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If you haven't played the video game series Borderlands -- particularly Borderlands 2 -- you're missing out on something amazing. And Brice Naudin converted the entire series into an RPG. I hope to update this later with more on how well it worked! But in the meantime, here are some resources:

Savage Borderlands

The "official" books and supplemental files

Additional Forms and Sheets

Savage Worlds Character Sheet
-- A form-fillable version of the official SW sheet (I didn't make this one, I just like it)
Savage Borderlands Gear Sheet
-- A printer-friendly, form-fillable sheet with room for 8 guns, 4 grenade mods, and 2 shields
Savage Borderlands Gear Sheet - Oversized
-- A variant of the above, with more room per item but half as many items per page
Savage Borderlands Shield Trackers
-- Print these on cardstock and use paperclips to easily track shield status (example)
Savage Borderlands "Gear Keywords" Cheat Sheet
-- A summary of the many keywords that firearms, grenade mods, and shields use
Savage Borderlands One-Page Sirens
-- The rules for sirens are a bit scattered, so this collects them in one place

Savage Borderlands Gear Generator

A PHP program that automates the tables in the book, with the tweaks below
For details, instructions, and notes, see SBGG Notes
Mirrored at

Savage Borderlands Melee Weapons

Rules for generating melee weapons, similar to those for guns

Our Characters and Gear

The character sheets, companion sheets, and (current) gear for our campaign

House Rules

These are in addition to the Savage Worlds General Rules which apply to every campaign.



Class Mods

Edges (New and Modified)

Those with a * are taken or adapted from the Deadlands setting.

Elemental Damage



You must have a hand free to throw a grenade at no penalty. (It does not matter if it's your off hand; in fact, that's how most Vault Hunters train to throw them.) If both of your hands are occupied, you can still throw a grenade, but at -2 to skill (without the Hacky Sack edge). Either way, it's a standard attack action.

Relevant Knowledge Skills

Setting Rules


Our group will be playtesting these alternate shield rules. If these work well, who knows, maybe they'll even become official!

Important Preface: The following rules apply only while the shield's current Capacity is above 0. If you're wearing a shield with current Capacity 0, resolve attacks as though you weren't wearing a shield at all.
Damage to Shields (and Their Owners): When an attack hits someone equipped with a shield, the current Capacity of that shield is added to the owner's Toughness as if it were armor (cumulative with any worn armor). Compare the damage to this enhanced Toughness as for a normal damage check, but with the following results:
Failure: You are fine. However, your shield's current Capacity is reduced by 2 if the damage exceeded your shield-less Toughness, or by 1 otherwise. Exception: If it was a shock attack, your Capacity drops by the weapon's AP!
Success: Your shields have been penetrated! You are fine, but your shield immediately drops to 0. (This is bad not only because your effective Toughness is now lower, but also because you can't use this damage table while your shield has no Capacity; you have to use the regular results!)
Raise: As for success, plus you are Shaken. Every additional raise also inflicts one wound. (In other words, exactly one step more lenient than the usual rules, since your shield takes the first hit for you.)
Recharging: Disabled vs. Enabled: Keep track of whether your shield's active recharging is disabled or enabled. By default, such as when you're walking around with your shield at full Capacity, recharging is disabled (it's unnecessary). Once attacks force your Capacity to drop, your shield's Reactivity determines how quickly it's able to bring recharging online. If you don't want your shield to come back online (e.g., for a Roid shield), you may switch it off manually as an action.

At the beginning of each of your turns, if your shield is disabled and missing Capacity, roll against its Reactivity. On a success, recharging is enabled, starting now; each raise lets it recover 1 additional Capacity this turn only. Once enabled, a shield recovers Capacity equal to its Recharge Rate at the beginning of each of your turns, before you act. It stays enabled until one of the conditions below occurs.
Disabling a Shield: A shield's recharge becomes disabled when any of the following happen: (1) The wearer takes any damage. (2) It reaches maximum Capacity. (3) A game effect says so.
(The additional tweaks below are unrelated to these new shield rules. The gear generator takes them all into account.)

Weapons and Ammo

Before manually generating gear, see SBGG Notes for adjustments to the rules.

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Page last modified on May 06, 2018, at 09:04 AM