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Shields |
type |
material |
ENC |
cost |
AP |
HP |
coverage |
silence |
spells |
class/size |
STR |
base |
small |
wood |
1 |
15 |
4 |
8 |
arm |
|
|
small |
5 |
5% |
buckler (round) |
iron |
2 |
15 |
8 |
8 |
arm |
|
|
small |
7 |
5% |
target (dia. 50 cm) |
wood+iron |
2 |
40 |
6 |
12 |
arm+1 |
|
|
medium |
9 |
10% |
heater (heraldic shape) |
wood+iron |
2 |
40 |
8 |
12 |
arm+1 |
|
|
medium |
9 |
10% |
kite (1 m tall) |
wood+iron |
3 |
65 |
7 |
13 |
arm+2 |
|
|
medium |
11 |
5% |
round (dia. 1 m) |
wood+iron |
3 |
75 |
8 |
16 |
arm+2 |
|
|
large |
12 |
20% |
tower or hoplite (1.2 m tall) |
wood+iron |
3 |
80 |
9 |
16 |
arm+2 |
|
|
large |
12 |
15% |
- Costs are in soldi.
- AP is the amount of damage a shield may ignore from each blow before it takes damage itself, and reflect the shield's resiliency, construction, materials, etc.
- HP is the shield's ability to keep damage away from you, and the sturdiness of the shield. This value decreases as the shield takes damage past its AP.
- Coverage indicates locations protected by passively interposing the shield, which precludes an active parry attempt. This is effective vs. missile weapons attacks; but, covering doesn’t add any shield defenses vs. Critical Hits by any weapon.
- Silence: use only the most restrictive modifier for any armor type worn or shield carried.
- Spells: add all modifiers for armor and shields together to determine spell-casting penalty.
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