DAW

Return to BAE Borderlands Adventure Edition


Note: These rules prioritize balance between the DAW types and consistent rules over capturing the exact mechanics of the video game. For example, Replaceable Resources went from an inherent part of clones to an add-on that any DAW can take.

When you take the Digistructed Autonomous Weapon (DAW) Edge, choose one of the autonomous weapon options below. As an action, you may digistruct this autonomous weapon in an adjacent space; it can act on your next turn. It acts on your initiative and lasts until you dismiss it (as an action), it's destroyed, or you lose consciousness or die. If voluntarily dismissed, the delay until it can be resummoned is equal to the last time it stayed digistructed (minimum one minute); for example, if you summoned a clone for 45 minutes before dismissing it, you would have to wait 45 minutes before digistructing it again. If it left involuntarily, the delay is five times longer (minimum one hour).

Your DAW is an Extra, though once you become Heroic you have the option of taking the DAW Edge again to make it a Wildcard. Regardless, it has no Bennies, but you may spend your own Bennies on its actions. It Advances once for every two of your Advances; this applies retroactively if you add the DAW Edge later in your career (e.g., if you add DAW as your 11th Advance, your DAW starts with five Advances.)

All DAWs are mute Constructs. They get +2 to recover from being Shaken, ignore one level of Wound modifiers, don't breathe, and are immune to disease and poison. They materialize with ammo equal to your maximum ammo count (this is digistructed ammo; they cannot share it with you).

Special DAW Advances

When a DAW advances, you may choose from the usual options (e.g., raising an attribute, bumping two skills, or adding an Edge), or one of the special options that make sense only for a digistructed weapon. The options below fit any DAW (unless an exception is noted); in addition, form-specific Advances can be found beneath the different types of DAW.

  • Blast: (Seasoned; any but support drone.) Once per materialization, the DAW may generate a nova-style blast as the only action it takes that turn. This does 3d6 damage to all non-allies in an MBT centered on itself. The build-up to the blast is obvious, so it may be evaded.
  • Hardware Upgrade: (Varies; any.) Either add a new piece of white gear to the DAW or upgrade the quality of one piece of gear to a maximum of purple. (Read the DAW's description to see how this works for that model.) You may choose the improvements rather than rolling randomly. The gear is Novice quality regardless of your actual Rank, unless you take the DAW Edge again to improve this (see BAE Edges). This Advance is Novice for most gear, but Seasoned to add a shield, Veteran to add a grenade mod or sniper rifle, and Heroic to add a rocket launcher.
  • Loyal Weapons: (Novice; any but drones or turret.) The DAW may derez and re-digistruct its weapons with a thought. This makes it impossible to disarm (the weapons just reappear in its hands) and allows it to swap weapons as a free action.
  • Mag Lock: (Seasoned; any but drones.) Your DAW can be deployed on walls or ceilings. If not a turret, it can also move on these surfaces.
  • Replaceable Resources: (Novice; any.) When your DAW is destroyed, it reforms next to you automatically next combat turn instead of counting as destroyed! Reforming counts as all of its actions that turn. It is not a new "materialization" for the purpose of "once per materialization" abilities. The downside to this ability is that it drastically increases the effort your control systems must put forth; while the DAW is active, you are at -1 to all rolls. This penalty is cumulative if you have multiple active DAWs with this feature! You cannot turn this ability off.
  • Shield Repair: (Seasoned; any.) As the only action it takes that turn, the DAW may restore the shields of one subject within 6". The shield wearer makes an immediate Recharge roll at +2, and recovers a minimum of 1 Capacity (even on a failure).
  • Supply Drop: (Novice; any.) Your DAW comes with gifts from the company. When your DAW first materializes, one person adjacent to it may refill one ammo counter to full (for free).

Clone

Clones look like obviously holographic projections of their owner. Like all DAWs, they cannot truly speak, but their owner can record up to a dozen quips that the clone will play randomly while fighting (or doing anything); this is reflected in their Taunt skill.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Athletics d6, Fighting d6, Notice d6, Shooting d6, Taunt d6.

Pace: 6", Parry: 5, Toughness: 5 (5 + 0)

Gear: One white pistol, SMG, assault rifle, or shotgun. By default, this is a Hyperion Vision (see below). The clone is treated as a normal character for the purpose of multiple weapons; e.g., it can carry a varied loadout, but must swap weapons as usual.

  • Hyperion Vision: ((INSERT STATS))

Special Abilities:

  • Construct.

Special Clone Advances

  • Bodyguard: (Veteran.) This clone looks like you, not just a holographic projection. When you're hit by an attack, instead of rolling to Soak, you may spend a Benny to declare that your clone took the hit instead. If this destroys the clone, it cannot use this ability again this fight (this only matters if it has Replaceable Resources, above).

Combat Robot

This robot is a monster in melee, though some owners eventually upgrade it with ranged capabilities.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8

Skills: Fighting d6, Intimidation d6, Notice d4.

Pace: 6", Parry: 5, Toughness: 10 (6 + 4)

Gear: One white melee weapon. By default, this is a Dahl Halberd (see below), though Gaige's Deathtrap has Dahl Handclaws. The robot is treated as a normal character for the purpose of multiple weapons; e.g., it can carry a varied loadout, but must swap weapons as usual.

  • Dahl Halberd: Str+d8, Reach 1, 2 hands.

Special Abilities:

  • Armor +4.
  • Construct.
  • Hover. Ignores difficult terrain (solid only, not water, etc.).

Drone, Attack

All drones have extendable manipulators for opening doors, grabbing Quest Items, etc. The attack drone focuses on staying mobile and dealing damage.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d6

Skills: Athletics d6, Notice d4, Shooting d8.

Pace: 12" (Flight), Parry: 2, Toughness: 9 (5 + 4)

Gear: One white pistol, SMG, assault rifle, or shotgun. By default, this is a Dahl Rifle (see below). The drone can be upgraded with multiple weapons, but can only use one at a time (no swapping), as determined by the owner when first summoning the drone. A drone upgraded with grenades can drop them using Athletics, at the usual -2 unless its main weapon is just a pistol.

  • Dahl Rifle: ((INSERT STATS))

Special Abilities:

  • Armor +4.
  • Construct.
  • Dodge. Ranged attacks against the drone are made at -2.
  • Oversized Clip. Never needs to reload. Other types of drone have this ability as well if equipped with a weapon.

Drone, Recon

The recon drone excels at aerial reconnaissance, gathering information for its owner.

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d4, Vigor d6

Skills: Athletics d6, Notice d6+2, Stealth d8.

Pace: 12" (Flight), Parry: 2, Toughness: 6 (4 + 2)

Gear: Infrared audio/video camera. This drone can be upgraded with ranged weapons as for an attack drone, but attacking causes its Adaptive Paint ability to drop; it cannot be reactivated until the drone's next turn.

Special Abilities:

  • Adaptive Paint. The drone can maintain partial invisibility by rolling against Stealth each turn, at -2 if moving (no penalty if still). Success gives others -4 on rolls to Notice or attack the drone; a raise gives -6.
  • Armor +2.
  • Construct.
  • Size -1.

Special Recon Drone Advances

  • Complete Invisibility: (Veteran.) Adaptive Paint no longer takes -2 to Stealth if moving. In addition, if the recon drone is equipped with a weapon, after attacking it may attempt to reestablish Adaptive Paint; however, it must reserve an action to do so and takes the usual multi-action penalties.

Drone, Support

The support drone backs its owner up defensively. Popular advances include the Repair skill and Shield Repair ability, gradually upgrading the drone into a full surveyor.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d6

Skills: Athletics d6, Healing d6.

Pace: 12" (Flight), Parry: 2, Toughness: 9 (5 + 4)

Gear: Infrared audio/video camera. This drone can be upgraded with ranged weapons as for an attack drone, but it is not designed for assault combat; while so equipped, all of its rolls are at -1.

Special Abilities:

  • Armor +4.
  • Construct.
  • Healing Nanobots. The drone can project healing nanobots at any subject within 6", but this is the only action it can take this turn. The drone makes a Healing roll at the subject's current Wound penalty; success heals one Wound on a success or two on a raise, though it can only fix damage taken within the past hour.

Special Support Drone Advances

  • Combat Support: (Novice; Hardware Upgrade.) The support drone is rebuilt to accommodate both weapons and its healing systems; it is no longer penalized for being equipped with a weapon.
  • Digidealer: (Veteran.) The drone's Healing Nanobots can now inject various drugs and toxins in allied and enemy organisms (not robots). Roll against the drone's Healing (as its only action this turn) to boost or lower one of the target's Traits (attributes or skills) by one die type, or two with a raise. Boosted traits last for five combat rounds (about half a minute out of combat). Lowered traits cannot go below d4 (attribute) or d4-2 (skill); the victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of each of his turns, with each success and raise restoring a die type. Digidealer effects do not stack.

Turret

The only DAW incapable of movement or manipulation of any sort, with its full focus on "being a gun."

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d8 (for Min Str purposes), Vigor d8

Skills: Notice d4+2, Shooting d8.

Pace: 0", Parry: 2, Toughness: 11 (7 + 4)

Gear: One white pistol, SMG, assault rifle, or shotgun. By default, this is a Dahl Minigun (see below). While the owner can upgrade this with as many weapons as she wants, she must choose which two are equipped when the DAW is summoned. (Before equipping the turret with a grenade mod, which does count as one of the two equipped weapons, it is strongly recommended that you first add the Combat Slinger Edge.)

  • Dahl Minigun: ((INSERT STATS))

Special Abilities:

  • Armor +4.
  • Cover. The turret can be used (by anyone) as light cover.
  • Oversized Clip. Never needs to reload.
  • Rugged Construct. As for Construct, but it is completely immune to becoming Shaken.
  • Size +1.

Special Turret Advances

  • Dual Targeting System: (Veteran; Hardware Upgrade.) The turret ignores 2 points of multi-action penalties each turn, as long as it is attacking with two different weapons.

Return to BAE Borderlands Adventure Edition