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.