Damage to shields is an optional rule for modeling... damage to shields.[1] It can be used to model more realistic shield breakage, and can measure a shield's resistance to unusual attacks, such as firearms,[2] or fire from a molotov cocktail.[3]
The shield acts as an object with its own DR and HP--if damage penetrates DR, it lowers HP, as per damage to objects. Shields are homogenous with HT 12. If they're disabled or destroyed, they no longer provide a defense bonus.[1]
When using this system, shields can also be "punched through" when taking damage above the shield's cover DR. Excess damage can pierce the shield--if using hit locations, roll 1d: On a 1-2, damage reaches the shield arm, on 3-6, damage applies to the location targeted by the attacker.
Bosses[]
Shield bosses are the metal "cap" in the center of a shield, protecting the wielder's hand. A boss tends to stay intact even if the shield is splintered to pieces, allowing the wielder to use just the boss as a dueling buckler with DB 0.[4] This still gives a modest +1 to Block--and allows the defender to continue defending with their off hand!
In Earlier Editions[]
3e defines this optional rule in Basic Set, p.120.
References[]
- โ 1.0 1.1 Basic Set: Campaigns, p.484
- โ Basic Set: Campaigns, p.374
- โ Basic Set: Campaigns, p.411
- โ Low-Tech Companion 2, p.19