, withdrawing from combat, finding cover or going prone, and recovering from being shaken. The guide rates each solution's benefits for helping either individual characters or the whole party.
This document provides a combat survival guide for the Savage Worlds Adventure Edition roleplaying game. It lists common combat problems characters may face and suggests potential solutions in 3 sentences or less. Solutions include ganging up on foes when outnumbering them, pushing enemies prone, switching between melee and ranged attacks, aiming to reduce penalties, grappling opponents, calling shots against weak points, defending oneself, withdrawing from combat, finding cover or going prone, and recovering from being shaken. The guide rates each solution's benefits for helping either individual characters or the whole party.
Savage Worlds Adventure Edition – Unofficial Combat Survival Guide v.
Problem: And… Then Try To… P. Game Effect Helps:
+1 Fighting for each additional non-Stunned ally in melee with the target (max +4). Your team outnumbers the foe GANG UP 101 Team Lower this bonus by 1 point for every enemy adjacent to the target (min 0). Opposed Strength or Athletics (each one chooses) roll (+2 if moved 2” before pushing, You are pretty strong (high Strength), you can PUSH to knock them High 104 +Shield Parry Bonus): push 1”, 2” with a raise. Team move before acting and/or you have a shield PRONE Parry The foe also rolls Athletics (-2 if the pusher raised) to avoid falling PRONE. You are OK with lowering your defense Do a WILD ATTACK 109 +2 Fighting, +2 melee damage, but you are now VULNERABLE You Switch to RANGED 93, An enemy without COVER or similar has a target number of 4 to be hit by a ranged attack. You are using a melee weapon You ATTACKS 105 Change up to 2 weapons as a free action once per turn. You Heavy You can miss a turn and you can stand still in Spend the entire turn (movement included) to lower by up to 4 points of penalties (from can’t AIM 97 You Penalties your position COVER, CALLED SHOT, Range…) OR add +2 to the first ranged attack of the next round. hit for a You are using a ranged weapon, and you can Switch to 93, An enemy with COVER or PRONE can still be hit without penalties with Fighting. the Ranged shorten the distance to engage in melee MELEE ATTACKS 105 Change up to 2 weapons as a free action once per turn. You foe Att. You can help an ally (“he has a weak spot there!”, SUPPORT an ally’s Describe how you help your ally’s Trait and roll your relevant Skill to give them +1 with a 106 Ally One of trip the foe, “JUST DO IT!”) combat skill success, +2 with a raise (max +4). the You can hinder your foe through a clever tactic Describe a TEST and roll a relevant Skill against the foe’s linked Attribute. TEST your foe to make 100, motives (throw sand in their eyes, a feint, ”look behind you”, Success: the foe is DISTRACTED or VULNERABLE, your choice. Team them VULNERABLE 108 above, or provocations, war cries) Raise: the foe is also SHAKEN. both 98, Opposed Athletics roll to ENTANGLE the target, or to BOUND (in this case the grappler You are OK with sacrificing your movement GRAPPLE your foe Team 101 is also VULNERABLE) with a raise . You can’t damage Do a CALLED SHOT 98- Limb: -2 (may DISARM, see page 100); Hand: -4 (may DISARM), Head/Vitals: -4 (+4 You aren’t having problems hitting the foe You the foe enough against a weak point 99 damage), Unarmored Area: -? (damage ignores Armor). (High Toughness*) You are OK with lowering your defense Do a WILD ATTACK 109 +2 Fighting, +2 melee damage, but you are now VULNERABLE You Foes are approaching/you are in melee and you can Use the entire turn to DEFEND and gain +4 Parry. You can move up to your Pace (but not DEFEND yourself 100 You lose a turn waiting for help run), or stand still to avoid free attacks (see below). You are engaged in melee and you don’t want to WITHDRAW to fight 100, Each non-Shaken and non-Stunned adjacent enemy receives a free attack against the hero You risk rolling your dice another day! 109 that flees from melee. You may use your turn to DEFEND and then move. You are going to …but you are pretty Strong (high PUSH to make your foe Opposed Strength or Athletics (each one chooses) roll ( +Shield Parry Bonus): push 1”, 2” You, die soon if you You are 104 Strength) and/or you have a shield non adjacent, then move with a raise. The foe also rolls Athletics (-2 if the pusher raised) to avoid falling PRONE. Team keep standing engaged by there! a single TEST to make your foe Describe a TEST and roll a relevant Skill against the foe’s linked Attribute. …but you can hinder your foe 100, You, enemy… DISTRACTED or even Success: the foe is DISTRACTED or VULNERABLE, your choice. through a clever tactic 108 Team SHAKEN, then move Raise: the foe is also SHAKEN. Find COVER or move 99, Attackers subtract from -2 to -8 to their ranged attacks against you, depending on the The foes target you from afar You then drop PRONE 104 COVER you found, PRONE is a -4 COVER against ranged attacks from 3”+. *Many of the combat maneuvers that assist in hitting a foe also help deal damage, RECOVER from being SHAKEN: Roll Spirit at the start of your turn, or spend a Benny at any time (pag. 94). as they increase the chance of getting a raise and extra +1d6 damage (or they make SOAK incoming Wounds: Spend a Benny and roll Vigor to negate one wound for every success and raise (pag. 96). an opponent SHAKEN). BOUND: Cannot move, cannot do other physical actions except trying to break free, DISTRACTED and VULNERABLE as long as they remain Bound. Use an action to roll Athletics (or Strength -2) and become ENTANGLED with a success, or break free with a raise (p. 98). DISTRACTED: -2 to the character’s roll until the end of their next turn (p. 100). ENTANGLED: Cannot move and is DISTRACTED as long as they remain Entangled. Use an action to roll Athletics (or Strength -2) and break free (p. 98). PRONE: -2 Parry, -2 Fighting, -4 to be hit from range 3”+ (doesn’t stack with COVER), -4 damage from attack with Area of Effects, use 2” of Pace to crawl 1” or to stand up (p. 104). SHAKEN: Can only perform free actions (including normal movement, plus eventually running). Recover from being SHAKEN as free action with a Spirit roll at the start of the character’s turn (p. 94). STUNNED: Can’t move nor take actions, is PRONE, attacks against him get THE DROP (p. 100). Each turn make a Vigor roll to recover: success recovers but is DISTRACTED and VULNERABLE, raise no ill effects. THE DROP: +4 to be hit and +4 damage suffered, if Shaken or Wounded also has to roll Vigor (-2 if Called Shot to the head) or is knocked unconscious (p. 100). VULNERABLE: +2 to every roll against them until the end of their next turn (p. 100). by u/anri11, Silent Mask