Rules Questions

Categories

Rules Clarification
Sourcebook Errors
Optional Rules

Rules Clarification

Bunkers and Badasses

Skeletons are not immune to Incendiary or Shock Damage, but they do not take extra Damage from those elements.

If a player is choosing to Hold Actions, they are waiting to act until a specific requirement is met and then they take their entire Turn at that time. They cannot take some actions in their normal Initiative and then Hold the rest of their Actions.

If a player is adjacent to the Target, they will Handoff the Item (and generate 1 Mayhem). If a player is 1 or more Squares away from their Target, they will attempt to Throw the Item using the Throw rules.

Yes. All Grenades deal splash damage by default (meaning Targets in squares adjacent to the grenade explosion take half damage). Torgue’s Splash grenades (pg. 88) deal full splash damage, meaning all targets adjacent to the grenade take full damage instead of half.

A Target attacking from Partial Cover gets -3 to Ranged Attacks.
A Target attacking from Full Cover gets -8 to Ranged Attacks.
Attacking a Target in Partial Cover gives -3 to the Attack Roll Attacking a Target in Full Cover gives -8 to the Attack Roll.

At the End of Turn step, If a player hasn’t taken Shield Damage, they gain Shield Recharge. If a player hasn’t taken Health Damage, they gain Health Regen.

Yes. The action skill should read: Gunzerker gains the abilitity to wield 2 equipped Guns at once for 2 Turns. Each Turn the Gunzerker gets a Ranged Attack with both Guns at a single Target. While Gunzerking, Gunzerker gains Health Regen (even if they have taken damage this Turn).

Each Enemies rating of how Badass they are in the world of Pan’dorah. Used when spawning Enemies and when determining Initiative Order.

Each Vault Hunter’s rating of how Badass their character is based on things they have done or accomplished. Used when performing Badass Moves and when rolling Initiative.

When resolving a succesful Badass Move, the player walks through the Actions they laid out in their description and performs them using their Badass Stats. Any Actions from Assists are also resolved using the Badass Stats (but all other Actions for the round do not get the benefit of Badass Stats for Assisting players).

Gain 1+MST Mod to your DMG Mod when Attacking from behind. +1 DMG Mod/SL against an Enemy that Attacked an ally this or the previous turn. +1/SL on Sneak Check.

Roll an extra D20 for Accuracy Checks and take the higher result. This includes Ranged and Melee Attacks, as well as Throwing Items or Grenades.

+2 on Initiative Rolls if you have an Elemental Gun equipped.

When an Elemental Gun is bought or generated, increase the roll on the Element Table by 20%.

Choose a Guild. Once on each of your Turns, gain Extra Attack if your equipped gun is from that Guild.

Gain X to your Shield Capacity, where X is equal to your SPD Mod times 5.

For groups with more than 4 Vault Hunters, the BM may wish to reduce the XP rewards from Quests to make sure the party progresses at a steady pace.

Interact
Pick up Item : 5
Lift Gate: 10
Lift Building: 100

Talk
Get Quest – 5
Lie to Guard- 10
Inception Guard – 28

Insight
World Lore – 5
Riddles – 10
Universal Truth – 40

Sneak
In Shadow – 5
In Daylight – 10
In a Backpack – 60

Search
Find Loot – 5
Find Passages – 10
Find Purpose – 45

Traverse
Jump Barrel – 5
Climb Rock – 10
Rocket Jump – 25

SL or Skill Level refers to the number of points that a player has in each Skill. If a Skill has 2 Skill Points spent on it, it will be Skill Level 2. When a Skill says “/SL” it means you gain that benefit equal to the current Skill Level.

When the Hunter’s Familiar dies, it will not take actions or be involved in an encounter until the next time the Hunter activates their Wings of Blood Action Skill. At the time, the familiar is brought back into the action in the Hunter’s Square.
The Hunter’s Wing Familiar has a Flight Movement of 4 Squares (as listed on pg. 125 in the Wing stat block).

Sourcebook Errors

Moxxi’s Crit – “Slippery when wet”: On Reload, Interact (8) Check or it flies up to 2 Squares away.
Swordsplosion – “Better to knight you with”: Fires a single sword that explodes on impact, dealin +1d6 Explosive damage.
Stomping Lasacraux – “The wand of the Bulls”: Twice as many Hits as a normal SMG
Consummate Florentine – “Double Trouble”: Roll for second Element Type (+20%). Deals both types of Damage.
Knowing Seeker – “Oh yeah, that’s fair”: If within Range 3, deals Max Hits to Target
Lightning Reflexes – “Speed Force”: Gain +3 SPD Mod while Equipped.
Nasty Ogre – “Ogres chew their food”: Deals +1d6 Damage to edible targets.
Singularity – “Only need one”: One use per day. Creates a miniature black hole that pulls everything within 5 Squares to it.
Metallic Volcano – “IT’S MOLTEN”: Splash deals full Damage to adjacent targets.
Sorcerer’s Choice “CORROSION”: Deals 3x Corrosive Damage to Armored Targets

In the Cultist enemy table, the BR for Bandit should be 3 (Badass Bandit 6) and the BR for Cultist should be 4 (Badass Cultist 8).

Level 15 Rewards: 1 Skill Point, +Health, +1 Elemental DMG

Level 12 Rewards: 1 Skill Point, +Health, +1 Favored Gun
Level 14 Rewards: 1 Skill Point, +Health, +1 Stat

Physical Trait. Susceptible to Incendiary Damage.

After killing an Enemy, gain +1 Grenade Damage/SL until the End of Encounter and gain 1 Grenade.

Level 2 Rewards: 1 Skill Point, +Health, Shield Capacity +5
Level 3 Rewards: 1 Skill Point, +Health, +1 SPD
Level 4 Rewards: 1 Skill Point, +Health, +1 Favored Gun
Level 5 Rewards: 1 Skill Point, +Health, Shield Capacity +5
Level 14 Rewards: 1 Skill Point, +Health, +1 Stat

Mechromancer and Robot each gain MST MOD +10 Shield capacity/SL.

Lactose Laser – “Free Range”:Fires a white laser that damages enemies but heals Allies for 1d4/Hit.
Logan’s Gun – “Gun, Gunner!”: Hits explode on contact then continue until they hit a wall, ground, etc, then explode again.
Sea Ward – “Curse like a sailor”: Only shoots underwater. Cannot be taken above sea level.
Great Longbow – “Ceci n’est pas une sniper rifle!”: Fires an actual arrow that deals +2d6 Damage.
Bonnie – “Partners in Crime”: If an Enemy is dealt damage by Clyde this Turn, deal +10 Damage.
Clyde – “Partners in Crime”: If an Enemy is dealt damage by Bonnie this Turn, deal +10 Damage.
Blastomatic – “Knock your socks off”: Increases Knockback chance by 50%.
Death Metal – “Das Brutal”: Enemies killed, explode and rain blood on the battlefield.
Yellowcake – “Cut the Cake”: Doubles the kill effect of Radiation Damage.

Add ’71 Cover’ under ‘Environments’

Scorpio Turret drops 1 Loot Pile per adjacent Ally each Turn. Adjacent Allies gain +1 ACC Mod/SL.

Psycho’s Mastery Stat bonus should be a +0 (not the listed +2).

Psycho Stats:
Accuracy +1
Damage +2
Speed +1
Mastery +0

The Guardian Archetype Feats has a few errors in the requirements.

The requirement for Cerebrum should be ‘Doctorate‘, not ‘Mental Exploration‘.

The requirement for True Friendship should be ‘Friendship‘ not ‘Barrier‘. The requirement for Strike Force should be ‘True Friendship‘ not ‘Blockade‘.

Skeleton Archers Badass Rank is 6, as listed in their Stat Block (pg 118). During the “Skeletons” and “Mr. Boney Pants Guy” encounters, Skeleton Archers are incorrectly given a Badass Rank of 4.

The Starter Gun Chart (pg 18) shows an incorrect number of Hits for the Submachine Gun’s Accuracy 16+ range.
A Crappy SMG should have 5 Hits in the Accuracy 16+ Range.

This is an error. Location B should read “Chest Puzzle” instead of “Encounter (Skeletons and Unassuming Chest)”.

Wizard’s Wand – “Midas’ favorite firearm”: Spend 5 gold each time you make a Ranged Attack with this Weapon.

Optional Rules

When resolving a successful Badass Move, the BM may allow the players to use their Badass D20 result for any D20 roll they would need to make when resolving their Actions.
ex. – If a player rolled a 16 on their Badass D20, they could take a 16 result for any Checks or Attack rolls for the rest of the Turn (still adding their Badass Stats to the 16 depending on the Action).

When creating a Siren character, the BM may allow the player to choose one of the 3 Element Types listed in the Class Features section. This would replace the Element Type of their Action Skill with the new Type.