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Savage FutureSavage Future

This is a shopping guide for the Savage Future.

Combat Gear

Modern weapons from the core rules can be used in the Savage Future. See below for generic weapons and armor.


Armor for civilians is mostly synthetic leather or light polymers. Life is cheap, and most people prefer to spend their money on drugs or scumstoppers rather than armor. That said, armor is available in a variety of styles and protection levels.

For the purpose of these rules, personal armor is classified as "light", "combat", or "battle" armor. It is made from Kevlar or similar polymers, and negates some of the AP rating of bullets.

Personal Armor
Type Armor Wt Cost Notes
Leather +1 15 50+ Covers torso, arms, legs
Light Vest +1/+2 4 50 Covers torso, concealable
Light Jacket +1/+2 5 100 Covers torso, arms
Light Trenchoat +1/+2 6 150 Covers torso, arms, legs
Light Jumpsuit +1/+2 6 200 Covers torso, arms, legs
Combat Vest +2/+4 8 250 Covers torso
Combat Jumpsuit +2/+4 12 500 Covers torso, arms, legs
Battle Suit +6 20 1000 Covers entire body, see notes
Motorcycle helmet +3 5 75 50% chance vs head shots
Infantry helmet +4 5 100 50% chance vs head shots

Armor Notes

Kevlar: Kevlar traps bullets and negates some of the armor piercing effect of bullets. Light armor has a thin lining of Kevlar, and only negates 2 points of AP. Heavier armor types negate 4 points of AP as normal. Heavy Weapons ignore the special rules for Kevlar.

Light armor: Light armor can be hidden under clothing, or bought as armored clothes for double the listed cost. Fashionable designs and famous brand names cost extra.

Combat armor: This class of armor is bulkier and made for combat. It cannot be hidden (except perhaps under a trenchcoat) but does not hinder movement. This is the stuff police, military and security guards use.

Battle armor: Infantry battle suit consists of a hard shell of plastic, ceramic or metal between which is sandwiched a layer of ballistic polymer cloth. Suits come with a combat helmet, a full breastplate, and upper arm/lower arm and thigh/shin plates. The helmet has a 50% chance of protection against head shots. Most helmet have an armored visor which gives complete protection if it is closed. Optional extras include night vision gear, radio, and climate control.

Leather: Cheap (synthetic or vat grown) to very expensive (made from cloned or extinct animals).

Jumpsuit: This is a form-fitting armored one piece garment which can be concealed under a trenchcoat or bulky clothing. The heavy version incorporates rigid armor over vital areas and comes with knees and elbows pads. It is favored by corporate strike teams and some Sanctioned Ops.

Trenchcoat: The classic trenchcoat is popular with Ops who want to cultivate their image as hard boiled private investigators. It is also useful for concealing weapons!


See the Savage Worlds core rules for more archaic weapons.

Melee Weapons
Archaic Weapons Damage Cost Wt Notes
Axe Str+d6 100 3
Bullwhip Str+d4 50 3 Reach 2, Special
Butcher Knife Str+d4 15 1
Cavalry Saber Str+d6 200 4
Fencing Foil Str+d4 150 3 Parry +1
Katana Str+d6 1000 6 Add +2 damage if used 2-handed
Knife Str+d4 10 1
Machete Str+d6 20 5
Spear Str+d6 100 5 Parry +1, Reach 1, 2H
Staff Str+d4 10 8 Parry +1, Reach 1, 2H
Sword Cane Str+d4 200 4 See notes.
Modern Weapons Damage Cost Wt Notes
Baseball Bat Str+d6 30 3
Billy Club/Blackjack Str+d4 10 1
Brass Knuckles Str+d4 20 1
Chainsaw 2d6+4 200 20 Roll of 1 on fighting die hits user
Switchblade Str+d4 10 1 -2 to Notice if hidden
Future Weapons Damage Cost Wt Notes
Combat Chainsaw Str+d10 500 10 AP 2
Ranged Weapons
Archaic Weapons Range Damage RoF Cost Wt Shots Str Notes
Axe 3/6/12 Str+d6 1 100 2 d6
Compound Bow 15/30/60 2d6+1 1 200 10 d6 AP 2; Reload 1
Crossbow 15/30/60 2d6 1 300 10
Knife 3/6/12 Str+d4 1 50 25
Pistols Range Damage RoF Cost Wt Shots Str Notes
Pistol (9mm, .38) 12/24/48 2d6 1 200 3 12 AP 1; DT
Pistol (.357, .45) 12/24/48 2d6+1 1 250 5 9 AP 2; DT
Pistol (.50) 15/30/60 2d8 1 300 8 7 AP 2; DT
Shotguns Range Damage RoF Cost Wt Shots Str Notes
Double Barrel (12g) 12/24/48 1-3d6 1-2 150 6 2 See core rules
Pump Action (12g) 12/24/48 1-3d6 1 350 8 6 See core rules
Sawed-Off DB (12g) 5/10/20 1-3d6 1-2 350 6 2 See core rules
Streetsweeper (12g) 12/24/48 1-3d6 1 450 10 12 See core rules
Rifles Range Damage RoF Cost Wt Shots Str Notes
Bolt-Action Rifle (.30) 24/48/96 2d8 1 300 9 5 d6 AP 2; Snapfire
Heavy Sniper Rifle (.50) 50/100/200 2d10 1 750 35 11 d8 AP 4; HW; Snapfire
Automatic Weapons Range Damage RoF Cost Wt Shots Str Notes
Submachine Gun (9mm) 12/24/48 2d6 3 300 10 30 AP 1; Auto; 3RB
Assault Rifle (5.56mm, 7.62mm) 24/48/96 2d8 3 400 8 30 d6 AP 2; Auto; 3RB
Light MG (5.56mm, 7.62mm) 30/60/120 2d8 4 750 20 200 d8 AP 2; Auto; Snapfire
Heavy MG (.50) 50/100/200 2d10 3 1000 84 200 AP 4; HW; May not move
Sonic Weapons Range Damage RoF Cost Wt Shots Str Notes
Mini-Screamer 5/10/20 1-3d6 1 500 3 6 Nonlethal, see notes
Screamer 12/24/48 1-3d6 1 1000 6 12 Nonlethal, see notes
Cyber Weapons Range Damage RoF Cost Wt Shots Str Notes
Optic Burner 5/10/20 1-3d6 1 1,000 6 Fire damage, one round recharge (automatic)

Weapon Notes

Combat chainsaw.

Axe: This is a light axe such as a tomahawk that can be thrown or used in melee.

Baseball Bat: A wooden bat breaks on a 1 on the Fighting die, regardless of Wild Die. An aluminum bat costs double the listed cost, but doesn’t suffer the chance of breaking.

Bullwhip: This heavy duty whip may be used to initiate a Grappling maneuver against a single opponent within range.

Combat chainsaw: The combat chainsaw is the weapon of choice for warehouse gladiators, gangcults and zombie survivors. It is a more compact version of the standard chainsaw, with improved balance and power. The battery pack allows for several hours of carnage per charge.

Katana: From Realms of Cthulhu.

Mini-screamer: This is a pistol-sized, short range version of the screamer.

Optic Burner: This is a short-range cybernetic energy weapon which replaces one of the user's eyes. It has a the same damage and range as a sawn-off shotgun, but counts as fire damage. This means that ballistic armor protects, but any bonus from Kevlar does not apply. The burner needs a round to charge between shots. The cell charges by leeching power from the users body at the rate of one shot per hour. The burner can not be used for vision, so you get the One Eye hindrance when you install it!

Screamer: A screamer is a compact shotgun-like weapon that fires a cone of sonic energy. This counts as non-lethal impact damage. Use the rules for shotguns (to-hit bonus and damage reduction over range).

Sword Cane: Ranging from simple to elegant, a sword cane conceals a slender, tempered blade within. When sheathed, people rarely otice it as a weapon (–2 Notice to be detected). Drawing this weapon quickly requires an Agility roll.


Standard: Standard rounds cause the normal damage. Cost: x1

Armor Piercing: This type of ammo is designed to pierce armor and obstacles, but does less damage against unarmored soft targets as the bullets don’t deform as much and inflict less trauma. AP rounds gain +2 AP, but against targets without armor they subtract 2 from their damage. Cost: x2

Hollow Point: These rounds expand in soft tissue, tearing a bigger hole in the target. Hollow point rounds cause +2 damage to targets with no armor, but against armor they lose the bonus, any AP value listed for the gun, and add +2 to the target’s armor value. Cost: x2

Scum-Stoppers: These explosive rounds cause massive trauma to unarmored soft targets and reduce the chance of ricochets. Explosive rounds do +4 damage to unarmored targets. Against armor they lose the bonus, any AP value listed for the gun, and add +4 to the target’s armor value. Explosive rounds cannot fire through any obstacle (see the Savage Worlds core rules). Cost: x5

Depleted Uranium: A weapon loaded with these heavy slugs counts as a Heavy Weapon. This is the same as MetaStoppers in SPC. Cost: x20


Thanks to decades of unrestricted research, medical technology in the Dark Future is much more advanced than in our world. Biosurgery is the popular name used to describe a number of medical procedure, drug treatments, and biotech or cybernetic enhancements available in the Dark Future. Much of the biotech produced by GenTech and other corporations is designed to improve quality of life rather than give superhuman abilities.


Brought to you by GenTech, the biodivision that really cares.

Biotech and cybertech use the rules for cyberware in the Science Fiction Companion.


Biosurgery can repair permanent damage, such as lost limbs and reduced ability scores. The exact nature of replacement the part is left to the game master. Possibilities include replacements cloned from the patient's DNA, generic vat-grown spares, cybernetic devices, or spare parts harvested from corpses!

Repairs use the cost for prosthetic in the Science Fiction Companion. Note that cheap repairs use cybernetic och recycled parts that cause Strain!


This category includes cosmetic surgery and quality of life stuff with little or no game effect. Cosmetic biotech has a monetary cost but does not cost Strain. As a rule of thumb, assume that cosmetic procedures cost 50% of prosthesis.

Examples: Change of appearance. Biological or cybernetic replacement limbs and organs. New lungs so you can keep smoking ("Snout, the high-tar cigarette that tastes like tobacco and smells like smoke"). Enhanced or even extra sexual organs like porn star Billy Priapus.


Many of the drugs mentioned here are illegal but readily available. Most MegaCorps deliberately leak their products to the black market!

Popular drugs include recreationals such as Jujubes, Candy Z, and GloJo, as well as hard drugs like Zonk, Method-1, Hero-9, and Smacksynth. Rules for hard drugs are left to the game master, but they are certainly good for a Major or Minor Habit![1]


  1. ^ The drugs rules in Streets of Bedlam should do the job nicely.