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Old 08-05-2010, 11:40 AM   #1
Icelander
 
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Location: Iceland*
Default Fighting with Shields

Since Dan Howard has obligingly divulged snippets of upcoming lore about Caberet Chicks on Ice in this thread, I can morally and legally reveal the following Perks and Styles I use in my games and which rely on the rules he has been kind enough to let us in on.

This is good, since I will need feedback on those.

First, the -2 penalty to your attacks when using a Large Shield has been superseded by a more generic -DB to your attack when using any kind of shield.

According to the RAW, the Shield Wall Training Perk eliminates this penalty totally for all types of shields, but I felt that was both overpowered and too generic. Also, I felt that it ought to matter whether one uses a thrusting weapon or a swinging one.

Therefore, Shield Wall Training is slightly modified and supplemented by other Perks below. Also, using a thrusting weapon with a shield reduces the DB penalty to attacks by 1*.

Most of the following Perks are canon Perks that have already appeared elsewhere, but which have particular applications with shields. New Perks are marked with [New] and Perks which have had the rules changed are marked with [Altered]. Both indicates my house rules. Published Perks with a GM's adjudication option will be noted as [GM], indicating that this use of the Perk is neither forbidden nor explicitly allowed in the book.

Buckler-Swashing [New]
You have trained to fight up close and personal while wielding a small buckler. You may ignore the buckler‘s DB penalty to attacks (CCoI p. 00) as well as the DB penalty in close combat (p. BA392) when using a small shield with the Shield (Buckler) skill.

Leading Shield† [New]
You have mastered leading with the shield, using it for defence and offence equally. You may halve (round down) the DB penalty to attacks (CCoI p. 00) and when you have a grapple on your opponent, you may also halve (round down) the DB penalty in close combat (p. BA392).
You must specialise by Shield skill.

Quick-Swap (Buckler)
You’ve perfected the art of juggling a buckler between hands. Shifting a buckler to an empty receiving hand normally demands a Ready maneuver, but becomes a free action with this perk. Swapping a buckler and a weapon between full hands normally takes two Ready maneuvers, but requires just one with Quick-Swap. You can use this perk once per turn, on your turn.
If two different weapons are involved, you need this perk for both skills.

Melee Shieldfighting† [New]
You are trained in a versatile form of fighting with a medium shield. You may ignore DB penalty to attacks (CCoI p. 00) when using a medium shield.
You must specialise by Shield skill.

Mobile Block† [New]
Your lighting footwork complements your defensive work with a shield or cloak. When unencumbered, you may add +1 to the Retreat bonus to Blocks.
You must specialise by skill.
If you have the Perk Armour Familiarity for the chosen skill, you may benefit from this Perk at Light Encumbrance.

Rapid Ready† [New]
You can get a shield or cloak ready for combat in less time than normal. You may reduce the number of Ready manueuvers required to prepare a slung shield or cloak for combat by one, down to a minumum of one.
You must specialize by skill.

Rapid Shield Drop† [New]
You divest yourself of a shield or cloak with little fuss. Instead of a Ready manueuver to drop it on the ground, you may do so as the part of a Change Posture, Concentrate or Move maneuver.
You must specialize by skill.

Shield-Wall Training Altered
You’ve drilled extensively at fighting from behind a shield wall. You can sacrifice your block defense to block an attack on an ally standing beside you. Furthermore, you halve (round down) the DB penalty to attack when holding a large or medium shield (CCoI p. 00).

Shield Wrestling†* [New]
You‘ve practised wrestling with a shield until it becomes second nature. You may ignore the DB penalty for shields in close combat (p. BA392).
You must specialise by Shield skill.

Shoves and Tackles†
You’ve trained at using a shield to press and overbear the enemy. Whenever you make an armed shove or slam –whether a shield rush (p. B372) or shove with the shield– add a damage bonus similar that which Sumo Wrestling gives unarmed shoves and slams: +1 per die at skill DX+1, or +2 per die at DX+2 or better. You must specialize by Shield skill.

Skill Adaptation† [GM]
The tasks and techniques listed for a skill represent its basic“sub-skills.” You know some less-orthodox methods. You can learn techniques that don’t default to a skill as if they did, with the usual default penalties (if a technique’s penalties vary by controlling skill, use the easiest). Alternatively, you can add specific skill applications – like getting a parry based on the skill – which techniques don’t cover. Either must be borrowed from another, related skill.
The GM sets the scope of each specialty. It might be as sweeping as Skill Adaptation (Brawling techniques default to Karate) or as narrow as Skill Adaptation (Bind Weapon defaults to Shield).

Special Setup† [GM]
Certain techniques require a specific “setup” before execution.
You’ve learned an alternative setup. Your specialty must name one technique and spell out the change. For instance, if you can use Arm Lock after a Shield (Buckler) block instead of after a Judo parry, you have Special Setup (Buckler Block > Arm Lock).

Targeteer [New]
You are adept at using a small forearm mounted shield. When using a small shield with the Shield skill, you may ignore the DB penalty to attack and if you carry something ready in the shield hand, you may halve the penalty to weapon and shield skills for doing so (CCoI, p. 00).

Unusual Training† [GM]
With sufficient training, certain cinematic skills and techniques might work in reality. You’ve studied one of these.
Unusual Training lets you buy a cinematic capability in a realistic campaign, or without a prerequisite advantage such as Gunslinger, Trained by a Master, or Weapon Master. Since what’s “cinematic” is often not the feat but the ability to perform it unrestricted, the perk might specify a set of “believable”circumstances that must be true to use the skill or technique.
Example:
Unusual Training (Fast-Draw (Buckler)): Lets you use the Fast-Draw skill for drawing bucklers, which is normally forbidden. Buckler is a new speciality of the skill.

*To clarify, this is a house rule, not anything I am revealing that will become official.
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Last edited by Icelander; 08-06-2010 at 11:39 PM.
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cabaret chicks on ice, ccoi, fast-draw (buckler), low-tech, martial arts, shields


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