Regularized Roscoe Rules:

Following up on my first post, I've revamped the cartridge firearms stats (the shooting rules are fine). This replaces the relevant tables in the book for my game and please feel free to use these for your games. Permission is granted to republish this information as desired. To my mind the rules for guns were nonsensical with some calibers being merged together while others that are similar having different stats and a complete lack of definition of difference for SMGs and pistol caliber longarms. Using these rules players and GMs should be able to develop pretty much any gun of the Wild West and later eras. I've also created an even further simplified version that I'll be posting separately.

Classification of Firearms Technology Levels:

I first had to divide the eras of firearms to make space for a later addition I'll want to make with Accessories and to provide for the development of ammunition over time. 

Ammunition:

I've created a better and more simplified ammunition chart, keeping with the ideas of Savage Worlds. A gun’s damage (and armor penetration) relies entirely on its ammunition, not the firearm itself. A weapon's effective range is mostly a factor of it's ammunition, but is practically influenced by the type of gun as well. It is easier to shoot a longarm accurately than a handgun. For pistol ammo, this means that effective range is increased when fired from a rifle or SMG as opposed to a revolver or pistol. While gun enthusiasts will brawl to the flaming internet death over the different damage, ranges and penetration of various calibers, they generally can be boiled down to a couple of categories. These categories may even be too narrow and the simplified rules coming in a future post may be even more realistic.

The Savage Worlds rules are not granular enough to distinguish different sub-types of ammunition like hollowpoint, armor piercing or others, so I’ve not written about them. Older ammunition didn’t have the penetrating power that modern ammo has. Thus Classic period ammunition has less armor piercing capability then Mid-Century and later ammunition. The higher pressures required for magnum handguns and ammo require technology that wasn’t available until the Mid-Century period.

GMs should still feel free to specify the actual caliber of a firearm or found ammunition, especially if they are trying to impress upon the characters that they can't loot bodies to replenish their stockpile. These rules should not be taken to mean that a character can reload their Thomson SMG with 45 Colt rounds from a Single Action Army revolver. But all of that is merely description and fluff. I've written these rules to help GMs and players who may not be gun enthusiasts to have a simple set of numbers to apply fairly. And to allow gun enthusiasts playing characters with custom firearms to build (with GM approval) unique and interesting guns in the pulp style.

Handguns have no stocks and short barrels. Longarms have stocks and longer barrels and includes SMGs. With rare exception, carbine and rifle ammo are only found in longarms. I've listed range tables for the odd handguns like the T/C Encore and Contender and stockless rifles that fire Carbine and Rifle ammo. The handgun chart would also apply to Classic firearms at the GMs option as these were lower velocity and harder to shoot well.

Rate of Fire Modifications.

Rate of fire is going to be a feature of the firearm. The system has a side rule for semi-auto guns to “Doubletap” to increase damage against a single target, but the trained use of a semi-auto can easily support attacking 2 targets inside of 6 seconds without a penalty. The obvious exclusion of guns with an ROF of 2 and the rules defining ROF 3 as full auto show to me that this was a consideration when they were designing the game. If a character uses both ROF against a single target, use the Doubletap rule. If they split them between targets, use the ROF rules. The Customization mentioned is an optional rule that I'll post later. GMs should feel free to ignore it as it is very much a specialist and cinematic addition.


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