Armour and Shields

Shields

Combat skills with large, medium and small shields are used primarily for parrying and self defense.

In untrained hands: A small shield provides a +1 to parry. The average small wood & leather shield has 30 S.D.C. and costs 35 silver. A small wood & metal plated shield has 50 S.D.C. and costs 65 silver. A small metal shield has 80 S.D.C. and costs 100 silver.

A Large shield provides a +2 to parry. Note: In trained hands the bonuses provided in WP: shield are added to this. Only a trained user (w.p. Shield) can use a shield as a weapon. A shield can be used in one hand and a weapon in the other.

W.P. Shield:
Combat skills with large and small shields used primarily for parrying and self defense. Bonuses: +1 to parry at levels 1, 3, 6, 9, 12 and 15.
A shield can be used in one hand and a weapon in the other. +1 to strike with a shield (1D4 damage) at levels 4, 8, and 12. No bonus to strike when thrown.

Small shields can be thrown about 15 feet (4.6 m), inflicting 1D6 damage. Hitting or butting somebody with a small or large shield does 2D4 damage. Large shield cannot be thrown.

Damage to shields: Subtract 10% of the damage that would normally be inflicted by a weapon when blocked/parried by a shield. When all S.D.C. is gone, the shield has too many holes, cracks and weaknesses to offer protection. The next strike will punch right through or shatter it and hit the user at full force and full damage.

Shield Construction and Prices:

  • The average small wood & leather shield has 30 S.D.C. and costs 35 silver.
  • A small wood & metal plated shield has 50 S.D.C. and costs 65 silver.
  • A large wood & leather shield has 60 S.D.C. and costs 75 gold.
  • A large wood & metal plated shield has 100 S.D.C. and costs 110 gold.
  • A large iron shield has 130 S.D.C., costs 180 gold, but requires a P.S. of 22 or higher to use (otherwise -4 to parry).

Types of Shields

Small and Medium Shields

  • Buckler Shield

    The Buckler was a small (up to 45 cm or 18 in) round, wood, leather or metal shield gripped in the fist with a central handle behind the boss and could be hung from a belt. This type of shield is generally reserved as a companion weapon in hand-to-hand combat. While it offeres poor protection against missile weapons, it is useful in deflecting an opponent’s blows. The buckler is often combined with an arming sword, falchion, or rapier.

  • Round Shield

    Round shields are usually made from linden wood, fir, alder, and poplar with steel or iron shield boss (materials that are light in hand, not too dense, and not inclined to split). Most are painted a single color, although some have a design painted onto them, such as crosses or sun wheels. Round shields are generally classified as Medium sized and designed for bashing and shield wall tactics.

  • Heater Shield

    Heater shields evolved from kite shields, they were more manageable and are used either mounted or on foot. As plate armour began to cover more and more of the body, the shield grew correspondingly smaller. Relatively lightweight compared to other similar shields, the heather shield is easy to move around during both mounted and on-foot combat. Because they are relatively inexpensive and easy to make, they are used by almost every social class. Heater shields often feature a strap or guige for the shield to be slung over the back when not in use. Jousting shields contain a bouche or “mouth” for the lance to pass through.

Large Shields

  • Kite Shield

    The Kite shields are usually made from linden wood, fir, alder, and poplar with steel or iron shield boss and leather or iron edge (materials that are light in hand, not too dense, and not inclined to split). They were developed for mounted cavalry (a narrow bottom protected the rider’s left leg, and the pronounced upper curve, the rider’s shoulder, and torso). But can and are often used in foot combat. A variant kite shield has the top flat rather than rounded, making it easier for a soldier to hold the shield upright without limiting his field of vision. Kite shields are generally classified as Large sized and designed for Cavalry and shield wall tactics.

  • Oval Shield

    Like the scutum, The oval shape is a shield in wide use as an infantry shield, however, is also sees use as a cavalry shield. This oval wooden shield is covered front and back with leather and has a black steel boss and arm straps and leather covered handle on the back. Oval shields are classified as Large sized and designed for Infantry, Cavalry, and shield wall tactics. Oval shields are usually made from linden wood, fir, alder, and poplar with steel or iron shield boss and leather or iron edge (materials that are light in hand, not too dense, and not inclined to split).

  • Scutum

    A rather heavy and big shield, the Scutum resembles sort of a portable door, offering side or total protection for the wielder. Used by infantry, it was crucial to formations such as the tortoise like formation or as a shield wall. It has an astounding effectiveness for defending and is almost unreachable standing firm against all odds in the hands of properly trained legions. They are employed by crossbowmen placed in front of the wielder, providing cover whilst he reloaded his crossbow. Rectangular shields are made of wood, coated with bronze or iron. They are rarely fully made out of metal since the sheer size of the shield alongside the weight would require a strongman to use it.

  • Tower Shield

    The Tower Shield is a large, square, and convex shield used by archers, crossbowmen, and infantry soldiers. It is usually large enough to cover the entire body. While reloading their weapons, archers and crossbowmen will crouch behind them to shelter against incoming missile attacks. During a siege, the Tower is often carried by a specialist bearer, who holds it in place or deployed in the ground with a spike attached to the bottom. Tower shields were made of wood, coated with bronze or iron. They are rarely fully made out of metal since the sheer size of the shield alongside the weight would require a strongman to use it.

Body Armour

Armour is any protective body covering used in a combat situation. The armours S.D.C. takes into consideration how much of the body is covered and the strength of the protective material. A full suit covers as much of the entire body as possible and can be stuffy, heavy, and restrict movement. A half suit protects only key body areas such as head, chest, and joints.

Armour and Combat

All armour serves to protect the body from being damaged in combat. The two attributes of armour are the Armour Rating (A.R.) and the Structural Damage Capacity (S.D.C.).

Armour Rating

The Armour Rating indicates exactly how much protection is afforded by the armour and how easily it is penetrated. The higher the A.R. the better the protection. As you recall, any attack roll to strike above a four (5-20) hits, doing damage unless parried or dodged. Armour provides additional protection in case of an unsuccessful parry or a sneak attack. The attacker must roll higher than the defender's armour rating to penetrate the armour and inflict physical damage (hit points) to the defender. Die rolls under the A.R. strike the protective armour, damaging ONLY the armour (not the character). A.R. always wins ties. Die rolls over the A.R. damage both the Armour and the character, the armour taking the brunt of the damage (full) the character taking 3/4 of the damage (unless it is a critical hit which does double damage on both the Armour and the character).

Structural Damage Capacity (S.D.C.)

Each type of armour has a specific Structural Damage Capacity (S.D.C.) which indicates how much damage the armour can withstand. S.D.C. points are identical to Structural Damage Points or Hit Points, except they refer to inanimate objects (in this case armour and shields), not living creatures. When armour is struck, the damage is subtracted from its S.D.C. When the armour's S.D.C. is reduced to zero it no longer provides protection and is beyond repair. The person's physical body is then open to attack. Example: If a warrior is wearing chain mail (A.R. 14, S.D.C. 44) and is struck by a weapon on a roll of 12, the armour is not penetrated and the character takes no damage. His armour, however, would be damaged because the roll was above four. If the roll was over fourteen, the character and the armour would take damage because the armour was penetrated.

Armour Restrictions

Anyone can wear armour, but only the men of arms O.C.C.'s are specifically trained in the use of ALL armour, light and heavy. Consequently, they suffer few restrictions in movement or speed except when using heavy chain or metal type armour.

Men of Arms Restrictions:
Warriors are not plagued by any restrictions when using light or Medium Armour, but even those trained in the use of Heavy Armour find some insurmountable limitations.

  • Weight: reduces the character's natural speed by two points.
  • Noise/prowl minus: No matter how stealthily one tries to move, chain and metal armours clank, squeak, and jingleing making prowling virtually impossible.
  • Encumberance Penalties: -15% to prowl and -20% to climb/scale walls or swim in full splint or plate armour. -10% to prowl, swim or climb in chain or scale mail, and -5% in studded leather.

Non-Men of Arms Restrictions:
Those characters not trained in the use of Armour will find the light armour types (cloth, padded, quilt, or leathers) fairly comfortable and unrestrictive, providing maximum mobility with minimal protection. There are no restrictions in the use of light armour. Medium and Heavy armour, including half suits, is another story. Individuals not trained and practiced in the use of Medium or Heavy Armour will find it to be very heavy, awkward, hot, and restrictive to movement. If these characters should wear heavy armour they suffer the following restrictions (this includes all men of magic, clergy, nobility, scholars, merchants, and peasants).

  • Weight: reduces the character's speed by half.
  • Noise/prowl minus: No matter how stealthily one tries to move, chain and metal armours clank, squeak, and jingleing making prowling virtually impossible.
  • Encumberance Penalties: -15% to prowl and -20% to climb/scale walls or swim in full splint or plate armour. -10% to prowl, swim or climb in chain or scale mail, and -5% in studded leather.

Types of Armour

Armour Type

Armour Cost (in Silver)

Armour Rating (A.R.)

S.D.C

Weight (lbs.)

Light Armour

Cloth (full)020050602 lbs.
Padded or Quilt (full)050081508 lbs.
Soft Leather (full)075102011 lbs.
Soft Leather (half)045061009 lbs.
Hard Leather (full)150113015 lbs.
Hard Leather (half)075081211 lbs.
Studded Leather (full)200133820 lbs.
Studded Leather (half)100092015 lbs.
Chain Shirt110081325 lbs.

Medium Armour

Hide (full)015114025 lbs.
Hide (half)008082316 lbs.
Scale (full)6501575 45 lbs.
Scale (half)3001135 20 lbs.
Chain Mail (full)280144440 lbs.
Chain Mail (half)170092030 lbs.
Breastplate200135030 lbs.

Heavy Armour

Double Mail (full)340155550 lbs.
Double Mail (half)200102820 lbs.
Ring Mail (full)6501680 45 lbs.
Ring Mail (half)3001240 20 lbs.
Splint (full)700168250 lbs.
Splint (half)400124022 lbs.
Banded Mail250145026 lbs.
Plate and Chain (full only)8001510052 lbs.
Plate (full)10001710058 lbs.
Plate (half)450146020 lbs.

Full Suit (full): Leggings (chausses) or leg plating; knee, shoulder, and elbow guards; helmet; coif (protects neck), hauberk (protects chest/thigh) or plating; arm bands or plating; gloves or gauntlets; surcoat.

Half Suit (half): Protects chest, neck, joints (kneees, elbows, and wrists), and head (helmet).

Damaged Armour

As a suit of armour is damaged, the degree of protection it provides is lessened. The most obvious result of damage is the reduction of S.D.C., but the armour's A.R. is also affected. When armour is reduced to half its original S.D.C. the A.R. is reduced by two points. When the armour is reduced to one third its original S.D.C. the A.R. is reduced by two more points.

Repairing Armour

Damaged armour can be repaired and S.D.C. restored. Patching armour is an expensive and time consuming process. The following tables indicate the cost and time involved.

Self Repair

Armour Type

S.D.C. Restored

Cost in Silver

Time in Hours

Cloth or quilt5104
Soft leather4206
Hard/studded leather42612
Chain mail83012
Double mail83516
Scale76018
Splint77018
Plate78019
Restores 1 A.R. if brought back to half S.D.C.
Restores 2 A.R. if brought back to full S.D.C.

Professional Repairs

Armour Type

S.D.C. Restored

Cost in Silver

Time in Days

Cloth or quilt5201
Soft leather5351
Hard/Studded Leather5451-2
Chain mail10502-3
Double mail10603-4
Scale10705
Splint10805-6
Plate101006-7
Restores 2 A.R. if brought back to half S.D.C.
Restores full A.R. if brought back to full S.D.C.
Rush jobs cost 200% to 600% more.