Shields
Shields are very valuable in low-tech combat. You normally wear a shield strapped 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.
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.
Blocking
A “block” is an attempt to interpose a shield, cloak, or similar large object between yourself and an attack. This requires a ready shield or cloak.
(If you’re strong enough to grab and lift someone, you can block with his body!)
Your Block active defense is 3 + half your Shield or Cloak skill, drop-ping all fractions. For instance, Shield-11 would give a Block of 3 + (11/2) = 8.5, which rounds down to 8.
In general, you can block any melee attack, thrown weapon, projected liquid, or muscle-powered missile weapon. You cannot block bullets or beam weapons . . . these come too fast to be stopped this way.
You may attempt to block only one attack per turn.
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 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.
Cost: The shield’s price, in $.
Weight: The shield’s weight, in pounds.
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 and Defense Bonus
If you have a ready shield, add its Defense Bonus (DB) to any Dodge, Parry, or Block roll against an attack that came from in front of you or from your shield side. Defense Bonus is:
1 for a small shield, light cloak, and most improvised shields.
2 for a medium shield or heavy cloak.
3 for a large shield or force shield.
A shield’s DB adds to active defense rolls against melee attacks, thrown weapons, and muscle-powered missile weapons – not against firearms (unless the GM wishes to use the optional Damage to Shields rules, p. 484).
Cloaks
You can snap a cloak in your opponent’s face or use it to block his vision; treat either as a Feint (see Feint).
You can also use a cloak to grapple. Roll against Cloak skill to hit; reach is C, 1. Otherwise, treat this just like an unarmed grapple (see Grappling).