A character may equip one shield like a weapon if he has at least one free hand. Shields are powerful equipment for blocking melee and ranged attacks. They also provide cover against magic projectiles.
Only one shield or buckler is allowed to be in a hero's inventory.
Using a Shield
A defender embracing a shield may try to block any melee or ranged attacks against him. To do so, he must roll 1D6 and get a result equal to or greater than his blocking ability. If he succeeds, the hit will not damage him. However, blocking with a shield does not prevent from the Knock Down condition that hit might cause.
An attacker's critical result will reduce a shield's blocking roll. Thus, a shield that blocks normal hits with a result of 5+ will only block a critical hit with a result of 6. If the hit has been achieved by obtaining a double critical, it will be unblockable (regardless of the type of shield). A shield does not completely block magic projectiles or breath attacks, but gives the same benefits as a light cover (the bearer takes 1 less damage die).
Example: a skeleton attacks Shara, who uses a shield. The skeleton wins the opposed roll to hit after obtaining results of 4 and 6 on the dice and getting a total result greater than that of the knight. Since the skeleton has obtained a critical hit, Shara will not block with a result of 5+ but with a 6.
Characters who use a shield when they are frontally hit by a magic projectile will take 1 less damage die than the spell indicates.
As soon as a character is attacked he may declare that he will try to use his shield to block the attack. That turn he can repeat all the rolls to try to block hits with his shield, but during his next activation he won't be able to attack or run.
Pushing with a shield
If a defender using a shield wins the opposed combat roll, he may push equal size or smaller opponents (but will anot be able to move to the square they were occupying). If there are no empty adjacent squares, the opponent remains in the same place.
Critical failures with a shield (Blunder)
A defender who uses a shield and gets a blunder while defending, will randomly choose whether to drop his shield or his weapon (making the proper breaking roll).
If a character wants to swim he will have an extra penalty of -1 if he wears a shield or heavy armor (-2 if he wears both ), in addition to the usual penalties.
Shields in Combat
Tie-Breaking in Melee
Ties in combat opposed rolls will be won by the character with the highest Agility. This rewards the fastest characters, who will more easily avoid hits or find the weaknesses of the opponent. In case of a new tie in Agility, the winner will be the one who uses a shield. If there is still a tie, the defender always wins.
Attack from behind
When a defender is designated as the target of a magic projectile and declares he is going to use his shield to protect against it, or succeeds in blocking an impact from a weapon capable of breaking shields, the bearer of the shield must make a breaking roll to determine if his shield breaks or resists the impact. In these cases, he will roll 1D6.
If the result is equal to or lower than that indicated on the shield's card, it will be broken and become unusable. In the event of hits from creatures larger than the defender, the shields are more likely to break, as indicated on the skills "Large" and "Huge".
If a shield is broken after blocking a hit, the bearer automatically takes 1 damage die.
Magic Objects and Relics
In the case of magic weapons and shields the bearer will be able to repeat the breaking roll.
Heroes will not be able to provide them with other weapons or armor, except in those cases in which the mercenary has lost his weapon or shield during a game.