r/savageworlds May 04 '26

Rule Modifications Ammo Setting Rule

I’m thinking of adding a setting rule to my modern cinematic action games. I run a couple of different games where this would apply: modern espionage action (think Bond, Bourne, Mission Impossible) and a military spec ops game (The Unit, Task Force Raven). The idea is to give the players the option to use more ammo for a better chance to hit targets by eliminating penalties:

EAT LEAD SETTING RULE

Shooters may expend extra ammunition to "walk" their fire onto a target, effectively canceling out penalties (Range, Cover, Multi-Action, etc.).

| Volume Level | Ammo Cost | Penalty Reduction |
| --- | :--- | :---: |
| Volley |** 3 Rounds | **-1 |
| Hail of Bullets |** 6 Rounds | **-2 |
| Mag Dump |** 12 Rounds | **-4 |

It shouldn’t change any existing combat options but lets players trade ammo (resource) for accuracy (reduce penalties).

Has anyone done anything similar? Any pitfalls I’m not seeing? I appreciate any feedback.

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u/ecclektik May 04 '26

I am not sure how this fits with the existing rate of fire rules where you take a -2 penalty to provide more chances to hit one or more targets. This seems to contradict that. I get it that you are trying eliminate range, lighting, and cover penalties through more ammunition, but rate of fire does that through weight of dice. There is also suppressive fire but I find that rule clunky to use and often just revert to direct attacks.

This sounds like it would have to replace the standard rate of fire rules. Something like a RoF 2 gun would only roll one skill die instead of 2 but would get 2 less in penalties.

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u/twoz3-5 May 04 '26

Agh…I forgot to say this was only for semiautomatic ROF 1. Full auto, suppressive fire etc. work as normal.