From: rorice@nickel.ucs.indiana.edu (rosalyn rice) This section includes rules for shields. Combat Rules 10 - Shields SHIELDS Shields are valuable in low-tech combat, but almost worthless in high-tech enviorments. A bullet or beam is likely to go right through a shield, slowed only slightly. Against low-tech weapons, shields protect the user both actively and passively. The Passive Defense of the shield is applied as a negative modifier to any attacks made "through" the shield. The "Active Defense" is the user' Block score. Normally, a shield has no "damage resistance". It does not reduce damage from any blow that hits you, unless the blow went through the shield. PENETRATING THROUGH SHIELDS Weapons can penetrate through a shield, possibly wounding the bearer. If a shield successfully blocks a blow, but the attacker only missed because of the negative modifier for PD of the shield, the attacker rolls his damage normally. If the damage rolled exceeds the DR of a shield, the excess damage passes through the shield and hits a random location. Hits to the weapon arm are ignored and are treated as hits to the shield arm. Hits to the feet are treated as hits to the leg. The shield takes damage and might be ruined. BULLET PENETRATION OF SHIELDS A bullet that overcomes the DR of a shield penetrates the shield if it does 1/8 of the damage needed to penetrate a shield in a single blow, or 1 point, whichever is greater. The DR of the shield still subtracts from the bullet damage. A non-explosive bullet will do 1 point of damage to any shield that it hits or penetrates. Explosive bullets do 1 point of damage per die of damage the explosion did, unless the bullet had a basic damage of 13d6 or greater, then full damage is applied. WEAPONS STUCK IN SHIELDS If a weapon damages or penetrates a shield, it might get stuck in the shield, just as if the weapon were a weapon that is swung for impaling damage. However, weapons such as knives and swords that don't have barbs or projections are at +4 to be recovered, as are weapons whose shape makes it unlikely that they will get caught (things like clubs or staves). If the weapon didn't penetrate the shield, it is at +2 to be recovered. If a stuck weapon is left in the shield, it adds to the weight of the shield and screws up the balance. The shield user is at -1 to block for each 2 pounds or 1 hex reach the weapon has. If the total penalty is -3 or more, the user needs 1 extra second to ready the shield between uses. Weapons that "accidently" get stuck in the shield will fall out on a 10 or less each turn. Weapons that are deliberately stuck in the shield (like pila or throwing axes) must be pulled out. Very small weapons, like knives and arrows are ignored. PULLING WEAPONS OUT OF SHIELDS It takes 2 turns and a free hand to pull a stuck weapon out of a shield. You must remove the shield and put it on the ground to pull the weapon out or get a friend to pull the weapon out for you, if you don't want to take the shield off. DAMAGE TO SHIELDS Subtract the DR of the material the shield is made of before you assess damage to the shield, then check to see what damage was done. Damage Resistance (DR): This is the amount of damage that is subtracted before any damage is applied to the shield. Damage Modifier: This acts as a multiplier to the total Damage and the Damage in one blow required to destroy the shield. Irregardless of the material, the PD of the shield remains the same, and is based on size. Weight Modifier: This acts as a multiplier to the weight of the shield. SHIELD MATERIAL DR DAMAGE MODIFIER WEIGHT MODIFIER Thin Plastic (1/4") 1 x 1/4 x 1/4 Plastic (1/2") 3 x 1 x 1/2 Thick Plastic (1") 8 x 3 x 2 Thin Steel (20 ga.) 2 x 1/2 x 1/2 Steel (16 ga.) 4 x 1 1/2 x 1 Thick Steel (1/2") 7 x 3 x 3 Thin Aluminum (20 ga.) 1 x 1/3 x 1/4 Aluminum (16 ga) 4 x 1 1/2 x 1/2 Thick Aluminum (1/2") 6 x 3 x 1 1/2 Thin Wood (1/2") 2 x 1/2 x 1/2 Wood (1") 3 x 1 x 1 Wood faced with Leather 3 x 1 x 1 Wood faced with Iron 3 x 1 x 1 Thick Wood (2") 4 x 2 x 2 Thin Bronze (20 ga.) 2 x 1/2 x 1/2 Bronze (16 ga.) 3 x 1 x 1 Thick Bronze (1/2") 6 x 2 x 3 Thin Bronze (20 ga.) 2 x 1/2 x 1/2 Iron (16 ga.) 3 x 1 x 1 Thick Iron (1/2") 6 x 2 x 3 Wicker 2 x 3/4 x 1/2 Thick Leather 2 x 3/4 x 1/2 Stretched Rawhide 2 x 1/2 x 1/2 Improvised 1 to 2 varies varies SHIELD DAMAGE TABLE Shield Type PD HP Improvised 1 or 2 varies Buckler 1 5/20 Small 2 5/30 Medium 3 7/40 Large 4 9/60 Pavis 5 9/80 Hit points: This is given as two numbers separated by a slash. The first number shows the amount of damage, in one blow that will penetrate a normal wooden shield, or a wooden shield with leather or iron facings. If damage gets through the shield are hit and the blow does normal damage, minus the points of damage absorbed by the shield and the DR of your armor. If the blow was cutting or crushing, double the amount of damage done to the shield from that blow if the blow penetrated the shield. There is no special effect from bullet or impaling damage. The second number shows the total damage your shield can take. Keep track of the number of hits your shield takes for you. When this total is exceeded, your shield is destroyed. The cumulative damage done to shields by thrusting attacks is halved. Small, non-explosive bullets do 1 point of cumulative damage to the shield, irregardless of the actual damage they do. Explosive bullets do 1 point of damage per die of explosive damage. Projectiles that do at least 13d6 of basic damage do normal damage. Damage to Force Shields: Force shields do not take damage when hit. REPAIRING SHIELDS Between battles, a shield might be able to be repaired. Roll vs. the appropriate Armory or Craft skill. Some materials can't really be repaired, like plastic, leather and wicker. SLUNG SHIELDS Slung shields give protection to the back (only) equal to PD-1. PASSIVE SHIELD USE A shield may be "slung" on the front of the body (or it might hang in front of the body on a crippled arm). In such cases the shield gives PD-1 to the front of the body. Weapon use with passive shields: Weapons can be used at a penalty equal to -1/2 PD of the shield. Two-handed weapons (except thrusting weapons and swords) have this penalty doubled. SHIELD PD AND BODY HITS The modifier for shield PD is doubled for all swing attacks to the chest, shoulder, abdomen, vitals or groin. The shield PD is doubled for all attacks vs. the shield hand, arm and elbow. USE OF SHIELDS IN UNUSUAL POSITIONS Kneeling or sitting: Shields give their normal PD and can be used to block normally while a fighter is on his knees or is sitting, unless the shield is a Large or Medium shield. Large shields give -2 to block skill while the fighter is on his knees. Medium shields give -1. There is no modifier to PD. Crawling: A shield protects with 1/2 its PD when a fighter is on his hands and knees. It may not be used to block with while the fighter is crawling. A character can't crawl while he has a medium or large shield readied. Prone or supine: A fighter on his back can block at -2 to skill, and the shield protects with its full PD. A fighter on his belly can't block and his shield protects with only 1/2 PD, at best. Crouching: A shield can be used normally while crouching. OPEN VS. CLOSED STYLE A shield can be used in two ways, either in an "open" style where you "punch-block" blows out of the way, or in a "closed" style where you use more of the shields PD to protect you and are less aggressive about blocking incoming blows. The Open style of shield use gives +2 to block, but -1 PD. The Closed style of shield use gives -2 to Block, but +1 PD. SHIELDS AND TWO-HANDED WEAPONS When you use a shield, you may not use any two-handed weapon, except a buckler with a two-handed or bastard sword, or a buckler or a small shield with a spear or pole arm. If you are using a sword, you may block normally. If you are using a pole-arm you may not block while you are using the weapon two-handed. LARGE SHIELDS A large shield interferes with your weapon use and sometimes your foes will use it for shelter. While using a large shield, you are at -2 from your effective weapon skill for any swinging attack and -1 to your Parry score. Thrusting attacks are not affected by this. PAVISES A pavis is a large square shield with a stake running along its length, so that when the stake is driven into the ground the shield will stand upright. They were used by archers and crossbowmen in the Middle Ages. Pavises count as cover rather than shields against missiles, since no skill is needed to shelter behind a grounded pavis. While a missile man is firing only the head is exposed, giving -5 to hit. Moving with a pavis gives -2 to move, -3 to be hit with a missile while moving (only the head and legs are exposed). If you crouch behind a pavis, you are at -7 to be hit, but can't fire back without exposing yourself. Pavises have the same DR and Hit Points as a large shield. If you wanted to use a Pavis as a shield, it would give PD as a large shield, but you would be at -4 to swing attacks and Parry and -2 to thrust attacks and other Active Defenses. SHIELDS IN CLOSE COMBAT Any shield will interfere with attacks in close combat. The bigger the shield, the more it gets in the way. Subtract the shield's PD from all attacks and active defenses in close combat. If you can keep the shield between you and your opponent, it still gives its PD in close combat. IMPROVISED SHIELDS In an emergency you can snatch up virtually any shield-shaped object to block a blow, even if you don't have any skill with a shield (use the Default skill). The GM will rule on the effectiveness and durability of any improvised shield. Long, skinny objects Parry instead of Blocking. Use Shortsword or Axe/Mace skill instead of Shield or Buckler skill. LIGHT OR HEAVY SHIELDS Heavy shields might take longer to ready and are more fatiguing to use. Lighter shields are less fatiguing but don't have as much damage resistance. Heavy Shields: A heavier shield has +1 DR, +3 HP per each point of ST over normal Minimum ST it is. It costs 1 fatigue per minute to use a shield that has a minimum ST to use within 3 but equal to, or below your your ST. It costs 2 fatigue if the ST required to use the shield is above your ST. It takes 1 extra second to ready a shield per 2 points that your ST is under the minimum ST to use it. If your ST is more than 10 points under, you can't use the shield at all. Light Shields: A lighter shield has -1/-3 DR per each point of ST under normal Minimum ST it is. Fatigue is as above, to a minimum of half normal DR. ATTACKING WITH A SHIELD A shield can be used offensively. To fight with a shield you must have the shield or buckler skill. Defenses: The foe may Dodge or Block, or Parry at -2. Weapons of 2 lbs. and under cannot parry a shield attack at all. Shield Bashing: A shield "bash" is an attack. It can only be made against a foe to your front or to your shield arm side. Roll vs. Shield or Buckler skill to hit. The foe may dodge or block, but not parry. A shield bash does Thrust/Crushing damage for basic Thrust damage. A punch with a buckler does Thrust-1/ Crushing damage. Spiked Shields: - Some shields are spiked, and do Thrust+1 Crushing damage. This isn't treated as cutting damage since the spike isn't that long. Such shields have their PD lowered by 1 vs. hand weapons and require familiarization to use without a -1 penalty until you get used to them, since the spike gets in the way. Bladed Shields: Some fantasy shields have long spikes on them. These do Thrust/Impaling damage. They have their PD lowered by 2 vs. hand weapons and are at -2 to block, since the spike gets in the way. They require a different skill to use than a normal shield, though the skills are quite similar. Shield Rushes: A "shield rush" is an attempt to knock your opponent down or out of the way by slamming into him with a large or medium shield. It is treated as a Slam attack. Normal shields do no damage during a shield rush. Bladed and spiked shields do normal damage. ATTACKING A SHIELD If, for whatever reason, you wish to attack a shield, ADD the shield's basic PD to your attack roll. Your opponent may use his Block score to avoid having his shield hit.