Fixing the Guns of Savage Worlds
(compiled from blog posts into a single entry for the RPG section)
I've revamped the cartridge firearms stats (the shooting rules are fine). This replaces the relevant tables in the book for andy game I run and please feel free to use these for your games. Permission is granted to republish this information as desired. All rights reserved by the publisher, yadda yadda...
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 i've modified, 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 listed below.
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.
- Black Powder: State of firearms from the beginning of gunpowder to about 1850’s technology. These rules are unchanged from the book.
- Classic: The Classic period is the 1850s to the beginning of WWI Semi-auto firearms and machineguns are unavailable.
- Mid-Century: Includes WWI through WWII. Fully automatic and semi-auto guns are available, but less common. Accessories are mostly limited to Classic.
- Modern: Post WWII guns to the current day, with an emphasis on post 1980 designs and accessories.
- Future: Guns and accessories that are not available yet. this may be near=future Cyberpunk guns to high Sci-Fi needlers and such.
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.
- Light Pistol ammo is low pressure and often found in target and training firearms as well as derringers, inexpensive "Pocket pistols" or novelty guns. All varieties of firearms are chambered in this type of ammunition. Example calibers include: .22LR, .25ACP, and .32 pocket guns.
- Light pistol calibers are 2d4 damage, AP 1.
- Light pistol ammo range, handgun, 5/10/20
- Light pistol ammo range, longarm, 10/20/40
- Medium Pistol ammunition is the standard for sidearms and sub-machineguns. it is the type of ammo every police officer, security guard and soldiers pistol is chambered in, as well as nearly all SMGs deployed. The most popular calibers in the world are Medium Pistol. Calibers include: 9mm, 40S & W, 38special and Super, etc
- Medium pistol calibers are 2d6 damage, AP 2.
- Classic Medium Pistol Ammo is only AP 1.
- Medium Pistol ammo range, handgun, 10/20/40
- Medium Pistol ammo range, longarm, 12/24/48
- Heavy Pistol ammo is large caliber rounds, often designed before Magnum cartridges for additional terminal effectiveness. Often preferred but more traditional shooters and very common in the Classic period and firearms. Mostly found in pistols and revolvers, lever action rifles and a few SMGs. Example real-world calibers include: .44 Special, 10mm, 45ACP and 'Long Colt', 357 Magnum
- Heavy pistol calibers are 2d6+1 damage, AP 1.
- Heavy Pistol ammo range, handgun, 10/20/40
- Heavy Pistol ammo range, longarm, 12/24/48
- Magnum ammunition is where the calibers that try to be the biggest and best in a handgun sized package. Often found in revolvers and only rarely adapted to Semi-autos. No Magnum SMG has ever been mass produced. There are some custom rifles in these calibers and SMGs Example calibers include .50 Action Express, .44 Magnum, .500 S & W.
- Magnum Pistol calibers are 2d8 damage, AP 1, limited to an ROF 1.
- Magnum cartridges and firearms do not exist in Classic settings.
- Magnum Pistol ammo range, handgun, 10/20/40
- Magnum Pistol ammo range, longarm, 12/24/48
- Carbine ammo is also called "intermediate cartridges," and are typical of assault rifles like the AK and M16-style rifles. There are many manually operated longarms in carbine cartridges as well, like the classic 30-30 lever rifles. Handguns in this caliber are often single shot or cut down rifles.
- Carbine ammo is 2d8 damage AP 3,
- Semiauto Carbines have a ROF of 2.
- Classic Carbine ammo is only AP 2
- Carbine ammo range, handgun, 20/40/80
- Carbine ammo range, longarm, 24/48/96
- Rifle ammo is the full power horse-stopping round exemplified by the .308, 30-06 or 8mm Mauser. Usually found in bolt action rifles, many belt fed medium machine guns and even autoloading combat rifles are built in these calibers as well. There are only a few handguns in these calibers due to their huge size, heavy recoil and weight. They are mostly target and hunting single shot pistols.
- Rifle ammo is 2d8+1 damage, AP4,
- Semiauto rifles have a ROF of 1.
- Classic Rifle ammo is only AP 3
- Rifle ammo range, handgun, 24/48/96
- Rifle ammo range, longarm, 30/60/120
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.
- Single shot, single action and manually operated firearms have a ROF of 1.
- Pump action, lever action, bolt action firearms are all included.
- All single action revolvers and Derringers are ROF 1.
- Double action revolvers are ROF 1, except when customized.
- Magnum caliber semiauto pistols, heavy semiauto rifles and semiauto shotguns (except when customized) are also ROF1.
- Semiauto firearms are typically ROF 2. Pistols, rifles etc.
- Machineguns are ROF 3 and 4. The highest rate of fire guns are 4.
- Miniguns and futuristic hyper rate of file guns are ROF 5.
Savage Worlds Additional Gun Rules
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.
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 Rate-Of-Fire Edge:
(Veteran, Rate-Of-Fire, 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 be taking the risk and greater expense of full-auto.
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. Customizing firearms involves cutting, installing new parts tuning basic functions and optimizing the action. Customized guns should be very rare as loot, and should cost multiples the firearm's base cost and weeks or months to acquire. Customized firearms gain new modfiers that production guns don't have.
Notes on repairs and quality
The march of the Industrial Revolution has led to greater standarization and eaiser modification. Black Powder and Classic guns can only be repaired by a Gunsmith, regular parts are incompatible without fitting. Mid-Century guns are a mix or requiring fitting or having off-the-shelf replacement parts available (roll Wild die, odd means fitting is required, Even means parts replacement is possible). with Modern guns, many fixes that required a gunsmith in the past can be taken care of in the Modern era by simply purchasing and replacing parts.
Guns of lesser quality are more likely to need hand fitting or gunsmith installation. A gunsmith can remove the "Low Quality" modifier with any Customization for no additional cost.
Firearm Modifiers
Low Quality
Perhaps this gun was cheaply made, or has had a hard life, but it has either the "Handfitted" (Even) or "Finicky" (Odd) modifier.
Hand-Fitted
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. Hand fitted guns can only be repaired by a Gunsmith, regular parts are now incompatible without fitting.
Finicky
The gun will jam on a shooting roll of 1.
Customization Options
- Accurization: A gun can be modified by a gunsmith to increase it's accuracy. [Insert Rules here] [insert cost here] Accurized guns are Hand-Fitted
- 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 total level. This is not applicable to single shot guns. this does not turn the firearm into a machinegun. Guns with this customization are Hand-Fitted and Finicky
- Machinegun Conversion: Illegal except under specific circumstances, this modification makes any semi-auto firearm an ROF3 Full Auto firearm and Finicky.
- Major Conversion A major conversion changes the root features of a gun. Foe example cutting down a lever action rifle into a "Mare's Leg" handgun, or equipping a single action revolver with a buttstock and rifle length barrel. this also includes wild player-defined conversions like beltfed revolvers.
- Minor Conversion this is the signifigant reconfiguration of a gun, but not so much that it changes the basic nature of the gun. Examples include "Sportsterizing" a military rifle, cutting down a shotgun into a sawed-off, rebuilding a heavy automatic rifle into more of a carbine, creating a long slide target pistol, or cutting down a large revolver for concealed carry.
- Reliablity: A firearm can be customized to reduce the chance of a jam. A gun customized for reliablity can only jam on a critical failure AND a wild die roll of 1 (one). this doubles the cost of the gun. This is compatible with other customizations, but it quadruples the total cost of the customization. Any customization performed after Reliablity is customized in removes the Reliabity customization.
Gun Accessories:
Less labor intensive than customization, Accessories modify some firearms features and abilities withouth revbuilding the entire gun. Mounting a scope, extending the magazine, adding other parts to improve the gun.
Any Classic-era Gun Accessories required Gunsmith installation. As with repairs, it's a toss-up for Mid-Century guns and most Modern guns can have Accessories installed by the end user with a Firearms roll.
Previous era modifications are available in later eras. Modern and Future settings are able to install accessories that were listed under Classic and Mid-Century.
Classic/Mid-Century:
- Medium magnification scope: (negates 2 points of penalties at medium range, and 1 point at short and long range)
- High magnification scope: (negates 2 points of penalties at long range, 1 point at medium range and induces the Snapfire penalty.)
- Bipod (negates 1 point of penalty as medium or long range)
Modern Accessories:
- Drum Magazine (Add 100% more shots)
- Extended magazine (add 50% more shots)
- Laser Sight (Negates [?] Penalty for shooting from the hip or awkard positions)
- Red dot sight: (negates 1 point of penalties at close range)
Future Accessories:
- AimAssist computerized feedback sight that helps you get and stay on target (+1 to hit)
- SmartGunLink cybernetic gun accessory (negates any short range penalties, allows aimed blindfire, +1 to hit)
Simplified Version of Gun Rules:
Perhaps the previous regularization still has too many caveats. The rules can be simplified further to a simple list. Simplification tends to favor the firearm and make guns more powerful, but reduces addendum rules.
Unchanged Rules:
- Black Powder rules are unchanged.
- Shotgun rules are unchanged.
Rate Of Fire:
- Manual firearms are single shot, bolt action, lever or pump action.
- Also single and double action revolvers and derringers
- Manual firearms have ROF1.
- Semiautomatic firearms are guns that fire a single shot per trigger pull.
- Semiautomatic firearms have ROF2.
- Full auto firearms are guns that fire repeatedly when the trigger is pulled until the ammo is gone or the trigger is released.
- From machine pistols to belt fed machineguns, there are many different types of fully automatic firearms.
- A sub-machinegun is a fully automatic pistol caliber longarm, typically smaller then a carbine or rifle.
- Fully automatic guns have ROF3.
Damage and Range:
- Handguns, rifles and sub-machineguns are available in all pistol calibers.
- Carbine and Rifle ammunition can only be fired from rifles.
- Longarms chambered in pistol calibers have the same stats as handguns.
- Light pistol ammunition does 2d4 damage and have a penetration of AP1
- Light pistol has a range of 10/20/40
- Regular pistol ammunition does 2d6 damage, and has a penetration of AP2
- Regular pistol ammo has a range of 12/24/48
- Magnum pistol ammunition does 2d6+1 damage and has a penetration of AP2.
- Magnum firearms and ammo is only available after WWI.
- Magnum pistol ammo has a range of 12/24/48
- Carbine ammunition does 2d8 damage, and has a penetration of AP3
- Carbine ammo has a range of 24/48/96
- Rifle ammunition does 2d8+1 damage and has a penetration of AP4
- Rifle ammo has a range of 30/60/120
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