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Main: DAW

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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.

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.

Special Abilities:

Special Clone Advances

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.

Special Abilities:

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.

Special Abilities:

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:

Special Recon Drone Advances

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:

Special Support Drone Advances

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.)

Special Abilities:

Special Turret Advances


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