TEXT: 
  Seek cover Soldier!
  Always try to get to cover from ranged 
  attacks. 
  Even falling Prone, as a free part of 
  your move action, count as Medium 
  Cover. 
  
  The Quick and the Dead. 
  By falling in and out of cover you can 
  force your opponent to go on Hold, and 
  an opposed Agility roll is needed to 
  determine who is ﬁrst in the round, and 
  ultimately get the ﬁrst shot. 
  
  Hey! Look behind you!
  Try to Trick your opponent, with an 
  opposed Agility or Smarts roll, 
  depending on the type of trick. A 
  success enables a -2 penalty to the 
  opponents Parry, and on a Raise the 
  victim is also Shaken. 
  
  Do you feel lucky punk, do ya?!
  A Test-of-Wills is an opposed roll 
  against your opponent. A success grants  
  you a +2 to your next action against 
  that opponent, and on a Raise the 
  victim is also Shaken. The rolls are 
  Taunt vs Smarts and 
  Intimidation vs Spirit. 
  
  Pray and Spray / Pray and Swing
  You can choose to perform a Rapid 
  Attack, and forego precision for speed. 
  In melee you can perform 3 attacks as a 
  single action. Roll a Fighting die for 
  each, and subtract 4 from the totals. 
  In ranged combat, an attacker with a 
  semi-automatic or a single-action 
  revolver can ﬁre up to 6 shots at a -4 
  penalty to each. 
  
  
  Ready, Aim, Fire!
  By spending an entire round aiming, 
  whilst not moving, the character will 
  gain a +2 to his Shooting or Throwing 
  roll. Additional rounds grant no extra 
  bonus. 
  
  Come out!? Come out!? Wherever you are! 
  Are your enemies hiding behind cover? 
  Draw them out by shooting through the 
  cover! The objects Toughness will add 
  as Armor to the opponent. 
  
  Come back! I'll bite your legs off!!
  Tired of Armor clad enemies and 
  monsters with massive Toughness? Just 
  hit them were it hurts, with a 
  Called Shot. 
  Limb (-2)
  Head or Vitals (-4) +4 damage
  Small target (-4) possibly +4 damage
  Tiny target (-6) possibly +4 damage
  
  I said drop it!!
  Tired of the weapon in your opponents 
  hand? Just remove it! A Called Shot to 
  the arm (-2) or the weapon (-4) will 
  require an Strength roll opposed by the 
  damage done. If he fails, he will drop 
  the weapon. 
  
  Duck and weave. 
  You can use an action to Defend and 
  gain a +2 bonus to your Parry. But no 
  other action besides moving is allowed. 
  You can also perform a Full-Defensive 
  maneuver, and roll a Fighting check +2 
  and use that as your Parry, if higher. 
  
  
  
  
  Combat Guide
  
  
  Come here you little bastard!
  By Grappling your opponent you can 
  prevent him from moving and even 
  damaging him in the attempt. An 
  opposed Fighting roll is needed to start 
  the Grapple, on a raise the victim is 
  also Shaken. The opponent can try to 
  break free on his turn. An opposed roll 
  is needed and both participants may 
  choose either Agility or Strength. If the 
  victim wins he is free but his action is 
  consumed, on a raise he can perform 
  normally. The victim may even try to 
  perform other actions, albeit at a -4 
  penalty. The attacker can on subsequent 
  turn try to damage his opponent, by an 
  opposed roll, with the normal +d6 
  damage on a raise. 
  
  Get out off my way!!
  You can Push opponents by making an 
  opposed Strength roll, and with a +2 
  bonus if running at least 3". If you are 
  successfull you have several 
  possibilities. 
  Push - the target moves 1" for every 
  success and raise on the roll. If he hits 
  an object he suffers d6 damage per 
  raise. 
  Shield Bash - as above but will also 
  deal Strength damage with the shield.
  Add +1 to the damage for a Small 
  Shield, +2 for a Medium Shield, and +3 
  for a Large Shield. 
  Prone - you can choose to knock your 
  opponent Prone with no damage. 
  
  Tickle Tickle. 
  Only looking to touch your opponent, 
  usually to deliver a magical effect, then 
  you may add a +2 bonus to your 
  Fighting roll. 
  
  A world of hurt!
  Remember to arm yourself in melee 
  combat! An armed opponent ﬁghting 
  against an unarmed one, gains a +2 
  bonus to his Fighting roll. Most 
  animals and monsters are considered 
  armed. 
  
  Caution to the wind!
  If really desperate you can choose to 
  perform a Wild Attack. This will add a 
  +2 to your Fighting roll and possible 
  damage roll, along with a -2 penalty to 
  your Parry until your next action. 
  This maneuver can be used with Edges 
  like Sweep and Frenzy and also with 
  two weapons. 
  
  Fore!?!
  Watch out for straying bullets! A roll of 
  1 on the Shooting or Throwing roll (1 
  and 2 with Autoﬁre and shotguns) will 
  hit a random adjacent target. 
  
  I'll cover you!
  You can use Suppressive ﬁre, with a 
  full-automatic weapon or a Single-
  action revolver. Perform a successful 
  Shooting roll, and place a Medium 
  Burst Template on a designated area, 
  and remember to calculate for range 
  and other penalties before making the 
  roll. All victims in the area must make a 
  Spirit roll or be Shaken, add any cover 
  modiﬁer to the roll, on a 1 they will 
  even suffer damage normally.
  
  The right tool for the job. 
  When trying to break an object, a door 
  for example, only a speciﬁc type of 
  damage will actually destroy it. In this 
  case only Blunt and Slashing. 
  Combat Guide
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Combat Guide.pdf