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rules:combat-aftermath

Combat Aftermath

It's often important to know what happens to Extras who were Incapacitated during a fight. This creates interesting choices for the players after battle as they must decide what to do with their wounded companions and living captives. Do they leave their men behind? Do they slaughter their foes? These situations should present your group with chances to roleplay their characters, and challenges to their overall plans as they have to deal with prisoners or walking wounded.

After a fight, the players make Vigor rolls for all of their wounded allies and the GM rolls for wounded foes. With a success, the Extra is alive but Incapacitated (failure indicates death). With a raise, the wounds were only superficial and the character may function normally.

Walking Wounded: If it becomes important to know which Incapacitated characters can walk and which cannot, make a second Vigor roll for each. Those who make it are “walking wounded”–they may shamble slowly but still cannot fight or perform other useful actions.

Those who don't make the roll can be moved but risk aggravating their injuries. They must make another Vigor roll for each and every hour of movement. Should they fail, they begin to die. They may be stabilized with a Healing roll at –2, but any further movement will no doubt be fatal.

Savage Worlds Deluxe Edition p. 88

rules/combat-aftermath.txt · Last modified: 2021/03/12 23:36 by admin