BAE Shields

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See BAE How Shields Work for details on what the statistics and brand-name benefits mean. A starting white shield for each brand looks like this, and can be determined by rolling d20:

  • 1-2 - Anshin Adaptive: Capacity 1, Protection +2, Recharge d4, Adaptive +2
  • 3-4 - Bandit Roid: Capacity 1, Protection +2, Recharge d4-2, Roid +2
  • 5-6 - Dahl Booster: Capacity 1, Protection +2, Recharge d4, Booster +0
  • 7-8 - Hyperion Amplify: Capacity 1, Protection +2, Recharge d4, Amplify +2
  • 9-10 - Maliwan Nova: Capacity 1, Protection +2, Recharge d4, Nova 3d6 in SBT
  • 11-12 - Maliwan Spike: Capacity 1, Protection +2, Recharge d4, Spike 2d6
  • 13-14 - Pangolin Turtle Capacity 2, Protection +2, Recharge d4, Toughness -1
  • 15-16 - Tediore Shield: Capacity 1, Protection +2, Recharge d4+2
  • 17 - Torgue Nova: Capacity 1, Protection +2, Recharge d4, Nova 3d6+2 in SBT
  • 18 - Torgue Spike: Capacity 1, Protection +2, Recharge d4, Spike 2d6+1
  • 19-20 - Vladof Absorption: Capacity 1, Protection +2, Recharge d4, Absorption 12

For a Maliwan, roll again to determine the element:

  • 1-4: Corrosion
  • 5-8: Cryo
  • 9-12: Incendiary
  • 13-16: Shock
  • 17-20: Slag

Improvements

Roll d20 once for each improvement. If the maximum for that improvement has already been reached or the result is otherwise invalid, reroll.

1

Improve Capacity by +1 unless it's already at Capacity 3 (4 for a Turtle shield). Then either reduce Protection by -1 or reduce Recharge by a die type, targeting whichever has more "room to drop" (if tied, reduce Protection). If this would take Protection below +0 or Recharge below a d4, this result is invalid.

2‑3

Improve Capacity by +1 unless it's already at or above Capacity 2 (3 for a Turtle shield). Reduce Protection or Recharge as above.

4

Improve Protection by +1 unless it's already at or above Protection +6 (+7 for a Turtle shield).

5

Improve Protection by +1 unless it's already at or above Protection +5 (+6 for a Turtle shield).

6‑9

Improve Protection by +1 unless it's already at or above Protection +4 (+5 for a Turtle shield).

10

Improve Recharge by a die type unless it's already a d12.

11‑12

Improve Recharge by a die type unless it's already a d10 or higher.

13‑15

Improve Recharge by a die type unless it's already a d8 or higher.

16

Add Elemental Resistance +2 unless Elemental Resistance is already +8. If this is the first time obtaining this result and the shield is neither Maliwan nor Torgue, roll on the table below to determine the element; otherwise increase resistance against the already established element ("explosive" for Torgue). Note: For Anshin Adaptive shields, treat this as a roll of 17-20.

  • 1-4: Corrosion
  • 5-8: Cryo
  • 9-10: Explosive
  • 11-14: Incendiary
  • 15-17: Shock
  • 18-20: Slag

17‑20

Brand-specific improvement; roll d20 as instructed below. If you get an invalid result, reroll on this main table, not the brand-specific one.

Anshin Adapative

  • 1-10: Improve Adaptive by +2, unless it's already at +8.
  • 11-12: Add Toughness +1, or improve existing Toughness Modifier by +1 unless it's already +3. Reduce Protection by -1; if this would take Protection below +0, this is an invalid result.
  • 13-15: Add Toughness +1, or improve existing Toughness Modifier by +1 unless it's already +2 or higher. Reduce Protection as above.
  • 16-20: Add Toughness +1 unless the shield already has a Toughness Modifier. Reduce Protection as above.

Bandit Roid

  • 1-5: Improve Protection by +1, unless it's already at +4 or higher.
  • 6-20: Improve Roid bonus by +2, unless it's already at +8.

Dahl Booster

  • 1-5: Improve Protection by +1, unless it's already at +4 or higher.
  • 6-20: Improve Booster by +1, unless it's already at +3.

Hyperion Amplify

  • 1-5: Improve Recharge by a die type, unless it's already a d12.
  • 6-9: Improve Amplify damage by +2, unless it's already +8.
  • 10-14: Improve Amplify damage by +2, unless it's already +6 or higher.
  • 15-20: Improve Amplify damage by +2, unless it's already +4 or higher.

Maliwan Nova

  • 1-3: Improve blast template size by one step, unless it's already an LBT.
  • 4-8: Improve blast template size by one step, unless it's already an MBT or LBT.
  • 9-12: Improve nova damage by one step on this progression: 3d6, 3d6+2, 3d8, 3d8+2 (the maximum).
  • 13-17: Increase the level of elemental damage done by one, unless it's already at level four.
  • 18-20: Add elemental resistance +2, or improve existing elemental resistance unless it's already at +8.

Maliwan Spike

  • 1-8: Improve spike damage by one step on this progression: 2d6, 2d6+1, 2d8, 2d8+1 (the maximum).
  • 9-17: Increase the level of elemental damage done by one, unless it's already at level four.
  • 18-20: Add elemental resistance +2, or improve existing elemental resistance unless it's already at +8.

Pangolin Turtle

  • 1-12: Improve Protection by +1, unless it's already at +7.
  • 13-18: Improve Recharge by one die type, unless it's already a d12.
  • 19-20: Add elemental resistance +2 (roll for element as per the main table above), or improve existing elemental resistance unless it's already at +8.

Tediore Shield

  • 1-9: Improve Protection by +1, unless it's already at +4 or higher.
  • 10-11: Improve Recharge by one die type, unless it's already a d12.
  • 12-14: Improve Recharge by one die type, unless it's already a d10 or higher.
  • 15-18: Improve Recharge by one die type, unless it's already a d8 or higher.
  • 19-20: Add elemental resistance +2 (roll for element as per the main table above), or improve existing elemental resistance unless it's already at +8.

Torgue Nova

  • 1-11: Improve blast template size by one step, unless it's already an LBT.
  • 12-18: Improve nova damage by one step on this progression: 3d6+2, 3d8, 3d8+2, 3d10 (the maximum).
  • 19-20: Add explosive resistance +2, or improve existing explosive resistance unless it's already at +8.

Torgue Spike

  • 1-5: Improve Protection by +1, unless it's already at +4 or higher.
  • 6-16: Improve spike damage by one step on this progression: 2d6+1, 2d8, 2d8+1, 2d10 (the maximum).
  • 17-20: Add explosive resistance +2, or improve existing explosive resistance unless it's already at +8.

Vladof Absorption

  • 1-5: Improve Protection by +1, unless it's already at +4 or higher.
  • 6-20: Improve Absorption range by one step on this progression: 12, 11-12, 10-12, 9-12 (the maximum).

Animal Companions

You can purchase a shield for your animal companion during downtime. It must be bought special for the animal; you cannot just strap one of yours onto it. Animal shields cost an extra +1 Loot Point; if the animal is larger than Size 0, also add a Loot Point surcharge equal to Size. (For example, a shield for a Size 1 bullymong would cost 2 LP if white, or 3 LP if non-white and randomized.)

To add a shield to a DAW, have it take the Hardware Upgrade Advance (at Seasoned or later).


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