BAE Shields

Main.BAEShields History

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Changed line 153 from:
To add a shield to a DAW, use the '''Gear Upgrade''' Edge.
to:
To add a shield to a [[DAW]], have it take the '''Hardware Upgrade''' Advance (at Seasoned or later).
Added lines 148-153:

!! 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, use the '''Gear Upgrade''' Edge.
Changed lines 107-109 from:
* '''4-9:''' Improve blast template size by one step, unless it's already an MBT or LBT.
* '''10-13:''' Improve nova damage by one step on this progression: 3d6, 3d6+2, 3d8, 3d8+2 (the maximum).
* '''14-17:''' Increase the level of elemental damage done by one, unless it's already at level four.
to:
* '''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.
Changed lines 114-115 from:
* '''1-9:''' Improve spike damage by one step on this progression: 2d6, 2d6+1, 2d8, 2d8+1 (the maximum).
* '''10-17:''' Increase the level of elemental damage done by one, unless it's already at level four.
to:
* '''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.
Changed line 35 from:
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 improvements (if tied, reduce Protection). If this would take Protection below +0 or Recharge below a d4, this result is invalid.
to:
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.
Changed line 35 from:
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 improvements. On a tie, reduce Protection. If this would take Protection below +0 or Recharge below a d4, this result is invalid.
to:
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 improvements (if tied, reduce Protection). If this would take Protection below +0 or Recharge below a d4, this result is invalid.
Changed line 13 from:
* '''13-14 - Pangolin Turtle''' Capacity 2, Protection +3, Recharge d4, Toughness -1
to:
* '''13-14 - Pangolin Turtle''' Capacity 2, Protection +2, Recharge d4, Toughness -1
Changed line 55 from:
Improve Recharge by a die type unless it's already at or above d12.
to:
Improve Recharge by a die type unless it's already a d12.
Changed line 59 from:
Improve Recharge by a die type unless it's already at or above d10.
to:
Improve Recharge by a die type unless it's already a d10 or higher.
Changed line 63 from:
Improve Recharge by a die type unless it's already at or above d8.
to:
Improve Recharge by a die type unless it's already a d8 or higher.
Changed line 35 from:
Improve Capacity by +1 unless it's already at or above Capacity 3 (4 for a Turtle shield). Then either reduce Protection by -1 or reduce Recharge by a die type, targeting whichever has more improvements. On a tie, reduce Protection. If this would take Protection below +0 or Recharge below a d4, this result is invalid.
to:
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 improvements. On a tie, reduce Protection. If this would take Protection below +0 or Recharge below a d4, this result is invalid.
Changed lines 106-107 from:
* '''1-3:''' Improve blast template by one step, unless it's already an LBT.
* '''4-9:''' Improve blast template by one step, unless it's already an MBT or LBT.
to:
* '''1-3:''' Improve blast template size by one step, unless it's already an LBT.
* '''4-9:''' Improve blast template size by one step, unless it's already an MBT or LBT.
Changed lines 120-122 from:
* '''1-13:''' Improve Protection by +1, unless it's already at +7.
* '''14-20:''' Improve Recharge by one die type, unless it's already a d12.
to:
* '''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
.
Changed lines 134-136 from:
* '''1-12:''' Improve blast template by one step, unless it's already an LBT.
* '''13-20:''' Improve nova damage by one step on this progression: 3d6+2, 3d8, 3d8+2, 3d10 (the maximum).
to:
* '''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
.
Changed line 146 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
to:
* '''1-5:''' Improve Protection by +1, unless it's already at +4 or higher.
Changed line 35 from:
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 improvements. On a tie, reduce Protection. If this would take Protection below +0 or Recharge below a d4, this result is invalid.
to:
Improve Capacity by +1 unless it's already at or above Capacity 3 (4 for a Turtle shield). Then either reduce Protection by -1 or reduce Recharge by a die type, targeting whichever has more improvements. On a tie, reduce Protection. If this would take Protection below +0 or Recharge below a d4, this result is invalid.
Changed line 39 from:
Improve Capacity by +1 unless it's already at Capacity 2 (3 for a Turtle shield). Reduce Protection ''or'' Recharge as above.
to:
Improve Capacity by +1 unless it's already at or above Capacity 2 (3 for a Turtle shield). Reduce Protection ''or'' Recharge as above.
Changed line 43 from:
Improve Protection by +1 unless it's already at Protection +6 (+7 for a Turtle shield).
to:
Improve Protection by +1 unless it's already at or above Protection +6 (+7 for a Turtle shield).
Changed line 47 from:
Improve Protection by +1 unless it's already at Protection +5 (+6 for a Turtle shield).
to:
Improve Protection by +1 unless it's already at or above Protection +5 (+6 for a Turtle shield).
Changed line 51 from:
Improve Protection by +1 unless it's already at Protection +4 (+5 for a Turtle shield).
to:
Improve Protection by +1 unless it's already at or above Protection +4 (+5 for a Turtle shield).
Changed line 55 from:
Improve Recharge by a die type unless it's already at d12.
to:
Improve Recharge by a die type unless it's already at or above d12.
Changed line 59 from:
Improve Recharge by a die type unless it's already at d10.
to:
Improve Recharge by a die type unless it's already at or above d10.
Changed line 63 from:
Improve Recharge by a die type unless it's already at d8.
to:
Improve Recharge by a die type unless it's already at or above d8.
Changed line 84 from:
* '''13-15:''' Add Toughness +1, or improve existing Toughness Modifier by +1 unless it's already +2. Reduce Protection as above.
to:
* '''13-15:''' Add Toughness +1, or improve existing Toughness Modifier by +1 unless it's already +2 or higher. Reduce Protection as above.
Changed line 89 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
to:
* '''1-5:''' Improve Protection by +1, unless it's already at +4 or higher.
Changed line 94 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
to:
* '''1-5:''' Improve Protection by +1, unless it's already at +4 or higher.
Changed lines 101-103 from:
* '''10-14:''' Improve Amplify damage by +2, unless it's already +6.
* '''15-20:''' Improve Amplify damage by +2, unless it's already +4.
to:
* '''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.
Changed lines 107-109 from:
* '''4-8:''' Improve blast template by one step, unless it's already an MBT.
* '''9-12:''' Improve nova damage by one step on this progression:
to:
* '''4-9:''' Improve blast template by one step, unless it's already an MBT or LBT.
* '''10-13:''' Improve nova damage by one step on this progression: 3d6, 3d6+2, 3d8, 3d8+2 (the maximum).
* '''14-17:''' 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.

Changed lines 114-116 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
* '''6-20:''' Improve Roid bonus by +2,
unless it's already at +8.
to:
* '''1-9:''' Improve spike damage by one step on this progression: 2d6, 2d6+1, 2d8, 2d8+1 (the maximum).
* '''10-17:''' 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.
Changed lines 120-122 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.
to:
* '''1-13:''' Improve Protection by +1, unless it's already at +7.
* '''14-20:''' Improve Recharge by one die type, unless it's already a d12.
Changed lines 125-127 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.
to:
* '''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.
Changed lines 133-135 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.
to:
* '''1-12:''' Improve blast template by one step, unless it's already an LBT.
* '''13-20:''' Improve nova damage by one step on this progression: 3d6+2, 3d8, 3d8+2, 3d10 (the maximum).
Added lines 138-143:
* '''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

Changed lines 145-150 from:
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.

!!!! Vladof Absorption

* '''1
-5:''' Improve Protection by +1, unless it's already at +6.
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8
.
to:
* '''6-20:''' Improve Absorption range by one step on this progression: 12, 11-12, 10-12, 9-12 (the maximum).
Changed lines 95-96 from:
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.
to:
* '''6-20:''' Improve Booster by +1, unless it's already at +3.
Changed lines 99-101 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.
to:
* '''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.
* '''15-20:''' Improve Amplify damage by +2, unless it's already +4
.
Changed lines 106-107 from:
* '''1-5:''' Improve Protection by +1, unless it's already at +6.
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.
to:
* '''1-3:''' Improve blast template by one step, unless it's already an LBT.
* '''4-8:''' Improve blast template by one step, unless it's already an MBT.
* '''9-12:''' Improve nova damage by one step on this progression:
Changed line 67 from:
Add Elemental Resistance +2 unless Elemental Resistance is already +8. If this is the first time obtaining this result, roll on the table below to determine the element; otherwise increase resistance against the already established element. '''Note:''' For Anshin Adaptive shields, treat this as a roll of 17-20.
to:
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.
Changed line 77 from:
Brand-specific
to:
Brand-specific improvement; roll d20 as instructed below. If you get an invalid result, reroll on ''this'' main table, not the brand-specific one.
Added lines 79-135:

!!!! 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. 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 +6.
* '''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 +6.
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.

!!!! Hyperion Amplify

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

!!!! Maliwan Nova

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

!!!! Maliwan Spike

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

!!!! Pangolin Turtle

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

!!!! Tediore Shield

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

!!!! Torgue Nova

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

!!!! Torgue Spike

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

!!!! Vladof Absorption

* '''1-5:''' Improve Protection by +1, unless it's already at +6.
* '''6-20:''' Improve Roid bonus by +2, unless it's already at +8.
Changed line 37 from:
2-3
to:
2‑3
Changed line 49 from:
6-9
to:
6‑9
Changed line 57 from:
11-12
to:
11‑12
Changed line 61 from:
13-15
to:
13‑15
Changed line 75 from:
17-20
to:
17‑20
Added lines 27-78:
!! Improvements

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

(:table border=1:)
(:head:)
1
(:cell:)
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 improvements. On a tie, reduce Protection. If this would take Protection below +0 or Recharge below a d4, this result is invalid.
(:headnr:)
2-3
(:cell:)
Improve Capacity by +1 unless it's already at Capacity 2 (3 for a Turtle shield). Reduce Protection ''or'' Recharge as above.
(:headnr:)
4
(:cell:)
Improve Protection by +1 unless it's already at Protection +6 (+7 for a Turtle shield).
(:headnr:)
5
(:cell:)
Improve Protection by +1 unless it's already at Protection +5 (+6 for a Turtle shield).
(:headnr:)
6-9
(:cell:)
Improve Protection by +1 unless it's already at Protection +4 (+5 for a Turtle shield).
(:headnr:)
10
(:cell:)
Improve Recharge by a die type unless it's already at d12.
(:headnr:)
11-12
(:cell:)
Improve Recharge by a die type unless it's already at d10.
(:headnr:)
13-15
(:cell:)
Improve Recharge by a die type unless it's already at d8.
(:headnr:)
16
(:cell:)
Add Elemental Resistance +2 unless Elemental Resistance is already +8. If this is the first time obtaining this result, roll on the table below to determine the element; otherwise increase resistance against the already established element. '''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
(:headnr:)
17-20
(:cell:)
Brand-specific
(:tableend:)
Changed lines 7-17 from:
* '''1-2 - Anshin Adaptive:''' Capacity 1, Protection +2, Recharge d4
* '''3-4 - Bandit Roid:''' Capacity 1, Protection +2, Recharge d4
* '''5-6 - Dahl Booster:''' Capacity 1, Protection +2, Recharge d4
* '''7-8 - Hyperion Amplify:''' Capacity 1
, Protection +2, Recharge d4
*
'''9-10 - Maliwan Nova:''' Capacity 1, Protection +2, Recharge d4
* '''11-12 - Maliwan Spike:''' Capacity 1, Protection +2, Recharge d4
* '''13-14 - Pangolin Turtle''' Capacity 1, Protection +2, Recharge d4
*
'''15-16 - Tediore Shield:''' Capacity 1, Protection +2, Recharge d4
*
'''17 - Torgue Nova:''' Capacity 1, Protection +2, Recharge d4
* '''18 - Torgue Spike:''' Capacity 1, Protection +2, Recharge d4
* '''19-20 - Vladof Absorption:
''' Capacity 1, Protection +2, Recharge d4
to:
* '''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 +3, 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

Changed lines 5-43 from:
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).
to:
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
* '''3-4 - Bandit Roid:''' Capacity 1, Protection +2, Recharge d4
* '''5-6 - Dahl Booster:''' Capacity 1, Protection +2, Recharge d4
* '''7-8 - Hyperion Amplify:''' Capacity 1, Protection +2, Recharge d4
* '''9-10 - Maliwan Nova:''' Capacity 1, Protection +2, Recharge d4
* '''11-12 - Maliwan Spike:''' Capacity 1, Protection +2, Recharge d4
* '''13-14 - Pangolin Turtle''' Capacity 1, Protection +2, Recharge d4
* '''15-16 - Tediore Shield:''' Capacity 1, Protection +2, Recharge d4
* '''17 - Torgue Nova:''' Capacity 1, Protection +2, Recharge d4
* '''18 - Torgue Spike:''' Capacity 1, Protection +2, Recharge d4
* '''19-20 - Vladof Absorption:''' Capacity 1, Protection +2, Recharge d4
Changed lines 5-6 from:
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; some also 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; 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!
Changed lines 15-16 from:
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. Some special benefits (but not all) 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, 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
.
Added lines 22-43:

!! 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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Shield protection stacks with the bonus from physical armor.
to:
Shield protection does ''not'' stack with the bonus from physical armor; use whichever is higher.
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This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait). 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.

roll made by the shield's wearer at the beginning of their action
. It ranges from d4 to d12; wildcards add their wild die as usual. If successful, the shield regenerates one wound
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 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.
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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; some also 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 stacks with the bonus from physical armor.

!! 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. Some special benefits (but not all) also work only while the shield is up.

!! Recharge

This is an abstraction of both recharge delay and recharge rate, represented as a die type (like a trait). 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.

roll made by the shield's wearer at the beginning of their action. It ranges from d4 to d12; wildcards add their wild die as usual. If successful, the shield regenerates one wound
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