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 Shield Rules

Shield Rules:

Any mobile suit may carry a shield on either or both of its arms. A shield may carry as much as double the maximum allowable armor points of the arm carrying it. For example, a 30 ton mobile suit has 5pts of Internal structure in each of its arms. The maximum amount of armor allowed on the arm is therefore 10pts. A shield added to this arm can therefore have up to 20pts of armor on it.

Usage:

The shield always protects the arm it is mounted on on the front hit table. I.e., any hit to the shielded arm assessed on the front side hit table hits the shield instead. The shield takes full damage from the hits until it is destroyed or knocked off, at which point the mobile suit's arm takes the damage normally. The shield does NOT protect the arm from hits assessed on the side or rear hit tables.

The shield may also be used to temporarily protect a torso region. At the start of any movement turn, the Player may announce his use of the shield. Assuming the shield is on the right arm, the Player may elect to use the shield to protect the Right Torso, or the Right and Center Torsos (the Right Arm is still protected by the shield). Likewise, a shield on the left arm may be used to shield the Left torso, or the Left and Center Torsos. Any hit to these locations on the front or side torso hit location tables is assessed against the shield's armor. The shield does not protect rear torso or arm locations. Note that it is not possible to defend only the center torso, the arm-ward side torso section must also be defended.

If a mobile suit is mounted with two shields, the shields may not be used to overlap on the Center Torso.

A shield may be destroyed or removed in two ways. A shield may be destroyed when its armor is completely depleted (with remaining damage going to the hit locations normally), or when the hand actuator of the shield-carrying arm is hit. (Ex: If the mobile suit is attacked from the rear, and weapons hits penetrate the arm armor, doing a critical on the hand actuator location which is 'engaged' holding the shield.) In this second case, the shield is 'dropped' and may be reattached after the battle.

Firing Effects:

No protected location may fire its weapons (in the defended arcs) while the shield is in use defending it. Therefore, the arm carrying the shield (though it is allowed to carry weapons) may not fire them in the forward arc while the shield is still attached. Likewise, while a torso is being defended, it may not fire any of its weapons into the forward firing arc.

Shield Requirements:

A shield contains up to double the max amount of armor allowed on the arm carrying it. The extra armor for the shield must therefore be purchased in half ton lots, though armor may be 'taken' off other locations of the mobile suit and allocated to the shield as well. (I.e., the shield does not have to be 'purchased' separately from the rest of the armor of the mobile suit, so therefore extra armor points that would have been wasted on the mobile suit after maxing out of armor can be used on the shield.)

The shield requires the hand actuator of the mobile suit, which must be present and unnoccupied. So when a shield occupies a hand nothing else can be carried in that hand. A hit to the hand critial location causes the shield to be dropped into the mobile suit's hex, and all subsequent hits to apply as normal to the mobile suit's arm.

Shields may be voluntarily dropped at the start of a movement phase, though they may not be reattached on the battlefield.

 

Optional Advanced Shield Rules:

Name:      Placement:             Properties:
--------   -------------------    --------------------------
Buckler*   Upper arm slots 1-6    Protects arm (all hits).
                                  Protects head (side hit
                                               table hits).
                                  Not droppable.

Binder     Lower arm slots 5-6    Can be used to stow
                                  Clips.
                                  Protects arm (all hits).
                                  Can protect closest torso.
                                  Not droppable.

Tower      Hand slot only         Protects arm (all hits)
                                  Can protect closest torso.
                                  Can protect closest torso
                                  and center torso.
                                  Droppable.

Note: The only physical difference between these forms of shields is their critical slot placement on the mobile suit. One critical slot is taken per shield, and only one shield is allowed per arm. Destruction of the shield's critical location causes the shield fall off the mobile suit's arm, removing all the armor contained on that shield from the arm.

Like standard shields, both Binders and Bucklers take the damage assessed to the mobile suit's arms before it passes on to the arm proper, after the destruction of the shield. Bucklers have the additional property that hits that would normally be assessed against the head from a left or right side-attack are absorbed by the buckler. Binders, due to their placement on the mobile suit's forearm, may not defend the center torso. However, every binder has the ability to stow up to 4 extra clips behind it. These stowed clips are automatically destroyed once the armor of the binder is penetrated, however.

If these optional rules are not in effect, buckler shield armor points are added to the armor of the arm (with armor in excess of what that arm can legally carry, discarded). Binder shields are treated as Tower shields.

I-Field Generator

A large, heavy EM-Field generator (5tons, 5crits), the I-Field system gives a mobile suit a potent defense against energy weapons. When the I-Field emitter is active, it projects a powerful, invisible, spherical alternating electromagnetic field that effectively blocks all direct-energy beam weapons directed against the mobile suit (in any arc). The blocked energy, however, is absorbed by the target mobile suit as additional heat that it must dissipate.

An I-Field generator is activated at the start of movement-phase and is deactivated at the end of firing phase. An I-Field generator produces 5 pts of heat for every round active. When an energy beam hits the I-Field, its damage points are converted into heat points for the mobile suit. I.e., an IS PPC that would normally do 10pts damage, will instead produce 10 pts of heat upon impact with the target mobile suit's I-Field. In addition, if the total damage absorbed by the I-Field is greater than 30 points, a roll of 3 or better on 2d6 is necessary to keep the I-Field Generator from overloading and exploding. For every consecutive round that the I-Field generator is active and the damage dispersed is greater than 30 pts, this roll is incremented by 1. For example if a mobile suit has its I-Field Shield active for three rounds and disperses 30+ points of damage each round, the mobile suit must roll better than a 5 on a 2d6 at the end of the third round to keep the generator from overloading. A generator that is overloaded in this manner, or a deactivated generator that is critically hit will explode for 5 pts of damage per exploding ammo rules. This damage is done to the internal structure of the location containing the unit. (All 5 criticals must be stored in the same location.) Multiple I-Field generators may be mounted, but only one may be active at any given time.

If, after the heat phase the mobile suit has passed the +14 heat point, the I-Field will activate a safety feature and shut down for 1d6 rounds. (This happens in addition to the mandatory shutdown roll that the player must perform.) If the heat level surpasses +22 heat, the I-Field generator will shut down permanently, for the rest of the game. If the I-Field has been shut down voluntarily before the mobile suit reached either of these heat levels, disregard this rule. (I.e., the I-Field can only shut itself down if it is active at the time.)

In addition to the 5 tons and crits allocated for the I-Field emitter, a mobile suit carrying an I-Field must also allocate tonnage and space for power units capable of amplifying the mobile suit's own engine output to provide for the generator. These power units weigh and take up a number of tons/crits equal to the mobile suit tonnage/10 for a full body shield, mobile suit tonnage/20 for a partial shield that only protects the head and torso locations. These generators may be allocated together or separately. When critically hit, they are rendered inoperative, shutting down the I-Field unit.

The I-Field will not block projectile or missile weapons, nor any normal physical attacks. The I-Field has a minimum range of 1; any beam weapon attacks from inside this radius are unaffected by the I-Field. The I-Field will disable any NARC beacon,TAG, C3, or Artemis FCS transmission whose LOS crosses it so long as the shield is active.

Beam Shield Emitter

A much lighter and more compact shield unit (2 tons, 2 criticals) derived from the bulky I-Field Generator, a Beam Shield appears and functions much more like a standard shield. Using principles learned from the charged particle-deflecting EM fields of the I-Field generator, and controlled particle streams from the Beam Sabre, a Beam Shield is able to create a glowing, impenetrable plane centered around a emitter hub mounted on a mobile suit's arm. Unlike the I-Field, therefore, the Beam Shield is a purely directional defense. Like its I-Field predecessor, the Beam Shield produces 5 points of heat once active. When the Beam Shield is active and a shot is intercepted by it, the damage is absorbed and dissipated by the Beam Shield entirely away from the mobile suit. Though this saves the mobile suit from having to deal with the massive quantities of heat that would have been generated by an I-Field, it requires the use of extra shield energy stored in battery packs associated with each Beam Shield Emitter. Each battery-pack weighs 1 ton and takes 1 critical space, and must be present in the location housing the Beam Shield Emitter. Each battery contains (when fully charged) 30 energy points. For every point of damage absorbed, a point of energy is expended to aid in the Beam Shield's heat dissipation. As many batteries as can fit in the location containing the Beam Shield generator may be carried. When all the energy-points contained within all the batteries have been expended, any remaining damage points are assessed against the location's armor normally. I.e., if a mobile suit carries a Beam Shield generator and 1 battery pack on its arm, and that arm is then hit by two AC-20 bursts, the remaining 10pts of damage is assessed against the armor of that arm.

A Beam Shield generator may be mounted in either or both arms, though the same no-overlap rules apply as for standard binder-type shields per MUSCATech Shield Rules. Only one generator may be mounted per location. Like I-Field Generators, Beam Shields are activated at the beginning of movement phase, and are deactivated at the end of firing phase. (Though maintaining an active Beam Shield produces 5pts of heat regardless of damage taken, no battery power is needed until the Field is actually hit.) If a shot critically hits the Beam Shield generator unit, that emitter is disabled for the remainder of the game with no further penalty. A critical hit on a battery, however, results in an explosion doing as many points of damage to the mobile suit as points of energy remaining in that battery, to the internal structure of that location.

A Beam Shield will block any and all attacks, including projectile weapons, physical attacks, and beam-sabres. Beam Shield battery packs may be jettisoned during the movement phase.

Beam Shield Overloading: On each turn that 30+ points of damage are absorbed by the beam shield, a roll above a 3 on 2d6 must be made to see if shield integrity holds. For each consecutive round that 30+ points of damage are absorbed by the shield, this roll is incrimented up by 1. (See I-Field rules for more detail.) Unlike I-Fields however, a failed roll merely shuts down the beam shield emmitter for the rest of the game. No explosion occurs.

Optional Recharging Rule: Battery power can be restored to the battery packs of a deactivated Beam Shield Generator. The amount of power regenerated per round is equal to the mobile suit's engine's rating divided by 100 and rounded down. The energy may be then added to any battery pack that the player chooses.

Optional Beam Hub damage: If the attacker rolls a to-hit of 12 on the location containing the active Beam Shield Emmitter, the damage of the attack hits the center of the shield, destroying the beam shield emitter. No battery explosion occurs, but the hub is disabled for the rest of the game. The damage from the attack -1pt (absorbed by the exploding hub), is then assessed against the location normally.

Combat Shield

 A Combat Shield is a shield with a super hardened armored forklike tip built into it, usable as a weapon. This functions offensively and defensively.

When charging a target, the attacking mobile suit may declare that it is carrying the Combat Shield in front of it. If the charge is successful, the target mobile suit takes additional damage equal to its own tonnage/10, (due to the stud) in one location. All damage to the charging mobile suit, however, is absorbed by the the Combat Shield.

When faced by a physical attack (kick or punch), the target mobile suit may chose to defend itself with its Combat-Shield equipped arm as normal. However, should the physical attack hit, damage equal to the attacker's tonnage/10 is done to the attacker's limb that initiated the physical attack (though damage is taken by the shield normally). Beam weapons are not affected by this shield. Non-beam weapons that attack the Combat Shield and miss on a roll of 2 are automatically shattered by the stud and destroyed.