Parry Alternative Rules.pdf

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Parry Rule
A Closer Look
I propose this alternative way to working
out parries. It's quite simple, and seems
to work well in testing (so far):
The clause about parrying pistols should
have been in the parry rule to begin
with, IMO; as it is more about knocking
the gun a bit to the side, the non-muscle
driven power of pistols don't deserve any
sort of protection against parrying
(especially if the unfortunate defender
somehow ended up with Strength 2).
Conveniently, this allows a standard
human to attempt to parry a Warplock
Pistol enhanced by Superior Blackpowder
(which, due to this oversight, is normally
against the rules).
Roll to see if the attacker successfully
hits the model as normal. If the
defender is entitled to a parry, he rolls a
d6. Add the attackers WS to his highest
attack roll, and the defenders WS to his
die roll. If the defenders total exceeds
the attackers, a single attack is parried;
if the attackers total is higher, then he
still hits the target regardless of the
parry attempt. The defender cannot
attempt to parry an attack that is double
his own Strength, with the exception of
pistols used in Hand-to-Hand.
Bucklers function exactly as given in the
rule book (or by whatever optional
playtest rules you are using [A,B,C]).
Better yet, the Dwarf Master of Blades
skill works exactly as written (and
becomes meaner, IMO); I'm not sure
about the Pirate skill (Cutlass Master?),
though; I don't have the rules for them.
This method properly rewards high WS
troops for using a sword or buckler
(moreso for sword & shield or sword
offhand and other weapon mainhand, and
much moreso for sword & buckler).
While it decreases the chance of a
low-WS vs. high-WS parry (especially
with multiple attacks), this is intended.
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