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Riot trooper shields
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garhkal
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PostPosted: Mon Sep 23, 2024 3:48 pm    Post subject: Riot trooper shields Reply with quote

Since i am a big player of star wars legion, with their recent rules update and release of imperial Riot troopers, I wonder, if anyone has made rules for the riot troopers big blocky shields?
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CRMcNeill
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PostPosted: Mon Sep 23, 2024 5:39 pm    Post subject: Re: Riot trooper shields Reply with quote

garhkal wrote:
Since i am a big player of star wars legion, with their recent rules update and release of imperial Riot troopers, I wonder, if anyone has made rules for the riot troopers big blocky shields?

I treat them as Partial Cover, with the wielder having the option to duck/crouch to increase the degree of Cover. From there, just assign a Strength rating.
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shootingwomprats
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PostPosted: Mon Sep 23, 2024 11:54 pm    Post subject: Re: Riot trooper shields Reply with quote

garhkal wrote:
Since i am a big player of star wars legion, with their recent rules update and release of imperial Riot troopers, I wonder, if anyone has made rules for the riot troopers big blocky shields?


I treat them as gungan energy shields with the ability to make a dodge/block roll and receive half to 3/4 cover.
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garhkal
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PostPosted: Tue Sep 24, 2024 12:04 am    Post subject: Reply with quote

Looking at the miniatures, the 'shields' seem rather heavy.. So i wonder, should there be some sort of lifting roll, or the like, to carry/use them?
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FVBonura
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PostPosted: Tue Nov 19, 2024 11:23 am    Post subject: Reply with quote

These troops first appeared in "Super Star Wars: The Empire Strikes Back"

https://starwars.fandom.com/wiki/Stormtrooper_Grenadier

My two cents:
Shields are basically mobile hard cover ranging from 50% to 100% based on the users posture/actions. Encumbrance is not hard and fast in this RPG so suffice to say it imparts a -1D penalty to dexterity related rolls. This will logically slow a user down when moving through difficult terrain. Innovative players will find ways to use the shield like a sled in some applications.

Three troops carrying a dismantled E-WEB is heavy, but I would rule these shields are lighter. I could see a repulsor sled being used to nest/stack and transport these over long distances or stowed in a vehicle until needed for a specific application. A shield of this size would be best used in a siege of a fixed target/installation. Sometimes medieval methods are still needed on the modern battlefield. These shields would also be useful for crowd control used in banks of shield bearers imparting a bonus to intimidation to said squad of users.
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pakman
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PostPosted: Tue Nov 19, 2024 12:03 pm    Post subject: Reply with quote

TLDR Version:
Similar to others, I give it as a cover bonus to melee parry or dodge.

Longer Version
I am still tweaking these ....but a draft from my house rules document;

Personal Shields
While most cover in a combat situation comes from a character utilizing the surroundings terrain (i.e. walls, barricades etc.) some may find carrying their cover with them to be more useful.
Overall there are two types of personal shields – those worn/carried that are actively used to deflect incoming attacks – and personal force fields – which are similar to starship shields.

Blocking Shields as Cover
Most held or worn shields are designed to help deflect hits against a character. They are roughly classified into three size groups, which influence what effect they have in combat.

Shields will have a Melee and Ranged bonus rating, which is how much they add to a Melee Defend or Dodge action, against attacks from the affected arc (usually 90 degrees). Note that the defender must be aware of an incoming attack, and the direction in order to use the shield.

A personal forcefield device is not cover, but instead just gives an armor bonus against attacks, depending on the type. A full description of the various types of shields and their other properties are covered in the equipment section

Summary of blocking shield properties;
* Personal Shields: Come in three sizes, small, medium, large
* Melee Defense: +1D,+2D,+3D against targets in that facing.
* Secondary: Bonus to dodge against targets that facing.
* Unless projected: Have encumberance of 1D,2D,3D

I use a simple encumbrance system, based on pips and dice - and the shields have an encumbrance value relating to that system. Most characters can carry about 3D worth of gear, before any penalties - so a shield (at 1D etc.)can eat up quite a bit of that.

I also have some advanced skills that augment various game factors, with one of the combat related skills giving some boosts to personal shields.

I don't bother with equipment damage DURING an encounter - unless a piece of gear takes some damage beyond what it is designed to do (i.e. - did your personal riot shield just block a few blaster hits, or get hit 10 times with an eweb). Unless part of the story or an encounter focus, equipment damage is an after battle type thing...

One thought I am mulling over - is the disadvantage of a shield - in potentially blocking the users field of view - but that feels like it is getting a bit too crunchy - as I try to keep things simple - but that is the constant struggle of detail vs. streamlined gaming.
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