Shields and Ripostes


A Critical parry result allows a riposte with the defender’s off-hand weapon or shield. This attack is at full skill level, and can be dodged or parried normally by the attacker. This is as normal in the Elric! rules. One full riposte is allowed per combatant per round.

game mechanic consequences

Defender should roll parry dice even if attack is a failure.

Weapon damage

A Critical attack does damage to the parrying weapon if it is designed to parry, double damage to impromptu weapons.

A Critical parry with a weapon designed to parry does 2 points of damage to the attacking weapon (and allows the defender a riposte as described above).

A Sucessful attack does damage to impromptu weapons used to parry.

If damage exceeds the weapon’s hit points it breaks. Excess damage goes to the defender, armour defends normally.

Shield damage

A Critical attack does damage to the shield if the rolled damage exceeds the shield’s hit points. The damage taken is the amount of excess. As above, if the shield’s hit points reach zero, further damage is passed through to the defender.

game mechanic consequences

Attacker should roll damage if he gets a Critical result, even if the blow was successfully parried.

Why use a shield?

  • A small shield gives you 1 free parry which is unaffected by the -30% penalty
  • A medium shield gives you 2 free parries unaffected by the -30% penalty
  • A large shield gives you 3 free parries unaffected by the -30% penalty

Based on the rules above:

  1. A shield can protect you against minor ripostes by giving you a good off-hand weapon for parries
  2. A shield is march harder to break than an ordinary weapon vs. critical hits

1 Thanks to Tirikelu by Dave Morris for this mechanic

Shields and Ripostes

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