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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Cplwilks on 24 September 2010, 01:08:27 PM

Title: Rules for Shields?
Post by: Cplwilks on 24 September 2010, 01:08:27 PM
Just wondering if anyone had any home-brewed rules for shields? 

I have some figures I was hoping to use and really don't want to have to convert them to get rid of the shields... :?
Title: Re: Rules for Shields?
Post by: ZenWired on 24 September 2010, 03:21:51 PM
Seems like the easiest way to do shields would be to apply a cover save (5 or 6+?) to any model so equipped.

If you want a little more "realism," you could also make them worth 1 or 2 points of armor, as well. That way, even is the shield-wielding target makes its save, armor-piercing weapons will still find their mark.
Title: Re: Rules for Shields?
Post by: fairoaks024 on 24 September 2010, 05:54:10 PM
i'd go for counting it as armour too,
 seems most sensible as that is what it really is,

maybe with the caveat that it only works against melee as most firearms would punch straight through,

regards

jim
Title: Re: Rules for Shields?
Post by: pixelgeek on 24 September 2010, 07:09:33 PM
i'd go for counting it as armour too,
 seems most sensible as that is what it really is,

maybe with the caveat that it only works against melee as most firearms would punch straight through

Some small arms might be stopped es[ecially by padded shields but probably not enough to make it worth the exception. I think armour versus melee attacks is a great suggestion
Title: Re: Rules for Shields?
Post by: Cplwilks on 27 September 2010, 12:35:48 PM
Thanks for all the suggestions, i'll try some out and see what works best  :)
Title: Re: Rules for Shields?
Post by: PushStudios on 29 September 2010, 09:19:39 PM
I'd actually do both but separately. Against Melee Weapons shields grant a cover save and against Ranged Weapons they add 1 Armour.

In close combat a shield is all or nothing, either they get past it or they don't, therefore the Save, and against any of the firearms in SA its unlikely they would totally stop a shot, unless your character is walking around with a freaking 1/4" steel Tower Shield, in which case I'd say they need to lose Movement :P, but it would slow a round down, or block enough that it would only hurt (a lot), not kill (like the flamethrower).
Title: Re: Rules for Shields?
Post by: BletchleyPark on 22 November 2010, 07:23:42 AM
What about something like against shooting, on a 6+ ...maybe 5+ the shield adds +1 Con to its owner (finicky rules, yes, but it represents how most of the time, it just wouldn't matter against bullets), BUT in close combat, the shield reduces your opponent's dice roll by 1 or 2 all the time (representing you deflecting blows more than just cowering behind the shield).

Just a thought...
Title: Re: Rules for Shields?
Post by: Anatoli on 22 November 2010, 03:55:47 PM
Here are some of my ideas:

Easy and balanced way: Make them add +1 to the armor value.

Nice twist: Remove CCB 1 (or more if you like) from the opponents attacks.
Balance this by adding a special "Shield fighting" skill, before you characters gain this skill fighting with a shield will reduce any CCB and maybe even a CCB -1 stat.

Types of shields

Buckler: No CCB penalty, no training needed, no +1 to armor. Removes 1 from any enemy CCB attack.

Round shield: Need shield fighting skill or suffer a negative modifier,  +1 to armor, 6+ Cover save. Removes 1 from any enemy CCB attack.

Tower shield (large shield): Need shield fighting skill, +1 to armor, 5+ cover save, Dexterity or Constitution requirement before it can be equipped as the weight cannot be handled just by anybody.