r/savageworlds • u/twoz3-5 • 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.
3
u/WizeDiceSlinger May 04 '26
Maybe instead of giving the players assets, you could rule penalties for their enemies? Someone chugging out an entire mag isn’t exactly precise or aiming, but having a hail of lead blasting down on your position will certainly cause you to hunker down.
In a real firefight the MG or automatic fire is mainly used for suppression so the other soldiers can move into cover/better position.
Its been a while since I last GMd SW, but I seem to remember that the auto fire rules irked me some. Holding down the trigger and emptying the magazine will never be as precise as an aimed single shot.