Savage World Firearms Notes

Further notes and clarification that I have for how Savage Worlds handles guns in the game and GM notes for firearms, especially in the modern era. This is a collection of notes not long enough to be their own posts.

This information has been intergrated into the Savage Worlds notes on the RPG page

New Edges:

Rate Of Fire Edge:(Seasoned, Shooting D8+)

You are so fast on the gun you can increase the ROF of any unmodified manual or semiauto firearm by 1 without additional modification or customization.

Improved RateOfFire Edge:(Veteran, RateOfFire, Shooting D10+) you can shoot unmodified manual and semiauto guns at a +2 to their ROF.

Notes on Machineguns and Full Auto Guns:

In games, characters will often want to get access to ROF3+ firearms. These are machine pistols, SMGs, automatic rifles and belt-fed machineguns. Fully automatic weapons are only commonly available to military, police and select other special users. With rare exception, civilian possession of a full auto firearm is punishable with a felony jail term. Civilian or criminal use of full auto will affect public perception of the user negatively. If you are running a modern campaign with civilian characters, the story and narrative should make it clear that these are not guns that are widely available. These guns should be hard to get and NPCs armed with ROF3(+) guns should have some motivation to

Civilian collectors may own full auto at exorbitant cost and great government oversight. There are many arbitrary and strange rules that are designed to limit the number of machineguns in public hands. Terrorists and criminals may have them with uncommon to rare availability. In lawless areas or warzones, full auto is relatively common to all in a modern setting.

In settings post WWI but before the 1980s, the cost, but not difficulty, of accessing machineguns was lower. However, they are still the guns of soldiers, gangsters and dedicated collectors. It may make more narrative sense to have Tommy guns (and such) be easily available in a Roaring 20's setting. But do think of how others will interact with characters armed to the teeth. Consider the peers of that armament.

Customizing Firearms:

Gunsmithing can change various stats of a firearm, but at a high cost in time, effort and money.

Rate of Fire:

Customized guns to increase ROF cost 2x the standard gun and require the services of a gunsmith. It can only raise the ROF 1 level. This is not applicable to single shot guns. The gun will jam on a shooting roll of 1. These guns are hand-fitted and hard use (abuse, neglect, being in a crash etc at GM discretion) will cause them to lose their bonus (3), and cause them to jam on a 2, break on a 1, (2) or break entirely (1, hard abuse). Roll wild die, TN 4.

Gun Accessories:

Less labor intensive than customization, accessories are usually a modification to a gun that an end-user or individual can make. Accessories can often be purchased

Classic/Mid-Century:



Modern:



Future Accessories:


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