Shields: Difference between revisions

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===Carrying Weapons and Other Gear===
You can normally carry one item per hand. This doesn't preclude your having a shield strapped to your arm – but if you do, your shield hand can only ''hold'', not ''wield'', a weapon or other handheld device, and you cannot use items that require two free hands, like a bow, rifle, or guitar.
You can also stow gear about your person, leaving your hands free. You can carry a one-handed item no larger than a sword or a pistol in a scabbard or holster on each hip; an item of that size or larger (e.g., a two-handed weapon like a rifle or a greatsword) slung over your back; and, with appropriate sheaths, one small item or weapon (like a knife or holdout pistol) per wrist or ankle. If you have clothing with pockets, you can stow one extra item per side pocket. A shoulder holster lets you strap a pistol-sized item over your chest.
You can carry additional equipment in a bag, pack, or case, but it takes several seconds to remove it and get it ready.
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Shields are very valuable in low-tech combat, but almost worthless against firearms. Historically, they were little used after the rise of [[firearms]] ([[TL4]]) – with the exception of plastic riot shields. In some SF settings, though, they make a comeback as force shields. You normally wear a shield or force shield strapped¹ to one arm. Your shield hand can't wield a weapon (preventing you from using two-handed weapons), but it can still carry an item.
Shields are very valuable in low-tech combat, but almost worthless against firearms. Historically, they were little used after the rise of [[firearms]] ([[TL4]]) – with the exception of plastic riot shields. In some SF settings, though, they make a comeback as force shields. You normally wear a shield or force shield strapped¹ to one arm. Your shield hand can't wield a weapon (preventing you from using two-handed weapons), but it can still carry an item.



Latest revision as of 22:34, 26 August 2021

Carrying Weapons and Other Gear

You can normally carry one item per hand. This doesn't preclude your having a shield strapped to your arm – but if you do, your shield hand can only hold, not wield, a weapon or other handheld device, and you cannot use items that require two free hands, like a bow, rifle, or guitar.

You can also stow gear about your person, leaving your hands free. You can carry a one-handed item no larger than a sword or a pistol in a scabbard or holster on each hip; an item of that size or larger (e.g., a two-handed weapon like a rifle or a greatsword) slung over your back; and, with appropriate sheaths, one small item or weapon (like a knife or holdout pistol) per wrist or ankle. If you have clothing with pockets, you can stow one extra item per side pocket. A shoulder holster lets you strap a pistol-sized item over your chest.

You can carry additional equipment in a bag, pack, or case, but it takes several seconds to remove it and get it ready.

Shields are very valuable in low-tech combat, but almost worthless against firearms. Historically, they were little used after the rise of firearms (TL4) – with the exception of plastic riot shields. In some SF settings, though, they make a comeback as force shields. You normally wear a shield or force shield strapped¹ to one arm. Your shield hand can't wield a weapon (preventing you from using two-handed weapons), but it can still carry an item.

¹NOTE: Most shields were not strapped, they had just a single handle in the middle, putting your hand in the center of gravity, allowing you to punch with the shield, and giving it mobility. Mongols sometimes used two loose straps. Police riot shields foolishly have two straps, reducing their effectiveness.

A shield helps all your active defense rolls (Block, Dodge, and Parry) with no particular effort. You can also use a shield actively to block; see Blocking.

Shield Statistics

The following statistics apply to shields:

TL: The tech level at which the shield is commonly available.
Shield: The kind of shield.
DB: Defense Bonus. The bonus the shield gives to all of your active defense rolls (see Defending) against attacks from the front or shield side, even if you have no skill at all with a shield. This applies only against melee or muscle-powered ranged weapons – not against firearms, unless you use the optional Damage to Shields rule.
Cost: The shield's price, in $.
Weight: The shield's weight, in pounds.
DR/HP: The shield's DR and HP if using the optional Damage to Shields rule. This DR protects the shield, not the wielder.
LC: The shield's Legality Class; see Legality Class.
Shield Table
TL Shield DB Cost Weight DR/HP LC Notes
CLOAK (DX-5, Net-4, or Shield (any)-4)
1 Light Cloak 1 $20 2 1/3 [1]
1 Heavy Cloak 2 $50 5 1/5 [1]
SHIELD (DX-4, or other Shield at -2)
0 Light Shield 1 $25 2 5/20 4 [2, 3, 4]
0 Small Shield 1 $40 8 6/30 4 [2, 3, 4]
1 Medium Shield 2 $60 15 7/40 4 [2, 3, 4]
1 Large Shield 3 $90 25 9/60 4 [2, 4]
SHIELD (FORCE) (DX-4, or other Shield at -2)
^ Force Shield 3 $1,500 0.5 100/– 3 [3, 5]

Notes

[1] Can be used offensively to entangle; see Cloaks.
[2] Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam). At TL2+, you can give your small, medium, or large shield a spike to increase damage: add $20 and 5 lbs.
[3] Also available as a buckler. You can ready a buckler in one turn and drop it as a free action, just like a weapon – but it always occupies one hand, and it does not allow a shield rush. Use Shield (Buckler) instead of regular Shield skill. No effect on statistics.
[4] At TL3+, iron shields are available but uncommon: ×5 cost, ×2 weight, +3 DR, and ×2 HP. At TL7+, plastic riot shields (made of Lexan, etc.) have ×1/2 weight but otherwise identical statistics. Shield composition never affects DB.
[5] Worn on the wrist, leaving the hand free. DR is hardened (treat as one level of the Hardened enhancement).