Below is a list of the standard Savage Worlds Combat Options.
+2 to Shooting/Throwing if character does not move
Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6" deviation for thrown weapons, 1d10" for launched weapons; x1 for Short, x2 for Medium, x3 for Long
- Limb: -2 attack(s)
- Head: -4 attack(s), +4 damage
- Small target: -4 attack(s)
- Tiny target: -6 attacks(s)
- Light: -1
- Medium: -2
- Heavy: -4
- Nearly Total: -6
A character may crawl 2" per turn. This counts as being Prone when being fired upon.
A character may move whil crouching at half Pace. He may run while crouched (halve his total Pace after rolling for running). Ranged attacks against him suffer a -1 Penalty.
- Dim: -1
- Dark: -2, targets are not visible beyond 10"
- Pitch Darkness: Targets must be detected to be attacked at -4
+2 Parry; character may take no other actions
-2 Attack; defender makes Str roll vs. damage or drops weapon
Target is taken completely unawares; +4 attack and damage
Instant kill to helpless foe with lethal weapon
Fighting roll at +2 replaces Parry, if higher
+1 Fighting per additional attacker (adjacent to target); maximum of +4.
- Initiate Grapple
- Opposed Fighting roll to grapple. On raise, opponent Shaken.
- While Grappled
- Defender makes opposed Strength or Agility to break free
- Any other actions are made at -4
- While Grappling
- Attacker can make opposed Str or Agi to cause damage
A character may choose to wait and see what happens by taking a Hold action. He may then go later in the round if he chooses. A Held action lasts until it’s used. If a character has a Held card when a new round starts, he’s not dealt in.
If a character is Shaken while on Hold, he loses his “Hold” status.
- Small Weapons
- -1 Attack and Parry
- Range 3/6/12, RoF 1
- Damage Str+d4
- Min Str d4
- Medium Weapons
- -1 Attack and Parry
- Range 2/4/8, RoF 1
- Damage Str+d6
- Min Str d6
- Large Weapons
- -1 Attack and Parry
- Range 1/2/4, RoF 1
- Damage Str+d8
- Min Str d8
Missed Shooting or Throwing roll of 1 (1 or 2 with shotguns or autofire) hits random adjacent target
A character can jump 1" horizontally from a dead stop, or up to 2" with a ‘run and go.’ A successful Strength roll grants one extra inch of distance.
A character may deal Nonlethal Damage with his fists or a blunt weapon of some sort. Edged weapons may be used if they have a flat side, but this subtracts -1 from the attacker’s Fighting rolls.
Nonlethal damage causes wounds as usual, but if a character is rendered Incapacitated he’s knocked out for 1d6 hours instead.
Nonlethal wounds are otherwise treated exactly as lethal wounds.
If attack hits by the concealment penalty, the obstacle acts as Armor
-2 to actions with off-hand
A character my fall prone at any time during his action. Getting up costs 2" of movement. A character may Crawl while prone.
Effects: -2 Fighting, -2 Parry. Vs ranged attacks, acts as Medium Cover.
Opposed Strength roll. Effects depend on the kind of action:
- Bash: Push the target 1" for every success and raise on Opposed Strength roll
- Shield Bash: As above, but causes Strength damage.
- +1 for a small shield
- +2 for a medium shield
- +3 for a large shield
- Knock Prone: The defender is knocked prone
Pistols only; Target Number is defender’s Parry
Make up to 3 Fighting attacks (with one Wild Die) at -4 to each. -2 Parry.
A character may run an additional 1d6" during his turn if he wishes. Characters suffer a -2 Penalty (the standard multi-action penalty) to all other actions made while running.
- Intimidate vs Spirit
- Taunt vs Smarts
- On Success: +2 to next Action against Target
- On Raise: Target is also Shaken
Describe action. Make opposed Agility or Smarts roll; opponent is -2 Parry until next action; with a raise, foe is -2 Parry and Shaken.
Normal Multi-Action Penalty, but additional -2 for off-hand if not Ambidextrous
Armed attackers gain +2 Fighting vs unarmed targets
-2 Shooting from a moving vehicle or animal
You may temporarily gain the benefits of Frenzy or Sweep for the round, ignoring their requirements (including the Rank restrictions for using Frenzy with Two Weapons), but you suffer -2 Parry until the beginning of your next turn.
+2 Fighting, +2 Damage, -2 Parry until next action
Adjaced foes get one free Fighting attack at retreating character