The Armourer ยท Chapter 5

Helms and Shields

A helm is worn with any body armour. A shield is carried with any body armour and occupies a hand.

Neither adds Resistance.

Open Helm

Kettle hat, sallet, bascinet, nasal helm

+0 0 0 1

60 Common Helm 1

A steel cap that leaves the face open. Helm 1: reduce Critical Injury rolls against the wearer by 10.

Great Helm

Closed helm, armet, barbute with visor

+0 0 0 2

150 Military Helm 2, adds 1 Bane Die to Perception

A helm that closes over the face. Helm 2: reduce Critical Injury rolls against the wearer by 20. The wearer adds 1 Bane Die to Perception checks while it is closed. Raising or lowering a visor is a maneuver.

Shields

Shields are weapons in The Fantasy Armory, Chapter 13, and they stay as printed there. They carry Defensive (Melee Defense) and Deflection (Ranged Defense), and no type qualities: a shield is moved to meet whatever is coming.

Shield Defensive Deflection Other qualities
Buckler 1 0 Disarming 1
Madu 1 0 Pierce 1, Disarming 1
Round Shield 1 1
Kite Shield 1 2 Cumbersome 3
Pavise 2 2 Cumbersome 4, Awkward 3
Bulwark 1 0 Knockdown, Concussive 1

A table without The Fantasy Armory can use this table as it stands: Defensive is Melee Defense and Deflection is Ranged Defense, while the shield is readied.