Author Topic: Shield Bash  (Read 5968 times)

Pentagathus

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Shield Bash
« on: March 19, 2009, 07:23:56 PM »
As promised a possible shield bash house rule. Not finished yet.

Agaisnt unshielded opponents (obviously you need a shield yourself) you get one extra attack before your other attacks. This attack would be at the user's strength with +1 to hit (becuase of a shield's size) but you can't get a critical hit and the wound chart goes:
1 nothing
2-4 knocked down
5-6 stunned (only 6s if your opponent has a helmet.)

Since this would be before your other attacks you can attack your opponent while their on the floor if you knock them down or stun them which is the point of the shield bashin.

Gen_Glory

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Shield Bash
« Reply #1 on: March 20, 2009, 06:10:10 PM »
very nice but doesnt tht overpower shields? :knight:
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Jubal

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Shield Bash
« Reply #2 on: March 20, 2009, 06:28:53 PM »
I would go;

1-2 nothing
3 Opponent may not counterattack, you hit his weapon
4 Opponent knocked back d3", may not counterattack (can knock him off buildings)
5 knocked down
6 stunned
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Pentagathus

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Shield Bash
« Reply #3 on: March 20, 2009, 07:30:59 PM »
I'm not sure how to work armour saves with this as it probably wouldn't make much difference when being hit with a shield.
Are helmets taken into account with your table?
Would the attacker have the option to follow up after rolling a 4?
I think for parrys, bucklers will get to parry as normal but if you succesfully parry with a sword/bracers then you automatically get the 3rd result.
To combat overpoweryness of shields I was thinking make shields -1 to initiative tests when climbing which makes sense as well since they would get in the way.

Jubal

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Shield Bash
« Reply #4 on: March 20, 2009, 08:19:41 PM »
So...

Shields give -1 to initiative when climbing, jumping or diving

Against unshielded opponents (obviously you need a shield yourself) you get one extra attack before your other attacks. This attack would be at the user's strength with +1 to hit (becuase of a shield's size) but you can't get a critical hit and after checking str against toughness the chart goes as follows:

1 Nothing, your hit goes wide and you miss your other attacks
2 Nothing
3 Opponent may not counterattack, you hit his weapon
4 Opponent knocked back d3", you and he may not counterattack (can knock him off buildings)
5 knocked down
6 stunned (helmets give 4+ save as normal)

That's a bit less OP, since there's now risk involved.
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Pentagathus

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Shield Bash
« Reply #5 on: March 20, 2009, 08:39:20 PM »
Mabye replace the 1 on that chart with 1 to hit as you've already hit when rolling on that chart. It won't make any difference statistically but it would be faster than rolling to wound and for saves. Mabye it should be -1 to hit for all attacks instead as the idea is to ram your shield foward not swing it. If you think it's still to overpowered (like 2 handweapons/2 handed weapons currently are) then -1 attack.
Also if you hit your enemy's weapon, if they have another they can still attack with their offhand weapon (if they have multiple attacks they would still only get one attack back.)
And for the -1 initiative for climbing -1 to your roll might be better as then even I 6+ peeps still get penalised.
Edit:
And possibly there could be a strike to injure skill for shield bashing.
« Last Edit: March 20, 2009, 08:41:34 PM by Pentagathus »

Gen_Glory

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Shield Bash
« Reply #6 on: March 20, 2009, 08:57:17 PM »
me thinks that shields should be left as they are and if this rule does come into effect  it becomes a cmbt skill and no penalties to Initiative
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Pentagathus

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Shield Bash
« Reply #7 on: March 20, 2009, 09:01:37 PM »
If shields are left as they are then sheilds are left underpowered and still unrealisitc. And less fun. Also to balance it, instead of the roll a one on the effects chart thingymabob, the shield bash can only be used in the first turn of combat.
« Last Edit: March 20, 2009, 09:02:02 PM by Pentagathus »

Jubal

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Shield Bash
« Reply #8 on: March 20, 2009, 09:03:04 PM »
Or even just when charging?
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Gen_Glory

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Shield Bash
« Reply #9 on: March 20, 2009, 09:04:20 PM »
remember many of the players are noobs so keeping it as combat skill would make everything much simpler and the games could flow much more easily
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Pentagathus

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Shield Bash
« Reply #10 on: March 20, 2009, 09:04:27 PM »
@Jubal
Could do, but then shields are still a bit pointless when compared to an extra hand weapon.
Dec, the noobs don't know the rules anyway so new ones won't make it any harder for them.
« Last Edit: March 20, 2009, 09:05:13 PM by Pentagathus »

Gen_Glory

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Shield Bash
« Reply #11 on: March 20, 2009, 09:05:18 PM »
they give an armour save do they not?
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Pentagathus

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Shield Bash
« Reply #12 on: March 20, 2009, 09:06:49 PM »
Yes but 6+ armour save is pretty armadillo compared to an extra attack, especialy since axes give -1 to armour save and combining shields with heavy armour leaves you at -1m.
Edit:
You need to send me the claimant's list Drippy so I can post the assingment thingy.
« Last Edit: March 20, 2009, 09:08:46 PM by Pentagathus »

Gen_Glory

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Shield Bash
« Reply #13 on: March 20, 2009, 09:09:30 PM »
but thts the fun of mordheim and shields are pretty cheap

we could always give shields wiv hand weps +1 save like warhammer  and have the -1 I   and the special skill
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Pentagathus

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Shield Bash
« Reply #14 on: March 20, 2009, 09:11:07 PM »
Shield bash would be fun in mordhiem, lots of 2 hand weapons aren't particularily fun.