BAE Guns Glorious Guns

Main.BAEGunsGloriousGuns History

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February 13, 2019, at 12:50 PM by 74.221.181.126 -
Changed line 16 from:
All benefits stack with any improvements added; e.g., a Bandit gun with with one level of the clip capacity improvement has a total of quadruple the usual ammo load.
to:
All benefits stack with any improvements added; e.g., a Bandit pistol that adds one level of the clip capacity improvement has a total of quadruple the usual ammo load.
February 13, 2019, at 12:50 PM by 74.221.181.126 -
Changed line 16 from:
All benefits stack with any improvements added; e.g., a Bandit gun with with one level of the clip capacity improvement has a total of triple the usual ammo load.
to:
All benefits stack with any improvements added; e.g., a Bandit gun with with one level of the clip capacity improvement has a total of quadruple the usual ammo load.
Changed lines 26-28 from:
All Dahl guns have the Three-Round Burst (3RB) enhancement: this can only be used with ROF 1, consumes three bullets (except as noted below), gives an extra +1 to hit, and does an extra +1 damage. Use of 3RB is optional, unless you're aiming in which case you ''must'' use it (and cannot use ROF 2+).

For most guns with multi-barrels, a 3RB uses six bullets. For a ''grenade launcher,'' it uses nine bullets, or 18 for a wide-barreled one
.
to:
All Dahl guns have the Three-Round Burst (3RB) enhancement: this can only be used with ROF 1, consumes three times as many bullets as usual, gives an extra +1 to hit, and does an extra +1 damage.

Use
of 3RB is optional, unless you're aiming in which case you ''must'' use it (and cannot use ROF 2+).
Changed lines 26-28 from:
All Dahl guns have the Three-Round Burst (3RB) enhancement: this can only be used with ROF 1, consumes three bullets (six with multi-barrels), gives an extra +1 to hit, and does an extra +1 damage.

Use
of the 3RB is optional, unless you're aiming in which case you ''must'' use it (and cannot use ROF 2+).
to:
All Dahl guns have the Three-Round Burst (3RB) enhancement: this can only be used with ROF 1, consumes three bullets (except as noted below), gives an extra +1 to hit, and does an extra +1 damage. Use of 3RB is optional, unless you're aiming in which case you ''must'' use it (and cannot use ROF 2+).

For most guns with multi-barrels, a 3RB uses six bullets. For a ''grenade launcher,'' it uses nine bullets, or 18 for a wide-barreled one
.
February 09, 2019, at 10:14 PM by 74.221.181.126 -
Changed lines 26-28 from:
All Dahl guns have the 3RB option: this must be used with ROF 1, consumes three bullets (six with multi-barrels), gives an extra +1 to hit, and does an extra +1 damage.

If you are aiming with a Dahl gun, you ''must'' use the 3RB option.
to:
All Dahl guns have the Three-Round Burst (3RB) enhancement: this can only be used with ROF 1, consumes three bullets (six with multi-barrels), gives an extra +1 to hit, and does an extra +1 damage.

Use of the 3RB is optional, unless you're aiming in which case you ''must'' use it (and cannot use ROF 2+).
February 09, 2019, at 10:12 PM by 74.221.181.126 -
Changed line 66 from:
'''Vladof Rocket Launchers:''' Instead of the above, these do one level less damage (3d6 becomes 2d10) but have double the clip capacity and the special Fast Rockets enhancement (targets are at an extra -2 to evade).
to:
'''Vladof Rocket Launchers:''' Instead of the above, these do one level less damage (3d6 becomes 2d10) but have double the clip capacity and the special Fast Rockets enhancement (targets are at an extra -2 to evade). They cannot acquire the multi-barrel improvement.
February 09, 2019, at 10:12 PM by 74.221.181.126 -
Added lines 16-17:
All benefits stack with any improvements added; e.g., a Bandit gun with with one level of the clip capacity improvement has a total of triple the usual ammo load.
Changed lines 20-21 from:
All Bandit guns start with double the usual clip capacity; this does not count as an improvement.
to:
All Bandit guns start with double the usual clip capacity.
Changed lines 64-66 from:
All Vladof guns ''except rocket launchers'' start with 1.5x the usual clip capacity (round up; this does not count as an improvement) and one level of the rapid fire improvement.

'''Vladof Rocket Launchers:''' Instead of the above, these do one level less damage (3d6 becomes 2d10) but have double the clip capacity and the special Fast Rockets enhancement (targets are at an extra -2 to
evade); neither counts as an improvement.
to:
All Vladof guns ''except rocket launchers'' start with 1.5x the usual clip capacity (round up) and +1 ROF.

'''Vladof Rocket Launchers:''' Instead of the above, these do one level less damage (3d6 becomes 2d10) but have double the clip capacity and the special Fast Rockets enhancement (targets are at an extra -2 to
evade).
February 09, 2019, at 10:09 PM by 74.221.181.126 -
Changed line 54 from:
All Torgue guns ''except for grenade launchers'' do +1 damage ''and'' one level of explosive damage, but start with one level of reduced range (an "anti-improvement").
to:
All Torgue guns ''except for grenade launchers'' start with one level of the damage ''and'' explosive damage improvements, but also with one level of reduced range (an "anti-improvement").
February 09, 2019, at 10:07 PM by 74.221.181.126 -
Changed line 54 from:
All Torgue guns ''except for grenade launchers''' do +1 damage ''and'' one level of explosive damage, but start with one level of reduced range (an "anti-improvement").
to:
All Torgue guns ''except for grenade launchers'' do +1 damage ''and'' one level of explosive damage, but start with one level of reduced range (an "anti-improvement").
February 09, 2019, at 10:06 PM by 74.221.181.126 -
Changed lines 18-19 from:

to:
All Bandit guns start with double the usual clip capacity; this does not count as an improvement.

'''Bandit Rocket Launchers:''' In addition to the above, these start with the multi-barrel enhancement (see [[BAE Rocket Launchers]]), but one level less damage (3d6 becomes 2d10).

!!!! Dahl

All Dahl guns have the 3RB option: this must be used with ROF 1, consumes three bullets (six with multi-barrels), gives an extra +1 to hit, and does an extra +1 damage.

If you are aiming with a Dahl gun, you ''must'' use the 3RB option.

!!!! Hyperion

All Hyperion guns have the Stable enhancement: this reduces the recoil penalty for rapid fire from -2 to -1, and if you have the '''Rock And Roll''' Edge, you negate the penalty completely ''even if you move on your turn.''

!!!! Jakobs

All Jakobs guns do an extra +1 damage with +2 AP. If they have a high ROF, this doesn't represent true automatic fire, but instead mashing the trigger as quickly as the gun will allow. (Use the same rules; this is just flavor.)

Jakobs weapons cannot acquire either the clip capacity or elemental damage improvements.

'''Jakobs Sniper Rifles:''' In addition to the above, Jakobs sniper rifles cannot acquire the rapid fire improvement.

!!!! Maliwan

All Maliwan guns start with one free level of elemental damage, and are the only weapons that can natively reach four levels of elemental damage. Roll a d20 when generating one: '''1-4''' Corrosive, '''5-8''' Cryo, '''9-12''' Incendiary, '''13-16''' Shock, '''17-20''' Slag.

Maliwan guns can acquire no more than one level of the rapid fire improvement.

!!!! Tediore

All Tediore guns have the Reload Grenade enhancement. The act of reloading the weapon throws a copy of it as a (free) mini-grenade with range 5/10/20. This inflicts damage equal to the gun's damage (no AP) in an SBT. Any bullets left in the gun are consumed, but may inflict additional damage: +1 damage if there are at least 5 bullets, +2 if at least 10, +3 if at least 20, +4 if at least 40, and +5 if at least 80.

'''Tediore Rocket Launchers:''' For the purpose of additional damage, divide the required values by 5 when reading "bullets" as "rockets."

!!!! Torgue

All Torgue guns ''except for grenade launchers''' do +1 damage ''and'' one level of explosive damage, but start with one level of reduced range (an "anti-improvement").

'''Torgue Grenade Launchers:''' Instead of the above, these start with the wide-barreled improvement (see [[BAE Assault Rifles]]).

Torgue guns can acquire no more than one level of the rapid fire improvement.

!!! Vladof

All Vladof guns ''except rocket launchers'' start with 1.5x the usual clip capacity (round up; this does not count as an improvement) and one level of the rapid fire improvement.

'''Vladof Rocket Launchers:''' Instead of the above, these do one level less damage (3d6 becomes 2d10) but have double the clip capacity and the special Fast Rockets enhancement (targets are at an extra -2 to evade); neither counts as an improvement.
February 09, 2019, at 09:27 AM by 74.221.181.126 -
Added lines 15-17:

!!!! Bandit

Changed line 5 from:
What would Borderlands be without gobs and gobs of name-brand, randomly generated firearms? These setting-specific rules apply to weapons generated using the following pages:
to:
What would Borderlands be without gobs and gobs of aggressively marketed, randomly generated firearms? These setting-specific rules apply to weapons generated using the following pages:
Added lines 1-20:
Return to [[SWADE Borderlands]]

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What would Borderlands be without gobs and gobs of name-brand, randomly generated firearms? These setting-specific rules apply to weapons generated using the following pages:

* [[BAE Pistols]]
* [[BAE SMGs]]
* [[BAE Assault Rifles]]
* [[BAE Sniper Rifles]]
* [[BAE Shotguns]]
* [[BAE Rocket Launchers]]

!! Brand-Name Benefits



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Return to [[SWADE Borderlands]]