Longbow versus Swordsman: Savage Worlds (SWADE)

 



For Savage worlds, we will make both of our contestants ‘Wildcards’. Savage Worlds differentiates between Wildcards and mooks, the latter are typically taken out with 1 Wound.

As in the last example, we have Bob:


Bob the Bowman

Novice Male Human

Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6

Skills: Athletics d6, Battle d4, Common Knowledge d4, Fighting d4, Healing d4, Language (Native) d8, Notice d6, Persuasion d4, Shooting d12, Stealth d4, Survival d4

Pace: 6; Parry: 5; Toughness: 7 (2)

Hindrances: Wanted (minor, )

Edges: Trademark Weapon (Long Bow)

Armor: Leather Jacket (Armor 2)

Weapons: Unarmed (Range Melee, Damage Str), Dagger/Knife (Range Melee, Damage Str+d4), Long Bow (Range 15/30/60, Damage 2d6, ROF 1, +1 to Hit, +1 Parry)

Gear: 24x Arrows/Quarrels, Quiver (holds 20 arrows/ bolts)

Language: Native (native, d8)

Current Wealth: $58

Current Load: 20.8 (41)


Bob is optimized to be a Bowman. Hence the name.


Steve the Swordsman is again bearing down on him across a 100 yard open field. We stat Steve out as being less intelligent and extremely Bloodthirsty to account for this course of action:


Steve the Swordsman

Novice Male Human


Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8

Skills: Athletics d8, Battle d4, Common Knowledge d4, Fighting d8, Healing d4, Language (Native) d8, Notice d6, Persuasion d4, Shooting d4, Stealth d4

Pace: 6; Parry: 8; Toughness: 10 (3); Size: Normal (1)

Hindrances: Bloodthirsty

Edges: Brawny

Armor: Chain Shirt (Armor 3), Medium Shield (+2 Parry, -2 Cover)

Weapons: Unarmed (Range Melee, Damage Str), Sword, Long (Range Melee, Damage Str+d8)

Language: Native (native, d8)

Current Wealth: $80


Round 1


Bob is dealt a Jack, Steve a 10, so Bob goes first and spends this turn aiming.


Steve runs his full speed , rolls a d6 so can move 12 inches tabletop/ 24 yards.


Steve is now 76 yards away.


Round 2

 

Steve draws the high card and runs forward again , running into some slightly difficult terrain he goes 18 yards and is now 58 yards away.


Bob looses his arrow and gets a +2 for his aim maneuver, +1 for his trademark weapon, but is firing at medium range, so has a -2 penalty as well as -2 penalty for the shield’s cover penalty. Rolling his skill of d12 + d6 Wild Dice he gets a 5 and a 3. Best dice is the 5, so he his going to spend a Benny for a reroll still getting a 5 which after penalties is a 4.

This is still a hit, but no raise.


He rolls a 6 and 4 for damage. The 6 explodes allowing him to roll another d6 and add it. Total Bow damage is 13 vs a Toughness of 10. This is enough to shake Steve.


Round 3


Steve draws the high card, rolls to unshake but does not, so he spends a Benny (2 left) and runs forward again, covering 22 more yards putting him 36 yards away from Bob.


Bob fires his bow again, high dice is 11, the range penalty is -2 and the weapon bonus is +1. That is a hit and a raise that will add 1d6 to damage.


Bob gets a lousy damage roll and spends a Benny for a reroll (1 Benny left)  getting 13 damage again. Steve being Brawny can take alot of punishment, so he is Shaken again.


Round 4


Bob wins the initiative this time. If he can hit Steve while he is shaken, he will have a better chance of wounding the brute. He hits, but Steve just shrugs it off.


Steve rolls to unshake, fails and spends a Benny (1 left) so he can keep moving, this time he moves 20 yards, putting him 16 away from Bob.


Round 5


Bob wins the draw and now that Steve is close, he is going to called shot to Steve’s face which is -4 to hit, but will do +4 damage and bypasses his chain shirt’s protection.

His high roll is 8, with +1 for his Trademark weapon and -4 for his called shot he hits.


Steve’s natural Toughness without armor is 7. Bob’s damage roll explodes for a 13, this is a potential Wound for Steve, so he spends his last Benny to try to soak the damage which he manages to do.


Round 6


Bob wins the draw and called shots again. He gets a 12 from and exploding wild dice plus his bonus, -4 for the called shot. This is a hit and a raise to Steve’s face.


Bob spends his last Benny on a damage roll, knowing this is make it or break it. He inflicts a base of 14 damage PLUS 4 for the called shot and this bypasses armor so it is 18 vs toughness of 7.


Steve takes 2 wounds and is Shaken. (If you are using gritty damage, he takes some additional penalties as well.)


With no Bennies left, Steve is still far away and we can be certain Bob will get at least one more volley in before he closes…


Thoughts: 

Ok this was REALLY long. I made Steve a true tank, and anything outside of a hit bypassing his armor did little to stop him. 


I also realize that I probably didn’t apply the shield cover bonus correctly on those called shots.


Oops.


If Steve was facing a bunch of mooks, he would have torn them to shreds before they could close, but the difference between wildcards and mooks in terms of durability is quite large.


Next up: Genesys


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