BAE How Shields Work

Main.BAEHowShieldsWork History

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This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of your action, roll this recharge die; Wildcards add their wild die, as usual. This roll is at -2 if you have been hit by a damaging attack (even if it didn't exceed your Toughness) since taking your last action. If successful, the shield regains one Capacity for each success and raise.
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This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12 or higher. As for traits, each die-type increase above d12 adds a flat +1: d12, d12+1, d12+2, etc.

At the beginning of your action, roll this recharge die; Wildcards add their wild die, as usual. This roll is at -2 if you have been hit by a damaging attack (even if it didn't exceed your Toughness) since taking your last action. If successful, the shield regains one Capacity for each success and raise.
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This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of your action, roll this recharge die; Wildcards add their wild die, as usual. This roll is at -2 if you have been successfully attacked since taking your last action. If successful, the shield regains one Capacity for each success and raise.
to:
This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of your action, roll this recharge die; Wildcards add their wild die, as usual. This roll is at -2 if you have been hit by a damaging attack (even if it didn't exceed your Toughness) since taking your last action. If successful, the shield regains one Capacity for each success and raise.
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This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of your action, roll against this trait. Wildcards add their wild die, as usual. This roll is at -2 if you have been successfully attacked since taking your last action. If successful, the shield regains one Capacity for each success and raise.
to:
This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of your action, roll this recharge die; Wildcards add their wild die, as usual. This roll is at -2 if you have been successfully attacked since taking your last action. If successful, the shield regains one Capacity for each success and raise.
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A shield with current Capacity 1+ is considered "up" or "active" while one with current Capacity 0 is "down" or "disabled."
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A shield with current Capacity 1+ is often referred to as "up" or "active" while one with current Capacity 0 is "down" or "disabled."
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Some special effects apply depending on whether your shield is "up" or "active" (has 1+ points of Capacity) versus "down" or "disabled" (has 0 Capacity points).
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A shield with current Capacity 1+ is considered "up" or "active" while one with current Capacity 0 is "down" or "disabled."
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A shield's maximum Capacity ranges from 1 to 12, though values above 6 are uncommon and above 8 are very rare.

Every time an attack exceeds
your Toughness (including Armor), your shield automatically expends points of Capacity to reduce that damage, until either the damage is pushed below your Toughness ''or'' the shield runs out of Capacity points. For most attacks, each point of Capacity reduces the damage by 3 — but for shock attacks, each Capacity point reduces the damage by 2.

''Example:'' Zeela has Toughness 7 and a Capacity 3 shield (currently full). A bandit shoots her for 11 damage
. Her shield expends 2 Capacity points (dropping from Capacity 3 to Capacity 1) to reduce the damage to 5, so that Zeela isn't injured. But then a second bandit shoots her with a ''shock attack'' for 13 damage. Her shield expends its remaining 1 Capacity to reduce the damage to 11, still enough to wound and shake her!

Some special effects apply depending on whether your shield is "up" (has 1+ points of Capacity) or "down
" (has 0 Capacity points).
to:
A shield's maximum Capacity ranges from 2 to 12, though values above 8 are rare (for PCs).

Every time an attack exceeds your Toughness (including Armor),
your shield automatically expends points of Capacity to reduce that damage, until either the damage is pushed below your Toughness ''or'' the shield runs out of Capacity points. Each point of Capacity reduces the damage by 2.

''Example:'' Zeela has Toughness 7 and a Capacity 5 shield (currently full). A bandit shoots her for 11 damage
. Her shield expends 3 Capacity points to reduce the damage to 5, so that Zeela isn't injured. But then a second bandit shoots her for 13 damage. Her shield expends its remaining 2 Capacity to reduce the damage to 9, still enough to shake her!

Some special effects apply depending on whether your
shield is "up" or "active" (has 1+ points of Capacity) versus "down" or "disabled" (has 0 Capacity points).
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Shields act as ablative armor, providing both an armor bonus and the ability to "soak damage" in the form of additional wound levels. Each shield has three attributes, '''Capacity, Protection,''' and '''Recharge'''  -- in addition, different brands provide special benefits as described below. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!
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Shields act as ablative armor, soaking damage before it can hurt the wearer. At its most basic, a shield has two attributes: Capacity and Recharge. Different shields will also offer helpful benefits, of course. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!
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This is how many additional wound levels the shield provides. It generally ranges from 1 to 3, though Capacity 3 is rare. Shield wounds are lost before actual wounds, and cause no penalties. However, once you've lost ''all'' of your shield's wounds, it is considered "down" and no longer provides its Protection bonus. Most brand-name benefits also work only while the shield is up.

When you swap shields,
the new shield starts with the current wound levels of the old shield, or its own maximum Capacity, whichever is lower.

!! Protection

This is the armor bonus provided by the
shield ''while it is up.'' It generally ranges from +2 to +6, though values above +4 are rare. Once the shield is down (runs out of wounds), this armor bonus no longer applies.

Shield protection stacks with the bonus from physical armor
.
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A shield's maximum Capacity ranges from 1 to 12, though values above 6 are uncommon and above 8 are very rare.

Every time an attack exceeds your Toughness (including Armor), your shield automatically expends points of Capacity to reduce that damage
, until either the damage is pushed below your Toughness ''or'' the shield runs out of Capacity points. For most attacks, each point of Capacity reduces the damage by 3 — but for shock attacks, each Capacity point reduces the damage by 2.

''Example:'' Zeela has Toughness 7 and a Capacity 3 shield (currently full). A bandit shoots her for 11 damage. Her shield expends 2 Capacity points (dropping from Capacity 3 to Capacity 1) to reduce the damage to 5, so that Zeela isn't injured. But then a second bandit shoots her with a ''shock attack'' for 13 damage. Her shield expends its remaining 1 Capacity to reduce the damage to 11, still enough to wound and shake her!

Some special effects apply depending on whether your shield is "up" (has 1+ points of Capacity) or "down" (has 0 Capacity points).

If you swap shields mid-fight, the new shield starts with the current Capacity of the old shield, or its own maximum Capacity, whichever is lower
.
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This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of their action, the shield-wearer rolls against this trait. Wildcards add their wild die, as usual. This roll is at -2 if the wielder has been Shaken or worse since taking their last action. If successful, the shield regains one wound (Capacity) for each success and raise.
to:
This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of your action, roll against this trait. Wildcards add their wild die, as usual. This roll is at -2 if you have been successfully attacked since taking your last action. If successful, the shield regains one Capacity for each success and raise.
January 22, 2019, at 09:09 PM by 74.221.181.126 -
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Shield protection does ''not'' stack with the bonus from physical armor; use whichever is higher.
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Shield protection stacks with the bonus from physical armor.
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This shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 explosive damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10, 2d10+1, 2d12. (Or, for Maliwan only, improve the element damage level.)
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This shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 non-elemental damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10, 2d10+1, 2d12. (Or, for Maliwan only, improve the element damage level.)
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The shield's Capacity, and the usual limits on both its Capacity and Protection, are both improved by +1. However, it also has a Toughness Modifier of -1. There are no higher levels of this benefit.
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The shield's Capacity, and the usual limits on both its Capacity and Protection, are improved by +1. However, it also has a Toughness Modifier of -1 (see above). There are no higher levels of this benefit.
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No Anshin shield starts with this benefit, but it can be added via improvements (to a maximum of +3 Toughness, -3 Protection). The drawback is part of Turtle shields.
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No Anshin shield starts with this benefit, but it can be added via improvements (to a maximum of +3 Toughness, -3 Protection). The drawback is part of Turtle shields (where the usual +1 Protection is negated to balance the +1 Capacity).
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Shields act as ablative armor, providing both an armor bonus and the ability to "soak damage" in the form of additional wound levels. Each shield has three attributes, '''Capacity, Protection,''' and '''Recharge''''  -- in addition, different brands provide special benefits as described below. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!
to:
Shields act as ablative armor, providing both an armor bonus and the ability to "soak damage" in the form of additional wound levels. Each shield has three attributes, '''Capacity, Protection,''' and '''Recharge'''  -- in addition, different brands provide special benefits as described below. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!
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Shields act as ablative armor, providing both an armor bonus and the ability to "soak damage" in the form of additional wound levels. Each shield has three attributes, '''Capacity, Protection''' and '''Recharge''''  -- in addition, different brands provide special benefits as described below. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!
to:
Shields act as ablative armor, providing both an armor bonus and the ability to "soak damage" in the form of additional wound levels. Each shield has three attributes, '''Capacity, Protection,''' and '''Recharge''''  -- in addition, different brands provide special benefits as described below. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!
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Shields act as ablative armor, providing both an armor bonus and the ability to "soak damage" in the form of additional wound levels. Each shield has three attributes; different brands provide special benefits as described below. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!
to:
Shields act as ablative armor, providing both an armor bonus and the ability to "soak damage" in the form of additional wound levels. Each shield has three attributes, '''Capacity, Protection''' and '''Recharge''''  -- in addition, different brands provide special benefits as described below. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!
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For a Torgue shield, this does 3d6+2 explosive damage; for a Maliwan, this does 3d6 damage plus one level of elemental damage from one the ''other'' elements. Higher levels either improve the blast radius (to MBT, then LBT) ''or'' improve the damage by up to three "steps" on this progression: 3d6, 3d6+2, 3d8, 3d8+2, 3d10, 3d10+2, 3d12.
to:
For a Torgue shield, this does 3d6+2 explosive damage; for a Maliwan, this does 3d6 damage plus one level of elemental damage from one the ''other'' elements. Higher levels either improve the blast radius (to MBT, then LBT) ''or'' improve the damage by up to three "steps" on this progression: 3d6, 3d6+2, 3d8, 3d8+2, 3d10, 3d10+2, 3d12. (Or, for Maliwan only, improve the element damage level.)
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This shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 explosive damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10, 2d10+1, 2d12.
to:
This shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 explosive damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10, 2d10+1, 2d12. (Or, for Maliwan only, improve the element damage level.)
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This is how many additional wound levels the shield provides. It generally ranges from 1 to 3. Shield wounds are lost before actual wounds, and cause no penalties. However, once you've lost ''all'' of your shield's wounds, it is considered "down" and no longer provides its Protection bonus. Most brand-name benefits also work only while the shield is up.
to:
This is how many additional wound levels the shield provides. It generally ranges from 1 to 3, though Capacity 3 is rare. Shield wounds are lost before actual wounds, and cause no penalties. However, once you've lost ''all'' of your shield's wounds, it is considered "down" and no longer provides its Protection bonus. Most brand-name benefits also work only while the shield is up.
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The shield's Protection and Capacity (and the usual limits on those attributes) are both improved by +1. However, it also has a Toughness Modifier of -1. There are no higher levels of this benefit.
to:
The shield's Capacity, and the usual limits on both its Capacity and Protection, are both improved by +1. However, it also has a Toughness Modifier of -1. There are no higher levels of this benefit.
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For explosive resistance, the bonus applies against the "splash damage" (but not direct hits) from grenades, rockets, and explosive bullets -- unless that damage includes another element besides explosive. In other words, if an attack is explosive and (any other element), the other element "overrides" the explosive.
to:
For explosive resistance, the bonus applies against the "splash damage" (but not direct hits) from grenades, rockets, and explosive bullets -- unless that damage includes another element besides explosive. In other words, area effect attacks are considered "explosive" for these purposes -- unless they also have ''any other element,'' in which case that element "overrides" explosive.
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The shield provides an additional +2 Protection against attacks flavored with one particular element. If this element is "explosive," this bonus applies against the "splash damage" (but not direct hits) from grenades, rockets, and explosive bullets -- unless that damage includes another element besides explosive. In other words, if an attack is explosive and (any other element), the other element "overrides" the explosive. Further levels improve the extra Protection, to +4, +6, then +8.
to:
The shield provides an additional +2 Protection against attacks flavored with one particular element. Further levels improve the extra Protection, to +4, +6, then +8.

For explosive resistance, the bonus applies against the "splash damage" (but not direct hits) from grenades, rockets, and explosive bullets -- unless that damage includes another element besides
explosive. In other words, if an attack is explosive and (any other element), the other element "overrides" the explosive.
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Except for special benefits marked with a *, these apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats.
to:
Except for special benefits marked with a *, these apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats. '''Tediore''' shields do not have a special ability; instead, they add +2 to their Recharge value.
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!!!! Rapid Recharge (Tediore)*

This shield has +2 on all Recharge rolls. For simplicity, include this in the Recharge stat.

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'''While this shield is down,''' all melee and thrown-weapon (not grenade) attacks by the wearer do an extra +2 damage. Further levels improve this bonus, to +4, +6, then +8 (the maximum). Roid shields are at -2 on all Recharge rolls; for simplicity, include this in the Recharge stat.
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'''While this shield is down,''' all melee and thrown-weapon (not grenade) attacks by the wearer do an extra +2 damage. Further levels improve this bonus, to +4, +6, then +8 (the maximum). Roid shields are at -2 on all Recharge rolls; for simplicity, note this in the Recharge stat.
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Except for special benefits marked with a *, these apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats. The definition of "ally" is set by the user ahead of time, usually by designating specific party members; this takes about a minute to program.
to:
Except for special benefits marked with a *, these apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats.
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The definition of "ally" is set by the user ahead of time, usually by designating specific party members; this takes about a minute to program.
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When this shield loses its last wound, it unleashes a burst of damaging energy that lashes out and strikes all non-allies in an SBT centered on the wearer. For a Torgue shield, this does 3d6+2 explosive damage; for a Maliwan, this does 3d6 damage plus one level of elemental damage from one the ''other'' elements. Higher levels either improve the blast radius (to MBT, then LBT) ''or'' improve the damage by up to three "steps" on this progression: 3d6, 3d6+2, 3d8, 3d8+2, 3d10, 3d10+2, 3d12.
to:
When this shield loses its last wound, it unleashes a burst of damaging energy that lashes out and strikes all non-allies in an SBT centered on the wearer. The definition of "ally" is set by the user ahead of time, usually by designating specific party members; this takes about a minute to program.

For a Torgue shield, this does 3d6+2 explosive damage; for a Maliwan, this does 3d6 damage plus one level of elemental damage from one the ''other'' elements. Higher levels either improve the blast radius (to MBT, then LBT) ''or'' improve the damage by up to three "steps" on this progression: 3d6, 3d6+2, 3d8, 3d8+2, 3d10, 3d10+2, 3d12.
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This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of their action, the shield-wearer rolls against this trait. Wildcards add their wild die, as usual. This roll is at -2 unless the wearer has taken ''no'' damage (not just "no wounds") since their last action. If successful, the shield regains one wound (Capacity) for each success and raise.
to:
This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of their action, the shield-wearer rolls against this trait. Wildcards add their wild die, as usual. This roll is at -2 if the wielder has been Shaken or worse since taking their last action. If successful, the shield regains one wound (Capacity) for each success and raise.
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Unless explicitly stated otherwise, these special benefits apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats. The definition of "ally" is set by the user ahead of time, usually by designating specific party members; this takes about a minute to program.
to:
Except for special benefits marked with a *, these apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats. The definition of "ally" is set by the user ahead of time, usually by designating specific party members; this takes about a minute to program.
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Every time the wearer is hit by a bullet or rocket (but not when caught in the splash of an area effect or attacked by an energy ray, vomit, etc.), roll a d12 (no wild die). On a roll of 12, the attack does no damage and the ammo is added to the wearer's supply. Higher levels of Absorption improve the range of the d12 roll, to 11-12, then 10-12, and finally 9-12 (the maximum). This only applies while the shield is up.
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Every time the wearer is hit by a bullet or rocket (but not when caught in the splash of an area effect or attacked by an energy ray, vomit, etc.), roll a d12 (no wild die). On a roll of 12, the attack does no damage and the ammo is added to the wearer's supply. Higher levels of Absorption improve the range of the d12 roll, to 11-12, then 10-12, and finally 9-12 (the maximum).
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!!!! Amplify (Hyperion)

If the shield is at full Capacity when the user fires a bullet (not a rocket or grenade) or throws a melee weapon (not a grenade), the shield immediately loses a wound; if it only had Capacity 1, it's now down! However, the attack does an additional +2 damage. Further levels improve this damage bonus to +4, +6, then +8 (the maximum).
to:
!!!! Amplify (Hyperion)*

If the shield is '''at full Capacity''' when the user fires a bullet (not a rocket or grenade) or throws a melee weapon (not a grenade), the shield immediately loses a wound (if it only had Capacity 1, it's now down). However, the attack does an additional +2 damage. Further levels improve this damage bonus to +4, +6, then +8 (the maximum).
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Every time this shield loses a wound (from Capacity), it drops a booster. Any ally running over this booster may make an immediate Recharge roll for their own shield, with the usual modifiers. Higher levels add +1, +2, or +3 (the maximum) to this recharge roll.
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Every time this shield loses a wound, it drops a booster. Any ally running over this booster may make an immediate Recharge roll for their own shield, with the usual modifiers. Higher levels add +1, +2, or +3 (the maximum) to this recharge roll.
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While up, the shield provides an additional +2 Protection against attacks flavored with one particular element. If this element is "explosive," this bonus applies against the "splash damage" (but not direct hits) from grenades, rockets, and explosive bullets -- unless that damage includes another element besides explosive. In other words, if an attack is explosive and (any other element), the other element "overrides" the explosive. Further levels improve the extra Protection, to +4, +6, then +8.

!!!! Nova (Maliwan or Torgue)
to:
The shield provides an additional +2 Protection against attacks flavored with one particular element. If this element is "explosive," this bonus applies against the "splash damage" (but not direct hits) from grenades, rockets, and explosive bullets -- unless that damage includes another element besides explosive. In other words, if an attack is explosive and (any other element), the other element "overrides" the explosive. Further levels improve the extra Protection, to +4, +6, then +8.

!!!! Nova (Maliwan or Torgue)*
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Once discharged, a nova shield must recharge ''to full Capacity'' before the nova ability is rearmed.

!!!! Rapid Recharge (Tediore)
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Once discharged, a nova shield must '''recharge to full Capacity''' before the nova ability is rearmed.

!!!! Rapid Recharge (Tediore)*
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!!!! Roid (Bandit)

While this shield is ''down,'' all melee and thrown-weapon (not grenade) attacks by the wearer do an extra +2 damage. Further levels improve this bonus, to +4, +6, then +8 (the maximum). Roid shields are at -2 on all Recharge rolls; for simplicity, include this in the Recharge stat.
to:
!!!! Roid (Bandit)*

'''
While this shield is down,''' all melee and thrown-weapon (not grenade) attacks by the wearer do an extra +2 damage. Further levels improve this bonus, to +4, +6, then +8 (the maximum). Roid shields are at -2 on all Recharge rolls; for simplicity, include this in the Recharge stat.
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While up, this shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 explosive damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10, 2d10+1, 2d12.

!!!! Toughness Modifier (Anshin or Pangolin)

The listed modifier is applied to the wearer's inherent Toughness, ''even while the shield is down.'' All that matters is that the shield is the active shield being worn. Note that this always comes with an equal and opposite change to the shield's Protection; e.g., an Anshin shield with Toughness +2 will also reduce its normal Protection value by -2. If this would reduce Protection below +0, this is an invalid improvement.
to:
This shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 explosive damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10, 2d10+1, 2d12.

!!!! Toughness Modifier (Anshin or Pangolin)*

The listed modifier is applied to the wearer's inherent Toughness '''as long as this is the active shield, even while down.''' All that matters is that the shield is the active shield being worn. Note that this always comes with an equal and opposite change to the shield's Protection; e.g., an Anshin shield with Toughness +2 will also reduce its normal Protection value by -2. If this would reduce Protection below +0, this is an invalid improvement.
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Once discharged, a nova shield must recharge ''to full Capacity'' before the nova ability is rearmed.
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No Anshin shield starts with this benefit, but it can be added via improvements. The drawback is part of Turtle shields.
to:
No Anshin shield starts with this benefit, but it can be added via improvements (to a maximum of +3 Toughness, -3 Protection). The drawback is part of Turtle shields.
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!!!! Toughness (Anshin)

The shield's Protection is reduced by -1, but it provides its user with +1 Toughness ''even while
down.'' As long as the shield is the active shield being worn, the Toughness bonus applies. Higher levels of Toughness continue to reduce Protection and improve Toughness, to -2/+2, then -3/+3 (the maximum, and impossible unless the shield would normally have at least Protection +3). Anshin shields do not automatically start with levels of this benefit, but it can be added via improvements.
to:
!!!! Toughness Modifier (Anshin or Pangolin)

The listed modifier is applied to the wearer's inherent Toughness, ''even while the shield is
down.'' All that matters is that the shield is the active shield being worn. Note that this always comes with an equal and opposite change to the shield's Protection; e.g., an Anshin shield with Toughness +2 will also reduce its normal Protection value by -2. If this would reduce Protection below +0, this is an invalid improvement.

No Anshin shield starts with this benefit, but it can be added via
improvements. The drawback is part of Turtle shields.
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The shield's Protection and Capacity (and the usual limits on those attributes) are both improved by +1. However, it also reduces the wearer's inherent Toughness by 1, even when down! There are no higher levels of this benefit.
to:
The shield's Protection and Capacity (and the usual limits on those attributes) are both improved by +1. However, it also has a Toughness Modifier of -1. There are no higher levels of this benefit.
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Unless explicitly stated otherwise, these special benefits apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats. The definition of "ally" is set by the user ahead of time, usually by designating specific party members; this takes about a minute to program. Tediore shields don't have a special benefit; they just have better stats.
to:
Unless explicitly stated otherwise, these special benefits apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats. The definition of "ally" is set by the user ahead of time, usually by designating specific party members; this takes about a minute to program.
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!!!! Rapid Recharge (Tediore)

This shield has +2 on all Recharge rolls. For simplicity, include this in the Recharge stat.

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While this shield is ''down,'' all melee and thrown-weapon (not grenade) attacks by the wearer do an extra +2 damage. Further levels improve this bonus, to +4, +6, then +8 (the maximum). Roid shields are at -2 on all Recharge rolls.
to:
While this shield is ''down,'' all melee and thrown-weapon (not grenade) attacks by the wearer do an extra +2 damage. Further levels improve this bonus, to +4, +6, then +8 (the maximum). Roid shields are at -2 on all Recharge rolls; for simplicity, include this in the Recharge stat.
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!! Capacity

This is how many additional wound levels the shield provides. It generally ranges from 1 to 3. Shield wounds are lost before actual wounds, and cause no penalties. However, once you've lost ''all'' of your shield's wounds, it is considered "down" and no longer provides its Protection bonus. Most brand-name benefits also work only while the shield is up.

When you swap shields, the new shield starts with the current wound levels of the old shield, or its own maximum Capacity, whichever is lower.

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!! Capacity

This is how many additional wound levels the shield provides. It generally ranges from 1 to 3. Shield wounds are lost before actual wounds, and cause no penalties. However, once you've lost ''all'' of your shield's wounds, it is considered "down" and no longer provides its Protection bonus. Most brand-name benefits also work only while the shield is up.

When you swap shields, the new shield starts with the current wound levels of the old shield, or its own maximum Capacity, whichever is lower.
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The shield's Protection is reduced by -1, but it provides its user with +1 Toughness ''even while down.'' As long as the shield is the active shield being worn, the Toughness bonus applies. Higher levels of Toughness continue to reduce Protection and improve Toughness, to -2/+2, then -3/+3 (the maximum, and impossible unless the shield would normally have at least Protection +3). Anshin shields do not automatically start with levels of this benefit.
to:
The shield's Protection is reduced by -1, but it provides its user with +1 Toughness ''even while down.'' As long as the shield is the active shield being worn, the Toughness bonus applies. Higher levels of Toughness continue to reduce Protection and improve Toughness, to -2/+2, then -3/+3 (the maximum, and impossible unless the shield would normally have at least Protection +3). Anshin shields do not automatically start with levels of this benefit, but it can be added via improvements.
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When this shield loses its last wound, it unleashes a burst of damaging energy that lashes out and strikes all non-allies in an SBT centered on the wearer. For a Torgue shield, this does 3d6+2 explosive damage; for a Maliwan, this does 3d6 damage plus one level of elemental damage from one the ''other'' elements. Higher levels either improve the blast radius (to MBT, then LBT) ''or'' improve the damage by up to three "steps" on this progression: 3d6, 3d6+2, 3d8, 3d8+2, 3d10.
to:
When this shield loses its last wound, it unleashes a burst of damaging energy that lashes out and strikes all non-allies in an SBT centered on the wearer. For a Torgue shield, this does 3d6+2 explosive damage; for a Maliwan, this does 3d6 damage plus one level of elemental damage from one the ''other'' elements. Higher levels either improve the blast radius (to MBT, then LBT) ''or'' improve the damage by up to three "steps" on this progression: 3d6, 3d6+2, 3d8, 3d8+2, 3d10, 3d10+2, 3d12.
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While up, this shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 explosive damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10.
to:
While up, this shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 explosive damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10, 2d10+1, 2d12.
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The shield provides its user with +1 Toughness ''even while down.'' As long as the shield is the active shield being worn, the Toughness bonus applies. Higher levels of Toughness improve the bonus, to +2, then +3 (the maximum).
to:
The shield's Protection is reduced by -1, but it provides its user with +1 Toughness ''even while down.'' As long as the shield is the active shield being worn, the Toughness bonus applies. Higher levels of Toughness continue to reduce Protection and improve Toughness, to -2/+2, then -3/+3 (the maximum, and impossible unless the shield would normally have at least Protection +3). Anshin shields do not automatically start with levels of this benefit.
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This is how many additional wound levels the shield provides. It generally ranges from 1 to 3, or 4 for turtle shields. Shield wounds are lost before actual wounds, and cause no penalties. However, once you've lost ''all'' of your shield's wounds, it is considered "down" and no longer provides its Protection bonus. Most brand-name benefits also work only while the shield is up.
to:
This is how many additional wound levels the shield provides. It generally ranges from 1 to 3. Shield wounds are lost before actual wounds, and cause no penalties. However, once you've lost ''all'' of your shield's wounds, it is considered "down" and no longer provides its Protection bonus. Most brand-name benefits also work only while the shield is up.
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Unless explicitly stated otherwise, these special benefits apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats.
to:
Unless explicitly stated otherwise, these special benefits apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats. The definition of "ally" is set by the user ahead of time, usually by designating specific party members; this takes about a minute to program. Tediore shields don't have a special benefit; they just have better stats.
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The shield provides an extra +2 Protection (while up) against elemental attacks of the type that last hit the wearer, ''not including explosive.'' Being hit by a new type of attack (even a rapid-fire burst) does ''not'' immediately provide the extra protection; it kicks in on the second attack of that type. This offers no benefit against non-elemental or explosive attacks. Higher levels of Adaptive improve the extra Protection, to +4, then +6 (the maximum).
to:
The shield provides an extra +2 Protection (while up) against elemental attacks of the type that last hit the wearer, ''not including explosive.'' Being hit by a new type of attack (even a rapid-fire burst) does ''not'' immediately provide the extra protection; it kicks in on the second attack of that type. This offers no benefit against non-elemental or explosive attacks. Higher levels of Adaptive improve the extra Protection, to +4, +6, then +8 (the maximum).
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If the shield is at full Capacity when the user fires a bullet (not a rocket or grenade) or throws a melee weapon, the shield immediately loses a wound; if it only had Capacity 1, it's now down! However, the attack does an additional +2


to:
If the shield is at full Capacity when the user fires a bullet (not a rocket or grenade) or throws a melee weapon (not a grenade), the shield immediately loses a wound; if it only had Capacity 1, it's now down! However, the attack does an additional +2 damage. Further levels improve this damage bonus to +4, +6, then +8 (the maximum).

!!!! Booster (Dahl)

Every time this shield loses a wound (from Capacity), it drops a booster. Any ally running over this booster may make an immediate Recharge roll for their own shield, with the usual modifiers. Higher levels add +1, +2, or +3 (the maximum) to this recharge roll.

!!!! Elemental Resistance (any except Anshin)

While up, the shield provides an additional +2 Protection against attacks flavored with one particular element. If this element is "explosive," this bonus applies against the "splash damage" (but not direct hits) from grenades, rockets, and explosive bullets -- unless that damage includes another element besides explosive. In other words, if an attack is explosive and (any other element), the other element "overrides" the explosive. Further levels improve the extra Protection, to +4, +6, then +8.

!!!! Nova (Maliwan or Torgue)

When this shield loses its last wound, it unleashes a burst of damaging energy that lashes out and strikes all non-allies in an SBT centered on the wearer. For a Torgue shield, this does 3d6+2 explosive damage; for a Maliwan, this does 3d6 damage plus one level of elemental damage from one the ''other'' elements. Higher levels either improve the blast radius (to MBT, then LBT) ''or'' improve the damage by up to three "steps" on this progression: 3d6, 3d6+2, 3d8, 3d8+2, 3d10.

!!!! Roid (Bandit)

While this shield is ''down,'' all melee and thrown-weapon (not grenade) attacks by the wearer do an extra +2 damage. Further levels improve this bonus, to +4, +6, then +8 (the maximum). Roid shields are at -2 on all Recharge rolls.

!!!! Spike (Maliwan or Torgue)

While up, this shield damages anyone who makes a melee attack against the wearer, successful or not. For a Torgue shield, this does 2d6+1 explosive damage; for a Maliwan, this does 2d6 damage plus one level of elemental damage from one the ''other'' elements. Higher improve the damage by up to three "steps" on this progression: 2d6, 2d6+1, 2d8, 2d8+1, 2d10.

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!!!! Turtle (Pangolin)

The shield's Protection and Capacity (and the usual limits on those attributes) are both improved by +1. However, it also reduces the wearer's inherent Toughness by 1, even when down! There are no higher levels of this benefit.
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Return to [[SWADE Borderlands]]

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Shields act as ablative armor, providing both an armor bonus and the ability to "soak damage" in the form of additional wound levels. Each shield has three attributes; different brands provide special benefits as described below. In all cases, the maximum levels referred to apply only to what's available to PCs; foes (especially bosses and mini-bosses) can break these limits, as can GM-designed legendary shields!

!! Protection

This is the armor bonus provided by the shield ''while it is up.'' It generally ranges from +2 to +6, though values above +4 are rare. Once the shield is down (runs out of wounds), this armor bonus no longer applies.

Shield protection does ''not'' stack with the bonus from physical armor; use whichever is higher.

!! Capacity

This is how many additional wound levels the shield provides. It generally ranges from 1 to 3, or 4 for turtle shields. Shield wounds are lost before actual wounds, and cause no penalties. However, once you've lost ''all'' of your shield's wounds, it is considered "down" and no longer provides its Protection bonus. Most brand-name benefits also work only while the shield is up.

When you swap shields, the new shield starts with the current wound levels of the old shield, or its own maximum Capacity, whichever is lower.

!! Recharge

This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait) ranging from d4 to d12. At the beginning of their action, the shield-wearer rolls against this trait. Wildcards add their wild die, as usual. This roll is at -2 unless the wearer has taken ''no'' damage (not just "no wounds") since their last action. If successful, the shield regains one wound (Capacity) for each success and raise.

!! Brand-Name Benefits

Unless explicitly stated otherwise, these special benefits apply only while the shield is ''up.'' See [[BAE Shields]] for how to actually generate shield stats.

!!!! Absorption (Vladof)

Every time the wearer is hit by a bullet or rocket (but not when caught in the splash of an area effect or attacked by an energy ray, vomit, etc.), roll a d12 (no wild die). On a roll of 12, the attack does no damage and the ammo is added to the wearer's supply. Higher levels of Absorption improve the range of the d12 roll, to 11-12, then 10-12, and finally 9-12 (the maximum). This only applies while the shield is up.

!!!! Adaptive (Anshin)

The shield provides an extra +2 Protection (while up) against elemental attacks of the type that last hit the wearer, ''not including explosive.'' Being hit by a new type of attack (even a rapid-fire burst) does ''not'' immediately provide the extra protection; it kicks in on the second attack of that type. This offers no benefit against non-elemental or explosive attacks. Higher levels of Adaptive improve the extra Protection, to +4, then +6 (the maximum).

!!!! Amplify (Hyperion)

If the shield is at full Capacity when the user fires a bullet (not a rocket or grenade) or throws a melee weapon, the shield immediately loses a wound; if it only had Capacity 1, it's now down! However, the attack does an additional +2



!!!! Toughness (Anshin)

The shield provides its user with +1 Toughness ''even while down.'' As long as the shield is the active shield being worn, the Toughness bonus applies. Higher levels of Toughness improve the bonus, to +2, then +3 (the maximum).

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Return to [[SWADE Borderlands]]