New Shield Rules

The following shield methods apply to physical shields.

Size Armour Dexterity* Vigour Strength
Small 2 0 0 2
Medium 3 -1 0 4
Large 4 -2 -1 5
Wall 5 -4 -2 7

 *Dexterity modifiers only apply if some form of movement is involved (combat is movement).

The skill roll for use of the shield will yield a number of damage dice if successful. These dice are added as variable armour dice to the shields defence value.

Shield Armour Goals

Blocking a missile with a shield is not always easy, the following reflects this.
Larger shields get more dice, so no need to modify for size of shields.

Missile Type Goal vs missile
Hand hurled Missile 1-11
Hand Fired Missile 1-9
Energy weapons 1-7
Slug weapons 1-5

 

Block
0
Dx+Melee
     
Standard shield use, successful roll allows all shield armour to be rolled as variable dice (eg small shield - 2d), plus any bonus dice from the roll. May be used against all melee attacks, but missiles use different goals, see table. This benefit is gained without the use of an action.
Parry
1
Dx+Melee
     
Active use of the shield against a Melee or Fight attack, armour value applied as fixed, damage dice as used as variable armour. Requires separate action.
Bash
2
Dx+Melee
0
0.-2.-4
2
The shield is used to attack the opponent, base damage is 2d. A 'boss' may be added to increase damage to 4. Init modifiers are applied to Bucklers, Medium and Larger shields.
Deflect
3
Dx+Melee
-2.4.6
0
 
Active use of the shield against a  Fired attack. Goal modifiers are appled to Hand Hurled/Hand Fired/Slug and energ weapons. No leakage if successful.
Weave
4
Dx+Melee
0
-2
0
The user moves their shield in such as way as to attract and Confuse their opponent, deducting VPs scored from their next actions goal.
Step&Close
5
Dx+Melee
-3
-2
 
The shield user blocks the opponents weapon and steps in close to deliver an immediate weapon attack (resolved separately). VPs scored may be used to compliment the attack. Target may only perform a Dodge action against this attack.