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PISTOLS (1/2)

Manufacturer Model Range Dmg AP RoF Shots Weight Notes

Bandit Pistal 10/20/40 2d8 - 1 32 3


Bandit Hed Shoter! 15/30/60 2d8 - 1 26 4
Bandit Ass Beeter! 12/24/48 2d8+1 1 1 24 7 S d6+.
Bandit Magamum! 10/20/40 2d8+1 1 1 28 5
Bandit Ratatater! 10/20/40 2d6+1 - 3 36 7 Auto.
Dahl Repeater 10/20/40 2d8 - 1 16 3 3RB.
Dahl Anaconda 15/30/60 2d8 - 1 13 4 3RB.
Dahl Peacemaker 12/24/48 2d8+1 1 1 12 7 S d6+, 3RB.
Dahl Magnum 10/20/40 2d8+1 1 1 14 5 3RB.
Dahl Negotiator 10/20/40 2d6+1 - 3 18 7 3RB, Auto.
Hyperion Apparatus 10/20/40 2d8 - 1 16 3
Hyperion Vision 15/30/60 2d8 - 1 13 4
Hyperion Leverage 12/24/48 2d8+1 1 1 12 7 S d6+.
Hyperion Impact 10/20/40 2d8+1 1 1 14 5
Hyperion Synergy 10/20/40 2d6+1 - 3 18 7 Auto, Stability.
Jakobs Revolver 10/20/40 2d8+1 1 1 8 3 Revolver.
Jakobs Longarm 15/30/60 2d8+1 1 1 7 4 Revolver.
Jakobs Iron 12/24/48 2d10 2 1 6 7 S d6+, Revolver.
Jakobs Widow Maker 10/20/40 2d10 2 1 7 5 Revolver.
Jakobs Wheelgun 10/20/40 2d8 1 1 9 7 Revolver.
Maliwan Aegis 10/20/40 2d8 - 1 16 3 Elemental Damage.
Maliwan Phobia 15/30/60 2d8 - 1 13 4 Elemental Damage.
Maliwan Torment 12/24/48 2d8+1 1 1 12 7 S d6+, Elemental Damage.
Maliwan Animosity 10/20/40 2d8+1 1 1 14 5 Elemental Damage.
Maliwan Umbrage 10/20/40 2d6+1 - 3 18 7 Auto, Elemental Damage.

1
PISTOLS (2/2)
Manufacturer Model Range Dmg AP RoF Shots Weight Notes

Tediore Handgun 10/20/40 2d8 - 1 16 3 Reloading Grenade.


Tediore Aimshot 15/30/60 2d8 - 1 13 4 Reloading Grenade.
Tediore Powershot 12/24/48 2d8+1 1 1 12 7 S d6+, Reloading Grenade.
Tediore Big Gun 10/20/40 2d8+1 1 1 14 5 Reloading Grenade.
Tediore Quickshot 10/20/40 2d6+1 - 3 18 7 Auto, Reloading Grenade.
Torgue Hand Cannon 5/10/20 2d8+1 - 1 16 3 Explosive Damage, Low RoF.
Torgue Hole Puncher 12/24/48 2d8+1 - 1 13 4 Explosive Damage, Low RoF.
Torgue Rod 10/20/40 2d10 1 1 12 7 S d6+, Explosive Damage, Low RoF.
Torgue Slapper 5/10/20 2d10 1 1 14 5 Explosive Damage, Low RoF.
Torgue Injector 5/10/20 2d8 - 2 18 7 Auto, Explosive Damage, Low RoF.
Vladof TMP 10/20/40 2d8 - 2 24 3 Auto.
Vladof Assassin 15/30/60 2d8 - 2 20 4 Auto.
Vladof Fighter 12/24/48 2d8+1 1 2 18 7 S d6+, Auto.
Vladof Troublemaker 10/20/40 2d8+1 1 2 21 5 Auto.
Vladof Anarchist 10/20/40 2d6+1 - 4 27 7 Auto.

Elemental Damage Low Rate of Fire Revolver

Deals Elemental Damage. The Shooting Mode Improvement cannot be The weapon is considered a Revolver. It can’t
rolled for this weapon. Rapid Attacks, Double Tap use Double Tap, 3 Round Burst and Full Auto ma-
and 3 Round Burst manoeuvers are not available. noeuvers, but it allows the use of Rapid Attacks.
d20 Damage Type

1-5 Corrosive
Reloading Grenade Stability
6-10 Incendiary
Throw weapon like a grenade to reload. Deals Shooting in Full Auto mode is done at -1 in-
11-15 Shock
the same damage as shooting the weapon in a stead of -2.
16-20 Slag Small Burst Template.

2
SUBMACHINE GUNS (1/1)
Manufacturer Model Range Dmg RoF Shots Weight Notes

Bandit smig 15/30/60 2d6 3 56 11 Auto.


Bandit rokgun 15/30/60 2d6+1 3 56 13 S d6+, Auto.
Bandit smgg 20/40/80 2d6-1 3 52 10 Auto, Zoom.
Dahl SMG 15/30/60 2d6 3 28 11 3RB, Auto.
Dahl Fox 15/30/60 2d6+1 3 28 13 S d6+, 3RB, Auto.
Dahl Falcon 20/40/80 2d6-1 3 26 10 3RB, Auto, Zoom.
Hyperion Projectile Convergence 15/30/60 2d6 3 28 11 Auto, Stability.
Hyperion Presence 15/30/60 2d6+1 3 28 13 S d6+, Auto, Stability.
Hyperion Transmurdera 20/40/80 2d6-1 3 26 10 Auto, Stability, Zoom.
Maliwan SubMalevolent Grace 15/30/60 2d6 3 28 11 Auto, Elemental Damage.
Maliwan Trance 15/30/60 2d6+1 3 28 13 S d6+, Auto, Elemental Damage.
Maliwan Gospel 20/40/80 2d6-1 3 26 10 Auto, Elemental Damage, Zoom.
Tediore Subcompact MG 15/30/60 2d6 3 28 11 Auto, Reloading Grenade.
Tediore Special 15/30/60 2d6+1 3 28 13 S d6+, Auto, Reloading Grenade.
Tediore Ace 20/40/80 2d6-1 3 26 10 Auto, Reloading Grenade, Zoom.

Elemental Damage Reloading Grenade Zoom

Deals Elemental Damage. Throw weapon like a grenade to reload. Deals +1 to Shooting roll at Medium Range or higher
the same damage as shooting the weapon in a when not moving during the turn.
Small Burst Template.
d20 Damage Type

1-5 Corrosive
Stability
6-10 Incendiary
Shooting in Full Auto mode is done at -1 in-
11-15 Shock
stead of -2.
16-20 Slag

3
ASSAULT RIFLES (1/2)
Manufacturer Model Range Dmg AP RoF Shots Weight Notes

Bandit Mashine gun 24/48/96 2d6+1 1 2 44 8 Auto.


Bandit Carbene 24/48/96 2d6 1 2 44 9 Auto, Zoom.
Bandit Ass Beeter! 30/60/120 2d6+1 2 2 40 10 S d6+, Auto.
Bandit Spinigun 24/48/96 2d6+1 1 3 54 16 S d8+, Full auto only.
Bandit Rokets! 24/48/96 3d6 - 1 48 11 S d8+, 3 ammo/shot, SBT.
Dahl Rifle 24/48/96 2d6+1 1 2 22 8 3RB, Auto.
Dahl Carbine 24/48/96 2d6 1 2 22 9 3RB, Auto, Zoom.
Dahl Defender 30/60/120 2d6+1 2 2 20 10 S d6+, 3RB, Auto.
Dahl Minigun 24/48/96 2d6+1 1 3 27 16 S d8+, 3RB or Full auto only.
Dahl Grenadier 24/48/96 3d6 - 1 24 11 S d8+, 3 ammo/shot, SBT, 3RB.
Jakobs Rifle 24/48/96 2d8 2 1 11 8 Revolver.
Jakobs Scarab 24/48/96 2d6+1 2 1 11 9 Revolver, Zoom.
Jakobs Rifle 30/60/120 2d8 3 1 10 10 S d6+, Revolver.
Jakobs Gatling gun 24/48/96 2d8 2 1 14 16 S d8+, Revolver.
Jakobs Cannon 24/48/96 3d6+1 1 1 12 11 S d8+, 3 ammo/shot, SBT, Revolver.
Torgue Rifle 24/48/96 2d8 1 1 22 8 Auto, Explosive Damage, Low Rate of Fire.
Torgue Root 24/48/96 2d6+1 1 1 22 9 Auto, Explosive Damage, Low Rate of Fire, Zoom.
Torgue Lance 30/60/120 2d8 2 1 20 10 S d6+, Auto, Explosive Damage, Low Rate of Fire.
Torgue Spitter 24/48/96 2d8 1 2 27 16 S d8+, Explosive Damage, Full auto only, Low Rate of Fire.
Torgue Torpedo 24/48/96 3d6 - 1 24 11 S d8+, 4 ammo/shot, MBT, Low Rate of Fire.
Vladof Rifle 24/48/96 2d6+1 1 3 33 8 Auto.
Vladof Renegade 24/48/96 2d6 1 3 33 9 Auto, Zoom.
Vladof Guerilla 30/60/120 2d6+1 2 3 30 10 S d6+, Auto.
Vladof Spinigun 24/48/96 2d6+1 1 4 41 16 S d8+, Full auto only.
Vladof Rocketeer 24/48/96 3d6 - 2 36 11 S d8+, 3 ammo/shot, SBT.

5
ASSAULT RIFLES (2/2)
Low Rate of Fire Stability Zoom

The Shooting Mode Improvement cannot be Shooting in Full Auto mode is done at -1 in- +1 to Shooting roll at Medium Range and high-
rolled for this weapon. Rapid Attacks, Double Tap stead of -2. er when not moving during the turn.
and 3 Round Burst manoeuvers are not available.

Revolver

The weapon is considered a Revolver. It can’t


use Double Tap, 3 Round Burst and Full Auto ma-
noeuvers, but it allows the use of Rapid Attacks.

6
SNIPER RIFLES (1/2)
Manufacturer Model Range Dmg AP RoF Sh Wgt Notes

Dahl Sniper 40/80/160 2d10 2 1 8 9 S d6+, 3RB, Scope, Snapfire Penalty.


Dahl Strike 50/100/200 2d10 2 1 8 12 S d6+, 3RB, Scope, Snapfire Penalty.
Dahl Terror 40/80/160 2d10 4 1 7 18 S d8+, 3RB, Heavy Weapon, Scope, Snapfire Penalty.
Dahl Scoop 30/60/120 2d10 2 1 9 14 S d6+, 3RB, Semi-auto, Scope, Snapfire Penalty.
Hyperion Sniper Rifle 40/80/160 2d10 2 1 8 9 S d6+, Scope, Snapfire Penalty.
Hyperion Transaction 50/100/200 2d10 2 1 8 12 S d6+, Scope, Snapfire Penalty.
Hyperion Policy 40/80/160 2d10 4 1 7 18 S d8+, Heavy Weapon, Scope, Snapfire Penalty.
Hyperion Competition 30/60/120 2d10 2 1 9 14 S d6+, Semi-auto, Scope, Snapfire Penalty.
Jakobs Callipeen 40/80/160 2d10+1 3 1 6 9 S d6+, Scope, Snapfire Penalty.
Jakobs Chinook 50/100/200 2d10+1 3 1 6 12 S d6+, Scope, Snapfire Penalty.
Jakobs Muckamuck 40/80/160 2d10+1 5 1 5 18 S d8+, Heavy Weapon, Scope, Snapfire Penalty.
Jakobs Diaub 30/60/120 2d10+1 3 1 7 14 S d6+, Scope, Snapfire Penalty.
Maliwan Snider 40/80/160 2d10 2 1 8 9 S d6+, Elemental Damage, Scope, Snapfire Penalty.
Maliwan Jericho 50/100/200 2d10 2 1 8 12 S d6+, Elemental Damage, Scope, Snapfire Penalty.
Maliwan Corinthian 40/80/160 2d10 4 1 7 18 S d8+, Elemental Damage, Heavy Weapon, Scope, Snapfire Penalty.
Maliwan Rakehell 30/60/120 2d10 2 1 9 14 S d6+, Semi-auto, Elemental Damage, Scope, Snapfire Penalty.
Vladof Pooshka 40/80/160 2d10 2 1 12 9 S d6+, Semi-auto, Scope, Snapfire Penalty.
Vladof Bratchny 50/100/200 2d10 2 1 12 12 S d6+, Semi-auto, Scope, Snapfire Penalty.
Vladof Horrorshow 40/80/160 2d10 4 1 11 18 S d8+, Semi-auto, Heavy Weapon, Scope, Snapfire Penalty.
Vladof Droog 30/60/120 2d10 2 2 14 14 S d6+, Auto, Scope, Snapfire Penalty.

7
SNIPER RIFLES (2/2)
Elemental Damage Heavy Weapon Semi-auto

The weapon deals Elemental Damage. The weapon can affect vehicles or other devic- The weapon fires on semi-auto and can take
es with Heavy Armor. advantage of the double-tap rules.

d20 Damage Type


Scope Snapfire Penalty
1-5 Corrosive
6-10 Incendiary +2 to Shooting roll at Medium Range or higher -2 to Shooting roll if moving and shooting
when not moving during the turn. during the same turn.
11-15 Shock
16-20 Slag

8
SHOTGUNS (1/2)
Manufacturer Model Range Dmg AP RoF Shots Wgt Notes

Bandit Skatergun 10/20/40 1-3d6 - 1 14 7


Bandit longer ragne kilier 12/24/48 1-3d6 - 1 12 8 Zoom.
Bandit Stret Sweper 5/10/20 1-3d6 - 2 14 10 2 Barrels.
Bandit Room Clener 3/6/12 1-3d6 - 3 20 12 S d6+, 3 Barrels.
Hyperion Projectile Diversification 10/20/40 1-3d6 - 1 7 7 Stability.
Hyperion Thinking 12/24/48 1-3d6 - 1 6 8 Stability, Zoom.
Hyperion Face Time 5/10/20 1-3d6 - 2 7 10 Stabilty, 2 Barrels.
Hyperion Crowdsourcing 3/6/12 1-3d6 - 3 10 12 S d6+, Stability, 3 Barrels.
Jakobs Scattergun 10/20/40 1-3d6+1 1 1 4 7 Revolver.
Jakobs Longrider 12/24/48 1-3d6+1 1 1 3 8 Revolver, Zoom.
Jakobs Coach Gun 5/10/20 1-3d6+1 1 2 4 10 2 Barrels, Revolver.
Jakobs Bushwack 3/6/12 1-3d6+1 1 3 5 12 S d6+, 3 Barrels, Revolver.
Tediore Home Security 10/20/40 1-3d6 - 1 7 7 Reloading Grenade.
Tediore Sportsman 12/24/48 1-3d6 - 1 6 8 Reloading Grenade, Zoom.
Tediore Double Barrels! 5/10/20 1-3d6 - 2 7 10 2 Barrels, Reloading Grenade.
Tediore Triple Barrels! 3/6/12 1-3d6 - 3 10 12 S d6+, 3 Barrels, Reloading Grenade.
Torgue Bangstick 5/10/20 1-3d6+1 - 1 7 7 Explosive Damage, Low Rate of Fire.
Torgue Stalker 10/20/40 1-3d6+1 - 1 6 8 Explosive Damage, Zoom, Low Rate of Fire.
Torgue Double Lovin’ Pounder 3/6/12 1-3d6+1 - 2 7 10 2 Barrels, Explosive Damage, Low Rate of Fire.
Torgue Three Way Hulk 2/4/8 1-3d6+1 - 3 10 12 S d6+, 3 Barrels, Explosive Damage, Low Rate of Fire.

9
SHOTGUNS (2/2)
2/3 Barrels Reloading Grenade Stability

All barrels must be shot at the same time. Can- Throw weapon like a grenade to reload. Deals Rapid Attacks are made at -1 (only applicable if
cels the shotgun’s +2 Shooting bonus. the same damage as shooting the weapon in a the shotgun has the Auto-Shotgun Improvement).
Small Burst Template.

Low Rate of Fire Zoom


Revolver
The Shooting Mode Improvement cannot be +1 to Shooting roll at Medium Range or higher
rolled for this weapon. The weapon is considered a Revolver. It allows when not moving during the turn.
the use of Rapid Attacks.

10
ROCKET LAUNCHERS (1/2)
Manufacturer Model Range Dmg AP RoF Shots Weight Notes

Bandit Launcher 24/48/96 2d10 10 1 6 20 LBT, 2 ammo/shot, Reloading (1).


Bandit bombabarbardeer 24/48/96 2d10 10 1 8 20 LBT, 2 ammo/shot, Reloading (1).
Bandit Zooka! 24/48/96 3d6+1 15 1 6 28 LBT, 2 ammo/shot, Reloading (2).
Bandit area efect 24/48/96 2d10 10 1 6 23 LBT, 2 ammo/shot, Reloading (1), Zoom.
Maliwan Projectile 24/48/96 3d6 10 1 3 20 MBT, Elemental Damage, Reloading (1).
Maliwan Prowler 24/48/96 3d6 10 1 4 20 MBT, Elemental Damage, Reloading (1).
Maliwan Punishment 24/48/96 3d6+2 15 1 3 28 MBT, Elemental Damage, Reloading (2).
Maliwan Panorama 24/48/96 3d6 10 1 3 23 MBT, Elemental Damage, Reloading (1), Zoom.
Tediore Launcher 24/48/96 3d6 10 1 3 20 MBT, Reloading (1), Reloading Grenade.
Tediore Dispatch 24/48/96 3d6 10 1 4 20 MBT, Reloading (1), Reloading Grenade.
Tediore Bazooka 24/48/96 3d6+2 15 1 3 28 MBT, Reloading (2), Reloading Grenade.
Tediore Spread 24/48/96 3d6 10 1 3 23 MBT, Reloading (1), Reloading Grenade, Zoom.
Torgue boom 24/48/96 3d6 10 1 3 20 MBT, Reloading (1).
Torgue Dee 24/48/96 3d6 10 1 4 20 MBT, Reloading (1).
Torgue Duuurp! 24/48/96 3d6+2 15 1 3 28 MBT, Reloading (2).
Torgue Blaaa 24/48/96 3d6 10 1 3 23 MBT, Reloading (1), Zoom.
Vladof RPG 24/48/96 2d10 10 1 6 20 MBT, Reloading (1).
Vladof Vanquisher 24/48/96 2d10 10 1 8 20 MBT, Reloading (1).
Vladof Hero 24/48/96 3d6+1 15 1 6 28 MBT, Reloading (2).
Vladof Glory 24/48/96 2d10 10 1 6 23 MBT, Reloading (1), Zoom.

11
ROCKET LAUNCHERS (2/2)
Missed shots result in dispersion rolls to de-
Common Properties Elemental Damage termine where the projectile lands.

The weapon deals Elemental Damage.


Hard AP Reloading (X)

Rocket Launchers’ AP only works against hard, d20 Damage Type Reloading a Rocket Launcher takes the number
physical armor. It is useless against Shields. of turns indicated inside the parenthesis. During
1-5 Corrosive
these turns, if the character takes any other ac-
6-10 Incendiary tion, the reloading time is increased by one turn.
Heavy Weapon (HW)
11-15 Shock
The weapon can affect vehicles or other devic- 16-20 Slag Reloading Grenade
es with Heavy Armor.
Throw the weapon like a grenade to reload.
Deals the same damage as shooting the weapon
Snapfire Penalty High Explosive (MBT / LBT) in a Small Burst Template.

- 2 to Shooting roll if moving and shooting The weapon’s damage affects either a Medium
during the same turn. or a Large Burst Template. Creatures inside the Zoom
Burst Template may make an Agility roll at -2 to
get out of the way if their Pace allows them to do +1 to Shooting roll at Medium Range or higher
so. when not moving during the turn.

12
ENERGY SHIELDS (1/1)
Manufacturer Model Cap Reac RR Wgt Notes

Anshin Adaptive 4 d4 1 2 +1 Toughness. 1 level of protection against the last elemental damage suffered.
Bandit Roid 4 d4 1 2 +2 to close combat damage as long as shield’s Capacity is 0.
Dahl Booster 4 d4 1 2 Drops a booster when hit for more than the shield’s current Capacity.
Hyperion Amplify 4 d4 1 2 +1 bonus to damage when shield full. -1 to current Capacity when property is used.
Maliwan Nova 4 d4 1 2 3d6 damage + 1 level of elemental damage to adjacent enemies when Capacity hits 0.
Maliwan Spike 4 d4 1 2 2d6 damage + 1 level of elemental damage to enemies dealing close combat damage.
Pangolin Turtle 5 d4 1 2 -1 Toughness.
Tediore Shield 4 d4+1 2 2
Torgue Nova 4 d4 1 2 3d6 damage to adjacent enemies when Capacity hits 0.
Torgue Spike 4 d4 1 2 2d6 damage to enemies dealing close combat damage.
Vladof Absorption 4 d4 1 2 Roll 1d10, ignore damage on 10.

Dahl Booster Maliwan Elemental Damage

Everytime the character carrying this shield is


hit, and the damage exceeds the shield’s current d20 Damage Type
capacity, a booster is generated and placed on
1-5 Corrosive
an adjacent square. An ally passing through this
square automatically recharges his own shield by 6-10 Incendiary
1.
11-15 Shock
16-20 Slag

13
GRENADE MODS (1/1)
Manufacturer Model Deliv Range Dmg AoE Wgt Notes

Bandit MIRV Standard 5/10/20 3d6 LBT 2


Dahl Bouncing Betty Standard 5/10/20 3d6 MBT 2 Ignores cover from being prone or behind low obstacles.
Hyperion Singularity Standard 5/10/20 3d6 MBT 2 -1 to targets’ evasion rolls.
Maliwan Transfusion Standard 5/10/20 3d6 MBT 2 When a wound is dealt to a target, roll Vigor to heal one wound.
Torgue MIRV Standard 5/10/20 3d6 LBT 2
Vladof Area of Effect Standard 5/10/20 3d6 MBT 2 Deals damage again, plus one level of special damage, at the start of the
targets’ turns.

Vladof Elemental Damage

d4 Damage Type

1 Corrosive
2 Explosive
3 Incendiary
4 Shock

14
RANDOM GEAR GENERATION (1/7)
1. Rolling (or choosing) the item’s 3. Rolling the item’s base model and manufacturer
category
Pistols
Roll when there’s no time or the environment
is unfavorable, choose when the environment is
favorable to finding the just right item. d20 Models

1-4 Handgun (d20)


d20 Category
1-3 Bandit Pistal 4-6 Dahl Repeater 7-9 Hyperion Apparatus 10-11 Jakobs Revolver
12-13 Maliwan Aegis 14-16 Tediore Handgun 17-18 Torgue Hand Cannon 19-20 Vladof TMP
1-4 Pistol
5-6 SMG 5-8 Aimshot (d20)
1-3 Bandit Hed Shoter! 4-6 Dahl Anaconda 7-9 Hyperion Vision 10-11 Jakobs Longarm
7-8 Assault rifle
12-13 Maliwan Phobia 14-16 Tediore Aimshot 17-18 Torgue Hole Puncher 19-20 Vladof Assassin
9-10 Sniper rifle
9-12 Powershot (d20)
11-12 Shotgun
1-3 Bandit Ass Beeter! 4-6 Dahl Peacemaker 7-9 Hyperion Leverage 10-11 Jakobs Iron
13 Rocket launcher
12-13 Maliwan Torment 14-16 Tediore Powershot 17-18 Torgue Rod 19-20 Vladof Fighter
14-15 Grenade mod
13-16 Big Gun (d20)
16-20 Shield
1-3 Bandit Magamum! 4-6 Dahl Magnum 7-9 Hyperion Impact 10-11 Jakobs Widow Maker
12-13 Maliwan Animosity 14-16 Tediore Big Gun 17-18 Torgue Slapper 19-20 Vladof Troublemaker

17-20 Quickshot (d20)


2. Rolling (or choosing) the item’s
1-3 Bandit Ratatater! 4-6 Dahl Negotiator 7-9 Hyperion Synergy 10-11 Jakobs Wheelgun
quality
12-13 Maliwan Umbrage 14-16 Tediore Quickshot 17-18 Torgue Injector 19-20 Vladof Anarchist

Choose when the GM says so, roll otherwise.

d20 Quality

1-12 Green
13-17 Blue / Pink
18-19 Purple
20 Orange

15
RANDOM GEAR GENERATION (2/7)
Submachine guns Assault Rifles

d20 Models d20 Models

1-6 Subcompact MG (d20) 1-4 Assault Rifle (d20)


1-4 Bandit smig 5-8 Dahl SMG 1-4 Bandit Mashine gun 5-8 Dahl Rifle
9-12 Hyperion Projectile Convergence 13-16 Maliwan SubMalevolent Grace 9-12 Jakobs Rifle 13-16 Torgue Rifle
17-20 Tediore Subcompact MG 17-20 Vladof Rifle

7-13 Special (d20) 5-8 Scoped assault rifle (d20)


1-4 Bandit rokgun 5-8 Dahl Fox 1-4 Bandit Carbene 5-8 Dahl Carbine
9-12 Hyperion Presence 13-16 Maliwan Trance 9-12 Jakobs Scarab 13-16 Torgue Root
17-20 Tediore Special 17-20 Vladof Renegade

14-20 Ace (d20) 9-12 Heavy assault rifle (d20)


1-4 Bandit smgg 5-8 Dahl Falcon 1-4 Bandit Ass Beeter! 5-8 Dahl Defender
9-12 Hyperion Transmurdera 13-16 Maliwan Gospel 9-12 Jakobs Rifle 13-16 Torgue Lance
9-12 Tediore Ace 17-20 Vladof Guerilla

13-16 Machinegun (d20)


1-4 Bandit Spinigun 5-8 Dahl Minigun
9-12 Jakobs Gatling gun 13-16 Torgue Spitter
17-20 Vladof Spinigun

17-20 Grenade launcher (d20)


1-4 Bandit Rokets! 5-8 Dahl Grenadier
9-12 Jakobs Cannon 13-16 Torgue Torpedo
17-20 Vladof Rocketeer

16
RANDOM GEAR GENERATION (3/7)
Sniper rifles Shotguns

d20 Models d20 Models

1-5 Basic (d20) 1-5 Basic (d20)


1-4 Dahl Sniper 5-8 Hyperion Sniper Rifle 1-4 Bandit Skatergun 5-8 Hyperion Projectile Diversification
9-12 Jakobs Callipeen 13-16 Maliwan Snider 9-12 Jakobs Scattergun 13-16 Tediore Home Security
17-20 Vladof Pooshka 17-20 Torgue Bangstick

6-10 Extended range (d20) 6-10 Accurate (d20)


1-4 Dahl Strike 5-8 Hyperion Transaction 1-4 Bandit longer ragne kilier 5-8 Hyperion Thinking
9-12 Jakobs Chinook 13-16 Maliwan Jericho 9-12 Jakobs Longrider 13-16 Tediore Sportsman
17-20 Vladof Bratchny 17-20 Torgue Stalker

11-15 Armor-piercing (d20) 11-15 Double-barreled (d20)


1-4 Dahl Terror 5-8 Hyperion Policy 1-4 Bandit Stret Sweper 5-8 Hyperion Face Time
9-12 Jakobs Muckamuck 13-16 Maliwan Corinthian 9-12 Jakobs Coach Gun 13-16 Tediore Double Barrels!
9-12 Vladof Horrorshow 9-12 Torgue Double Lovin’ Pounder

16-20 Semi-automatic (d20) 16-20 Triple-barreled (d20)


1-4 Dahl Scoop 5-8 Hyperion Competition 1-4 Bandit Room Clener 5-8 Hyperion Crowdsourcing
9-12 Jakobs Diaub 13-16 Maliwan Rakehell 9-12 Jakobs Bushwack 13-16 Tediore Triple Barrels!
9-12 Vladof Droog 9-12 Torgue Three Way Hulk

17
RANDOM GEAR GENERATION (4/7)
Rocket launchers 4. Determining the item’s number of
Improvements
d20 Models
The Item’s Rank is fixed by the GM, according
1-4 Basic (d20)
to the party’s Rank and the way the item has been
1-4 Bandit Launcher 5-8 Maliwan Projectile 9-12 Tediore Launcher 13-16 Torgue boom found. Add the Quality’s score to the Rank’s one
17-20 Vladof RPG and you get the number of Improvements to roll
for the item.
5-8 Basic 2 (d20)
1-4 Bandit bombabarbardeer 5-8 Maliwan Prowler 9-12 Tediore Dispatch 13-16 Torgue Dee
17-20 Vladof Vanquisher Quality Score

Good (green) 1
9-12 Powerful (d20)
1-4 Bandit Zooka! 5-8 Maliwan Punishment 9-12 Tediore Bazooka 13-16 Torgue Duuurp! Premium (blue/pink) 2
17-20 Vladof Hero Rare (purple) 3

13-16 Accurate (d20) Legendary (orange) 4


1-4 Bandit area effect 5-8 Maliwan Panorama 9-12 Tediore Spread 13-16 Torgue Blaaa
17-20 Vladof Glory

Rank Score

Seasoned 1
Shields Grenade mods Veteran 2
Heroic 3
d20 Models d20 Models d20 Models Legendary 4
1-2 Anshin Adaptive 13-14 Pangolin Turtle Standard (d20)
3-4 Bandit Roid 15-16 Tediore Shield 1-10 Bandit 11-20 Tediore

5-6 Dahl Booster 17 Torgue Nova 1-4 MIRV (d20)


7-8 Hyperion Amplify 18 Torgue Spike 1-10 Bandit 11-20 Torgue

9-10 Maliwan Nova 19-20 Vladof Absorption 5-8 Dahl Bouncing Betty
11-12 Maliwan Spike 9-12 Vladof Area of Effect
13-16 Hyperion Singularity

18
17-20 Maliwan Transfusion
RANDOM GEAR GENERATION (5/7)
5. Rolling the item’s Improvements

Roll on item specific table. When hitting the limit (L), check the more (M) column and go to the corresponding dice result.

Pistols Submachine guns Assault rifles

d20 Improvements L M d20 Improvements L M d20 Improvements L M

1-3 Damage twice 8 1-2 Damage twice 7 1-2 Damage - 17


4-5 Range twice 14 3 Range twice 15 3-4 Range thrice 15
6-7 Clip capacity - 16 4 Barrels 5 5-6 Clip capacity - 17
8-9 AP twice 1 5-6 Clip capacity - 17 7-10 AP twice 1
10-11 Special damage (d20) 7-8 AP twice 1 11-12 Special damage (d20)
1-4 Corrosive +1 3 8 9-12 Special damage (d20) 1-4 Corrosive +1 3 7
5-8 Shock +1 3 1 1-5 Corrosive +1 3 7 5-8 Shock +1 3 1
9-12 Incendiary +1 d6 8 6-10 Shock +1 3 1 9-12 Incendiary +1 d6 7
13-16 Slag - 1 11-15 Incendiary +1 d6 7 13-14 Slag - 1
17-19 Explosive - 1 16-19 Slag - 1 15-18 Explosive - 1
20 Heavy Weapon - 1 20 Explosive - 1 19-20 Heavy Weapon - 1

12-13 Stability - 4 13-14 Stability - 3 13-14 Stability - 3


14-15 Aiming - 4 15-16 Aiming Zoom 3 15-16 Aiming - 3
16-17 Shooting mode - 6 17-18 Shooting mode - 5 17-18 Shooting mode RoF 4 5
18 Bayonet - d20 19 Rapid Reload - 5 19 Barrels 2 1
19 Rapid reload - 15 20 Bayonet - d20 20 Bayonet - d20
20 Barrels 2 6

19
RANDOM GEAR GENERATION (6/7)
Sniper rifles Shotguns Rocket launchers

d20 Improvements L M d20 Improvements L M d20 Improvements L M

1-2 Damage 2d12 13 1-4 Damage - 17 1-4 Damage once 20


3-4 Range twice 13 5-6 Range twice 15 5-6 Range twice 11
5-6 Clip capacity once 17 7 Clip capacity - 17 7-8 Clip capacity once 16
7-8 AP 4x 9.17 8-9 Critical damage - 1 9-12 Special damage (d20)
9-10 Special damage (d20) 10-11 Special damage (d20) 1-5 Corrosive +1

1-4 Corrosive +1 4 7 1-12 Explosive 6-10 Shock +1

5-8 Shock +1 4 1 13-14 Corrosive +1 11-15 Incendiary +1

9-12 Incendiary +1 d6 7 15-16 Shock +1 16-20 Slag

13-16 Slag - 1 17-18 Incendiary +1 13-15 Aiming - 5


17-20 Heavy Weapon - 7 19-20 Slag
16-17 Weight - 9
11-12 Snapfire penalty - d20 12-13 Auto-shotgun - 7 18-19 Barrels 2 7
13-17 Critical damage - 3 14-15 Aiming Zoom 5 20 Bayonet - d20
18-19 Shooting mode - 5 16 Rapid Reload - 7
20 Bayonet - d20 17-19 Barrels 4 5
20 Bayonet - d20

Shields

d20 Improvements L M

1-5 Capacity 12 11
6-10 Reactivity d12 1
11-15 Recharging rate Cap/2 1
16-20 Special property - 1

20
RANDOM GEAR GENERATION (7/7)
Grenade mods

6. Naming the item


d20 Improvements L M
The name of the item is formed as follows:
1-4 Damage - 5
manufacturer + prefix + model name.
5-6 Area of effect - 1
Manufacturer and model names are covered
7-10 Fuse -2 15
in the previous pages. The easy way to determine
11-14 Special damage (d20) the prefix is to just choose an adjective that fits
1-5 Corrosive +1 +5 1 the spirit of the weapon. This can be done by the
GM, the player who gets the item, or everyone at
6-10 Shock +1 +5 1
the table.
11-15 Incendiary +1 d6 1
16-20 Slag - 1 The nerdy, too complicated for its own sake,
obsessive-compulsive way, is to choose in one of
15 Delivery: Rubberized - 5 the lists from the following pages, depending on
16-18 Delivery - 7 the item’s category and the Improvements that
have been rolled for it. These prefixes are based
19-20 Sticky - 15 on the Borderlands 2 videogame and try to be
faithful to the game while remaining (almost) us-
able for a pen and paper game.

21
ITEM PREFIXES (1/10)
How to pick the right prefix

Guns Shields Grenade Mods

Gun prefixes depend on three things: the For shields, the method to find the right prefix Grenade mod prefixes are dependent on the
gun’s type, its manufacturer and its features. To is almost the same, except for one thing: there are mod’s element, delivery type and stickiness. They
determine a weapon’s prefix, find the table cor- multiple prefixes available for each combination are formed as follows: Stickiness + delivery type +
responding to its type and look at the “Improve- of manufaturer and Improvement. This is because elemental (when other than explosive) prefix.
ments” column. Select the line corresponding to shield prefixes evolve according to the power and
the weapon’s rolled Improvement, and choose quality of the shield. To keep it simple, just choose Grenade mod names examples:
the prefix indicated in the column with the man- the prefix corresponding to the shield’s Rank. • Hyperion Homing Incendiary Singularity
ufacturer’s name. If a weapon has more than
one Improvement, choose the one that has been • Maliwan Sticky Homing Slag Transfusion
rolled the most for this weapon. If there is a draw • Torgue Longbow MIRV
between sevral Improvements, just choose the • Vladof Lobbed Corrosive Cloud
one you want among them.

23
ITEM PREFIXES (2/10)
List of prefixes

Pistol prefixes

Improvement Bandit Dahl Hyperion Jakobs Maliwan Tediore Torgue Vladof

Aiming / Range misles Floated Earnest Straight Shootin' Punctilious Dependable Explicit Righteous
AP / Damage / HW murduerer’s Neutralizing Win-Win Dastardly Potent Super Hard Purging
Bayonet Baynaneted Close Quarters Action Bowie Evisceration Permasharp Thrusting Patriot's
Clip capacity Extendified Loaded Maximized Loaded Surfeit Jam Packed Crammed Unending
Damage: corrosive Crudy Corrosive Base - Trenchant Pine Fresh - Caustic
Damage: incendiary Fire Fire Incendiary Hot Button - Inflammatory Red Hot - Burning
Damage: shock Zapper Sapping Energizing - Electrified Energizing - Discharge
Damage: slag Slaged Amped Amplified - Scoria Disinfecting - Slag
Double barrel Dubble Twin Redundant Two Fer Binary Two for One Double Penetrating Dva
Shooting mode Rapider React Dynamic Trick Shot Expeditious Peppy Intense Vengeful
Stability Marxmans Tactical Core Gunstock Elegant Clean Stiff Resolute

24
ITEM PREFIXES (3/10)
Submachine gun prefixes

Improvement Bandit Dahl Hyperion Maliwan Tediore

Aiming / Range Akurate Deft Analytical Guileless Guaranteed


AP / Damage Murduring Stopping Rightsizing Consummate Hefty
Bayonet Cuting Bladed Cutting Edge Acuminous Perma-Sharp
Damage: corrosive Crudy Corrosive Base Caustic Pepperment
Damage: incendiary Fire Fire Incendiary Hot Button Fervid Toasty
Damage: shock Zapper Sapping Energizing Storming Sparkling
Damage: slag Slaged Amp Amplified Feculent Biodegradable
Range / Shooting mode Bulets Go Fasterified Flying Proactive Impetuous Brisk
Reload speed Agresive Skirmish Social Apt Refill
Stability Ballanced Stoic Corporate Lucid Quality

25
ITEM PREFIXES (4/10)
Assault rifle prefixes

Improvement Bandit Dahl Jakobs Torgue Vladof

Aiming / Range Akurate Scout Deadshot Rigorous Severe


AP / Damage / HW Nassty Attack Boss Nasty Ferocious
Bayonet Nifed Breach Razor Stabbing Skewering
Clip capacity Expandifide Onslaught Flush Plump Expansive
Damage: corrosive Crudy Corrosive - - Corrosive
Damage: incendiary Fire Fire Incendiary - - Hot
Damage: shock Zapper Sapping - - Sapping
Damage: slag Slaged Amp - - Slag
Range Fast Bulets Deep Cowboy Slippery Swift
Shooting mode Wyld Asss Feral Wild Wild Rabid
Stability Taktikal Patrol Horse Rhythmic Resolute

26
ITEM PREFIXES (5/10)
Sniper rifle prefixes

Improvement Dahl Hyperion Jakobs Maliwan Vladof

AP / Damage / HW Pacifying Auditing Skookum Barking Gromky


Bayonet Cartel Contingent Tl'kope Sublime Britva
Clip capacity Operational Resource Hyiu Monstrous Bolshy
Critical damage Night Venture Tumtum Gentleman's Razrez
Damage: corrosive Nerve Residual - Bumblebroth Splodge
Damage: incendiary Phosphor Thermogenic - Scarlet Phospher
Damage: shock Shock Energy - Zooks Strack
Damage: slag - Diffusion - Deuced Bolnoy
Range Surgical Longitudinal Siah-siah Dandy Zammechat
Shooting mode Suppressive Operational Klook Banbury Skorry
Stability Liquid Cohesion Chikamin Fashionable Dobby

27
ITEM PREFIXES (6/10)
Shotgun prefixes

Improvement Bandit Hyperion Jakobs Tediore Torgue

Aiming / Range Sketer Potential Huntin' Original Potent


AP / Damage / Shooting mode Assssult Practicable Rustler's Gentle Casual
Bayonet Slising Restructuring Barbed Swiss Bad Touch
Clip capacity Drumed Scalable Sidewinder Extra Large Desperate
Critical damage Critikal Hit Critical Doc's Royal Juicy
Damage: corrosive Crudy Industrial - Spring Time -
Damage: incendiary Fire Fire Clement - Sunny -
Damage: shock Zapper Conductive - Blue Light -
Damage: slag Slaged Negative - Boosted -
Reload speed + Quik Loadeder Reactive Texas Basic Impetuous
Other / Various Redy Stedy Social Well Kept New and Improved Sinewy

28
ITEM PREFIXES (7/10)
Rocket launcher prefixes

Improvement Bandit Maliwan Tediore Torgue Vladof

Aiming / Range Snyper Pertinent Ultraprecise gaa dunk ga Victorious


Bayonet gratuitius Proximate Multi-Use pokee doke Revolt
Clip capacity Roket Pawket Plentious Bonus Deep a Worker's
Damage Big Puissant Large derp Rugged
Damage: corrosive corodoe Paraquat Fungicide - Virulent
Damage: incendiary Hunka burnin Pyroclastic Toasty - Red
Damage: shock Shoky Paraelectronomic Sparkling - Shock
Damage: slag Slaged Purulence Disinfecting - Opposing
Range Speeedee Punitory Rocket Speed Fidle Dee Partisan
Shooting mode Rappid Predacious Bustling dum pa Turbulent
Weight Quik Drawler Parataxis Swapper's Fwap A Moscovite's

29
ITEM PREFIXES (8/10)
Shield prefixes (1/2)

Improvement Anshin Bandit Dahl Hyperion Maliwan Nova Maliwan Spike

Balanced Stable - Doughboy Synergistic Elegant Cultured


Capacity N Terminal N Meate N Brigworthy N Downsized N Frail N Quaggy
S Inferior S Crumy S Improvised S Outsourced S Feeble S Delicate
V Maximal V Tuff V Bulletproof V Commendable V Unwavering V Inflexible
H Superior H Stoppiest H Phalanx H Maximized H Steadfast H Adamantine
L Diagnostic L Biger L Roughneck L Consolidated L Majestic L Majestic

Delay N Ligated N Y So Lonng N Goat Rope N Tabled N Inert N Loitering


S Occluded S Waite-ee S Thumbsucking S Bureaucratic S Supine S Dawdling
V Patent V Qik Startr V Frosty V Efficient V Pressing V Dashing
H Hyper H Go Nowe H Low Drag H Incentivized H Paramount H Exigent
L Vital L Less Waite L Wide Eyed L Competent L Eager L Ardent

Rate N Anemic N Slo N NO-GO N Recessive N Listless N Ponderous


S Dilatory S Whish Fastr S Slow Mover S Deliberate S Lethargic S Cautious
V Augmented V Charje Fasst V Double Time V Expeditious V Winged V Brisk
H Intensified H Spazz H Blitz H Agile H Mercurial H Rapid
L Invasive L Gud Charjer L PDQ L Streamlined L Fleet L Lively

30
ITEM PREFIXES (9/10)
Shield prefixes (2/2)

Improvement Pangolin Tediore Torgue Nova Torgue Spike Vladof

Balanced Symmetrical Classic Totally Adequate Evened Up Socialized


Capacity N Cracked N My First N Wussified N Junked Up N Traitorous
S Brittle S Kiddie S Tore Up S Jacked Up S Meek
V Chitinous V Supersized V Macho V Manned Up V Righteous
H Carapaced H Jumbo H Monster H Stoked Up H Unyielding
L Armored L Expanded L Chiseled L Beefed Up L Unbroken

Delay N Dormant N Leaden N First Gear N Slackin' N Apathetic


S Hibernating S Steady S Slow Lane S Slumpin' S Torpid
V Snapping V Quick V Turbo V Rockin' V Ever-Alert
H Pouncing H Instant H Hi Octane H Ragin' H Vigilant
L Anxious L Fast Acting L Supercharged L Rollin' L Watchful

Rate N Plodding N Cut Rate N Elderly N Crawlin' N Cowardly


S Sluggish S Leisurely S Slow-Ass S Slowin' S Timid
V Nimble V Speedy V Acceleratin' V Pumpin' V Momentous
H Sprinting H Express H Screamin' H Racin' H Revolutionary
L Spry L Quick Charge L Haulin' L Cruisin' L Mobilized

31
ITEM PREFIXES (10/10)
Grenade mod prefixes

Normal Prefix Bandit Prefix

Sticky Stiky
Sticky + Lobbed Throw’n Stik
Rubberized Bowncy
Lobbed Throwin
Longbow Lungbomm
Homing Hummin
Corrosive Asidy
Incendiary burnin
Shock Lectrik
Slag sluj

32
GUN IMPROVEMENTS (1/3)
Aiming Barrels Bayonet

Adds one barrel to the weapon. Effects vary


Zoom (+1) depending on its type. No bayonet
Scope (+2) Bayonet (Str+d8), Weight +1
Super-bayonet (Str+d10), Weight +2
Assault Rifles, Pistols & SMGs

AP The weapon deals +1 damage and uses 2 ammo


per shot. Clip capacity
Gun’s AP value increases by one.

Rocket Launchers x1,5


Auto-Shotgun x2
Deals damage in a Large Burst Template, uses x3
Weapon can now use rapid attacks. 2 ammo per shot.

Shotguns A Rocket Launcher’s weight also increases by


one for each ammo added to the clip.
Follows tthe standard rules fot shotguns, but
all the barrels must be fired at once.
Critical Damage
A shotgun can never have more barrels than its
Clip Capacity.
d6
Each new barrel adds 1 to the shotgun’s weight. d8

4-barreled shotguns have the following spe- d10


cific names depending on their manufacturer: d12
Bandit oberkil!, Hyperion Development, Jakobs
Quad, Tediore Shotgun Supreme!, Torgue Ravag-
er.

33
GUN IMPROVEMENTS (2/3)
Damage Rockets Low Rate of Fire (Hindrance)

The Shooting Mode Improvement can’t be


Bullets 3d6 rolled anymore.
4d6
Rapid attack, double tap and 3 round bursts
2d6-1 4d6+1 are not available and the weapon’s Rate of Fire is
2d6 4d6+2 reduced by one (minimum: 1).
2d6+1 4d8*
2d8 4d8+2* Range
2d8+1 4d10*
2d10 2/4/8
2d10+1 3/6/12
2d12 * The weapon’s weight is increased by its Clip 5/10/20
Capacity value.
10/20/40
12/24/48
Gun Grenades Shotgun Shells 15/30/60
20/40/80
3d6 3d6/2d6/1d6 24/48/96
3d6+1 3d6+1/2d6+1/1d6+1 30/60/120
3d6+2 3d8/2d8/1d8 40/80/160
3d8 50/100/200
3d8+1
3d8+2
3d10 Rapid Reload
Limited Ammo (Hindrance)
Allows the user to ignore any multi-action pen-
The weapon’s Clip Capacity is halved (rounded alty that may be caused by reloading the weapon.
up). Every time the weapon gets an Improvement
increasing its Clip Capacity, it is only increased by
one. All other details from the Improvement are
ignored.

34
GUN IMPROVEMENTS (3/3)
Shooting Mode Special Damage Stability

Special damage level is increased by one. The first time this Improvement is rolled for a
Semi-automatic weapon, shooting it full auto only results in a -1
3 round burst Explosive and Slag damage only have one level. penalty instead of the usual -2.
Full auto - RoF 2 Incendiary damage follows the scale below. The second time it is rolled, or if the weapon
Full auto - RoF 3 already has the full auto penalty reduction, rap-
Full auto - RoF 4 id attack rolls made using this weapon are now
+1d4 made at -2 instead of the usual -4.
Full auto - RoF 5
+1d4+1
+1d6 Weight
Revolvers can’t roll this Improvement. +1d6+1
+1d8 The weapon’s weight is halved (round up).Ab-
sorption (Vladof)
Snapfire Penalty
When someone carrying an Absorption shield
If the weapon is a SMG, its name changes ac- is hit, he rolls 1d10 before figuring out the dam-
-2 cording to the table below. age. If he gets a 10, the damage is simply ignored.
-1
0

35
SHIELD SPECIAL PROPERTIES (1/1)
Adaptive (Anshin) Nova (Maliwan or Torgue) Spike (Maliwan or Torgue)

+1 Toughness. Also, when the character is hit When a Nova Shield’s Capacity is reduced to As long as a Spike Shield is enabled, all enemies
with special damage, he will ignore one level of zero, all enemies adjacent to the character car- suffer 2d6 damage every time they inflict close
the same damage starting from the next time he rying it suffer 3d6 damage. If the Nova Shield is combat damage to the character carrying it. If
is hit and ending when he is hit by another type of a Maliwan, the enemies also suffer one level of the Spike Shield is a Maliwan, enemies also suffer
special damage. special damage corresponding to the shield’s ele- one lever of special damage corresponding to the
ment (roll a d4 on the table below to know which shield’s element (roll a d4 on the table for Nova
one). shields to know which one).
Amplify (Hyperion)

When fully charged, grants a +1 bonus to dam- d4 Damage Type Tediore (Tediore)
age to the character carrying it. When this addi-
1 Corrosive
tional damage is inflicted, the shield’s Capacity is The base stats of a Tediore shield are simply
temporarily reduced by 1, and the shield is con- 2 Incendiary different from the Standard Shield:
sidered Disabled.
3 Shock
Reactivity +1 (for example, d4 becomes d4+1).
4 Slag
Booster (Dahl) Recharging Rate +1.

Everytime a character carrying a Booster Capacity -1 (minimum 4).


shield is hit, and the damage from that hit exceeds Roid (Bandit)
the shield’s current capacity, a booster is generat-
ed and placed on an adjacent square. An ally pass- As long as a Roid Shield’s current Capacity is Turtle (Pangolin)
ing through this square automatically recharges equal to zero, the character carrying it gains a +2
his own shield by an amount equal to the Booster bonus to damage dealt in close combat. Turtle Shields have a +1 bonus to their Capac-
shield’s Recharging Rate. This doesn’t re-enable a ity, but the characters carrying them suffer a -1
disabled shield, though. penalty to their Toughness.

37
SHIELD IMPROVEMENTS (1/2)
Damage: Nova damage increases by one step.
Capacity Adaptive

Capacity +1. 3d6


d4 MOD. Limit MoRE
3d6+2
1-2 Protection 5 3 3d8
Reactivity
3-4 Toughness +3 1 3d8+2
3d10
d4-2
d4 Protection : ignores one additional level of ele-
mental damage (up to 5 levels). Each damage increase also increases by one
d6 the level of elemental damage the nova inflicts.
d8 Toughness: +1 to Toughness (up to +3).
d10 Area of Effect: area of effect increases by one
step:
d12 Amplify

Bonus damage: +1. Capacity loss when getting Adjacent foes


Recharging Rate the bonus: +1. Maximum for both values: +3. Medium Burst Template

Recharging Rate +1. Maximum : half the Large Burst Template


shield’s Capacity. Booster

Boosters effect +1. Maximum: 3. Special Damage Resistance: as long as the


Special Property shield’s current Capacity is above 0, the character
ignores special damage of the shield’s nova type
Nova up to the number of levels indicated in the table.
Absorption

d8 MOD. Limit More Negates one level


10 1-3 Damage 3d10 6 Negates two levels
9-10 4-7 Template LBT 1 Negates three levels
8-10 8 Special DR - 1 Complete immunity

39
SHIELD IMPROVEMENTS (2/2)
Each increase in the damage level also increas-
Roid es by one level the elemental damage inflicted by
the spike. The level of elemental damage dealt by
Close combat damage +1 when the shield is the spike can never increase beyond 5.
empty. Maximum: +4.
Special Damage Resistance: as long as the
shield’s current Capacity is above 0, the character
Spike ignores special damage of the shield’s nova type
up to the number of levels indicated in the table.

d4 MOD. Limit More

1-3 Damage 2d12 5 Negates one level

4 Special DR - 1 Negates two levels


Negates three levels
Complete immunity
Damage: Spike damage increases by one step.

Turtle
2d6
2d6+1
Toughness Capacity
2d8
-1 +1
2d8+1
-1 +2
2d10
-2 +4
2d10+1
2d12
Maximum Capacity: 12.

40
GRENADE MOD SPECIAL PROPERTIES (1/1)
Area of Effect (Vladof) Bouncing Betty (Dahl) Singularity (Hyperion)

When a grenade with this Mod is used, all The grenade uses Savage Worlds’ rules for Evade rolls made by the targets of this kind of
creatures ending their turn or moving inside the bouncing betties. See page 50 of Savage Worlds grenade suffer an additional -1 penalty, for a to-
zone covered by the Burst Template suffer the Deluxe. tal of -3 (if no other specific modifier comes into
grenade’s damage again. When this happens, add play).
one level of special damage to the grenade’s stan-
dard damage. The special damage type must be MIRV (Bandit, Torgue)
rolled on the table below when the Mod gets this Transfusion (Maliwan)
Special Property. The grenade’s area of effect is improved by one
step on the following scale: When a Transfusion grenade deals at least
This effect lasts until the start of the thrower’s one wound to a target, the character who threw
next turn. it may make a Vigor check. If he succeeds, he in-
Small Burst Template stantly heals one of his own wounds.
Medium Burst Template
d6 Damage Name
Large Burst Template
1-2 Corrosive Cloud
3-4 Shock Tesla
5-6 Incendiary Fire Burst

41
GRENADE MOD IMPROVEMENTS (1/1)
Area of Effect Rubberized Fuse

There must be a clear line between the char- -1 penalty to the evasion roll of the targets.
Small Burst Template acter throwing the grenade and his target, as if
Medium Burst Template he were shooting a gun. Targets inside the Burst
Large Burst Template Template are granted a +1 bonus to their dive for Special Damage
cover roll.
One additional level of special damage.
When a random generation roll affects this
throw to a grenade mod, any future Improvement
Damage roll resulting in a throw Improvement must be Sticky
considered as a damage Improvement instead.
+1 bonus to Throwing roll. Can be attached to
3d6 Regardless of this, the grenade mod also gets any surface, whether manually or when thrown-
3d6+2 two additional rolls on the Improvement table. ing them.
3d8
3d8+2 Standard
3d10
The grenade is thrown normally, using the
standard rules.

Delivery
Longbow
Rubberized The grenade’s range is increased by one step
Standard on the Guns Range Improvement table (see page
64).
Longbow
Homing
Homing

The grenade’s range is increased by one step


on the Guns Range Improvement table (see page
64). and the character throwing it gets a +1 bo-
nus to his roll.

42

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