Shields
Shields can be used as bludgeoning weapons, dealing the damage listed below. The table also gives each shield's Required Might.
Shields can be used as bludgeoning weapons, dealing the damage listed below. The table also gives each shield’s Required Might.
| Shield | Weapon Damage | Required Might |
|---|---|---|
| Buckler Shield | 1d4 | 1 |
| Heater Shield | 1d6 | 2 |
| Kite Shield | 1d6 | 3 |
| Pavise Shield | 1d8 | 4 |
| Tower Shield | 1d8 | 5 |
Shield as a Weapon. Shields deal bludgeoning damage as listed in the table above.
Techniques
Avalanche Reversal
When a creature misses you with a melee attack while you are in Iron Bulwark, Fortress Incarnate, or Golden Ward, seize the opening. Make a shield attack with +1 to the attack roll. On a success, deal shield damage + your Might, and the target is knocked Prone. If the target is Large or bigger, it is instead pushed 2 meters and suffers −2 to its next attack roll.
Battering Ram
Rush forward up to your speed in a straight line and make a shield attack against the first creature in your path. On a success, deal shield damage and push the target 2 meters. If you moved at least 6 meters before impact, the target must also make a Fortitude defend roll against your attack roll or fall Prone and lose its Reaction until the start of its next turn.
Buckler Riposte
When a creature misses you with a melee attack, hook its limb or weapon with your shield and deliver a punishing counterblow. Make a shield attack against it. On a success, the target cannot take Reactions until the start of its next turn.
Fortress Incarnate
Become an immovable point on the battlefield. Until the start of your next turn, gain +3 to all defend rolls. You cannot be pushed, pulled, grappled, or knocked Prone by any effect. While in this stance, if a creature misses you with a melee attack, it suffers −1 to all rolls until the end of its next turn.
Fortress March
Advance while maintaining an unbreakable guard. Move up to half your speed. During and after this movement until the start of your next turn, you retain the benefits of Fortress Incarnate. All allies who remain within 2 meters of you during this movement gain +1 to defend rolls against ranged attacks until the start of your next turn.
Golden Ward
Steel yourself against all threats. Until the start of your next turn, you gain +1 to defend rolls against melee, ranged, and magical attacks. You may not attack while this ward is active, but you may still move and use Reactions normally. If a creature misses you while Golden Ward is active, you gain +1 to your next attack roll before the end of your next turn.
Iron Bulwark
Plant your feet and raise your shield. Until the start of your next turn, gain +1 to all defend rolls against melee and ranged attacks. While in this stance, your movement speed is reduced to 0.
Lockjaw Guard
Until the start of your next turn, creatures you successfully defend against in melee cannot willingly move through your space or past you without winning a Fight contest against your original defend roll. On a failed contest, that creature's remaining movement for the turn becomes 0.
Martyr’s Intercession
When an ally within 2 meters would take physical damage, step into the blow. Absorb damage up to your Fortitude skill level + your shield’s Required Might; any excess still hits the ally. If you are already in Fortress Incarnate or Iron Bulwark, reduce the damage you absorb by 2 before subtracting it from your Physical Stress Pool.
Parrying Fang
When you are hit by a melee attack, reduce the damage by your shield's Required Might + 1. If this reduces the damage to 0, you may immediately reposition 1 meter without provoking opportunity attacks and the attacker suffers −1 to its next attack roll.
Planted Aegis
Drive the shield into the ground in an adjacent space. Until the start of your next turn, you and one ally standing directly behind it gain +2 to defend rolls against ranged attacks and area effects originating from the shield’s facing direction. While planted, you may not move unless you spend 1 AP to retrieve the shield. If an enemy attempts to move through the planted shield’s space, it must spend 2 additional meters of movement.
Rebuke of Steel
When you successfully defend against a melee attack by a margin of 2 or more, immediately slam the attacker. Make a shield attack. On a success, deal shield damage and the attacker is pushed 1 meter. If you succeeded by a margin of 3 or more on the counterattack, the attacker also loses its Reaction until the start of its next turn.
Rim Strike
Crack the shield's edge into a joint or wrist. Make a shield attack. On a success, the target suffers −1 to its next attack roll and −1 to its next defend roll, both expiring at the start of your next turn.
Sheltering Vow
When an adjacent ally is targeted by an attack, interpose yourself. The attack targets you instead. You resolve your own defense normally, and the ally may immediately move 1 meter away without provoking opportunity attacks.
Shield Charge
Move up to 2 meters toward a target and make a shield attack. On a success, deal shield damage and push the target 1 meter. If the target collides with a wall, creature, or solid obstacle, it suffers −1 to all rolls until the end of its next turn.
Siege Bastion
If your shield is planted via Planted Aegis, you and all allies behind it are treated as being in Full Cover against ranged attacks and area effects from its facing direction until the start of your next turn. While active, you may use 1 AP to reposition the planted shield up to 2 meters without ending its planted state.
Stonewall Brace
When an effect would push, pull, or knock you Prone, negate that forced movement entirely. If the source of the effect is within 2 meters, it must make a Fight defend roll against your Fortitude or be pushed 1 meter away from you.
Storm Wall
When you or an adjacent ally would take damage from a ranged attack or area effect, reduce that damage by your shield's Required Might + your Fortitude skill level. If you reduce the damage to 0, choose one creature within 4 meters; that creature suffers −1 to its next attack roll.
Vanguard Advance
Move up to 3 meters while keeping your shield raised. Until the start of your next turn, you gain +2 to defend rolls against ranged attacks, and all allies within 2 meters of you gain +1 to ranged defend rolls. If any ally gained this bonus, your movement does not provoke opportunity attacks.