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Bunkers & Badasses Borderlands TTRPG Cheat Sheet Cheat Sheet by

A summary of the rules for Bunkers and Badasses

How to Play

Resolving Checks
GM sets Diffic­ulty, player describes what they are doing and rolls 1d20+ approp­riate mods. Failed checks generate a MAYHEM point for the DM to use
Combat
Each player rolls 1d20 + SPEED MOD + Badass Rank. Each enemy type has a badass rank. If player rolls higher, they go before the enemy
Actions
Players can, on their turn, do any/all of the following once per round. Note some actions declare they are the only thing that can be done in a round
 
Move: 3 Squares plus + SPD bonus. Movement can be split
 
- If you move onto a loot pile, movement stops and you scoop up the loot
 
- You can move again, but it generates a MAYHEM point
Ranged combat
Look at weapon card. Roll 1d20 plus bonuses if favored weapon. Make sure you're within gun's range. Compare to HITS and CRITS from gun card.
 
Nat 1 = failure no matter what. Generates a MAYHEM point and you spend an action reloading.
 
Natural 20 = Get an extra crit damage
 
Roll damage - one weapon's damage die for each HIT. For each CRIT, roll 1d12 instead of the regular DMG die
Melee
Roll 1d20. 1 = fail, 2-15 = normal dmg, 16-19 = bonus 1 dmg die, 20 = double dmg
 
Extra attack - you can make a second attack, but it generates a MAYHEM point
Action Skill
You can trigger this INSTEAD of using the Ranged or Melee Attack action
Grenade Toss
Damage determined by Grenade MOD you're using
Throw gear/items
If DISTANCE of Throw < or = thrower's DMG mod it's a success. Otherwise, make an ACCURACY roll of 12 or higher including your ACC Mod on a 1d20 roll. If they fail, BM determines where item lands
 
You can HAND OFF an item to someone adjacent, but it generates a MAYHEM point
Drink Potion
Immedi­ately gain benefit of potion
Swap guns
You can have 3 active guns at a time, which you can swap between as an action, but it generates a MAYHEM point. Inactive guns cannot be swapped in combat
Roll a Check
Reload
Only necessary when you crit fail a ranged attack
Hold Actions
You can hold your action until something happens. If the trigger never happens, you act after everyone else has that turn
Taking Damage - Shields soak the damage first, then Health.When downed, you regenerate at the nearest Brew-U Cauldron. You lose 10% of your current gold as a cost for regene­ration. You also take a TRAUMA - death from doing badass stuff gives you a TEMPORARY trauma that lasts a day. Dying like an idiot or horrif­ically gets you a PERMANENT Trauma. See p76 for TEMP and PERM traumas.

BADASS MOVES

1. Explain all the actions you will use to do a BADASS thing
2. Party members can ASSIST. They MUST explain exactly how they are helping, no "I just help him" bullcrap. Assisting PCs will also make a BADASS roll
3. Roll the BADASS die and add your BADASS rank to it. Assisting PCs do the same, adding their results to the main roll
4. Compare final roll to DIFFICULTY set by BM
5. Success = you did it, PLUS - any time you need to use a STAT during that move, you use the whole stat number as a bonus, not the mod value. If the enemy survives and attacks, you can DODGE using your SPEED stat (not mod)
6. Player succeeding at a BADASS Move gets 4 BADASS TOKENS, those who helped get 2 BADASS Tokens. Failed roll = +2 Badass tokens to the main player +1 to the assisting player, and generates one MAYHEM point
BADASS Tokens can be used to add +1 to any roll, or buy an extra badass move.
** Lost your BADASS Die? Use a d20, noting that a 1,2,3 = a 1 while 18,19,20 = a 20
** The BM decides when players' BADASS ranks perman­ently increase. The entire group gains the new rank
You can only make ONE Badass move per day. However, you can buy extra Badass moves by spending tokens. 1 token for the first extra move, 2 for the next, then 3, etc.

Character Generation - Step 1 Archetypes

Archetype
Accuracy
Damage
Speed
Mastery
Enforcer
1
4
2
0
Elemental
0
2
1
4
Deadeye
4
1
0
2
Guardian
2
0
4
1
Beginning stats for each archetype.

Character Creation 6 - Starting Gear

Crappy Gun (1)
Choose one that's from your Favored gun type.
 
Choose a guild for the gun, add its bonus on a blank gun card (see page 18 for guilds and crappy guns)
Standard Shield (1)
Starts with capacity 20, recharge rate 5
 
Shields soak damage before it hits your HP
 
If you haven't taken damage during the turn, your shield recharges at its Recharge Rate
 
Shields recharge after each encounter
Gold
Roll a d6 for level 1 starting gold
 
1 = 30g | 2 = 50g | 3 = 80g | 4 = 100g | 5 = 120g | 6 = 150g
Grenades
At level 1, you start with 0, but have a carrying capacity of 3 grenades.
Appearance and Name
Pick an name, and describe your character. That's all, chargen is done!

GM Notes

Mayhem - The GM collects the Mayhem points the PCs generate. BM gets to spend them as follows
 
1 pt - use an enemy's Mayhem Action instead of standard action
 
2 pts - send in another wave of enemies equal to 1/2 the encoun­ter's BADASS rank. You can distribute the monsters however you want (low level, high, etc, just don't go over the point value)
 
2 pts - an enemy that would die this turn triggers its MAYHEM action
 
3 pts - ALL enemies take a mayhem action, or BOSS enemeis take an extra action
 
X points - a BOSS goal completes. See p. 66
You can use MAYHEM as random options, instead of choosing. Spent 1 Mayhem point as the BM and roll on the table on p.66. This is way more fun and bonkers. I mean, c'mon, imagine being in a gunfight, and a chihuahua appears out of nowhere and starts biting your leg! It's so very Border­lands!!
 

Charcter Gen 2 - Class Options

Assassin
Berserker
Commando
Gunzerker
Hunter
Mechro­mancer
Psycho
Siren
Soldier
Choose a class. Overviews of each start in the book on page 28

Character Creation - Final Stats and Bonuses

Base Stats
After adding up all your stats, spend 3 bonus points on any stats
Modifiers
Divide each base stat by half to get its modifier. Round down
Calculate Checks
Each check lists which Stat mod to apply, and include any other bonuses as shown on the charsheet
Level
Start at 1
 
Write "­100­" on your XP bar
 
Fill in a segment on bar for every 100xp earned. 10 segments = new level! New levels grant bonuses based on Archetype (see p20)
Health
Add 10 to the max value of your Melee Die to get your base health
 
Regen: You regenerate HP when you take no damage over a turn. At level 1, you have no Regen
Badass Rank
Starts at 1
Badass Tokens
Starts at 0

Combat - Enemy Attacks

Roll 1d20 - target's SPD mod
1
Attack Fails miserably
2-7
Attack deals normal damage
8-15
Attack deals +2 Damage
16-19
Attack deals +4 damage
20
Attack is a Critical Success, does double damage and BM gets an extra MAYHEM token
Enemies always roll on this table to attack. Their statblock may say they have adjust­ments to the rolls.

Enemies typically get two actions, usually opening with a MOVE
 

Charcter Gen - 3 - Class Features -Bonuses

Class
Accuracy
Damage
Speed
Mastery
Assassin
2
0
1
1
Berserker
0
2
1
1
Commando
1
1
0
2
Gunzerker
1
2
0
1
Hunter
2
1
0
1
Mechro­mancer
0
1
1
2
Psycho
1
2
1
2
Siren - Lightwalk
1
1
2
0
Siren - Phaselock
0
1
1
2
Soldier
1
0
1
2

Creation - Character 4 - Features

Action Skill
Use once per encounter, plus an additional number of times per day based on MASTERY. Ex. Mastery 3 means you can use it an additional 3 times in a day outside of per encounter
Backgr­ounds
Gain bonuses based on your class background choice
Favored gun
Start with one choice.
 
When using a favored gun, add your ACC mod to your Accuracy roll, and DMG mod to Damage roll
 
Non-fa­vored guns do not get to add the ACC and DMG bonuses
Starting Skill
From the class skill tree, put one point in a level 1 skill
Melee die
It's punching time! Write down your Melee die. See the Melee Attack section under How to Play for Melee rolls
Traits
Pick one and roll one from the list on page pps 14-15
Each Class has the following, see p28 for details
 

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