PARRY

PARRY = ROLL 1D20 AND GET BETTER OR EQUAL THAN 'TO STRIKE' ROLL

Parry is a defence action. It blocks an attacker's strike, preventing damage from being inflicted.

It may be made when wielding a melee weapon or shield against other melee weapons or wielded objects., or with the arm against punches, kicks, and the like (and against melee weapons but will take damage instead of any other body part if defending against such a weapon). Shields Parry although it is usually called a block.

If the defender has no hand-to-hand training skill of any kind then making a Parry counts as one of their melee actions for that Round. If the defender has a hand-to-hand skill then they get to make a parry as a free action (does not use a melee action that Round).

A physical Mega-Damage attack from a supernatural punch or claw, or an attack with an M.D. melee weapon (magic sword, Vibro-Blade, etc.) can be parried/blocked by another M.D. object such as a Vibro-Blade, an M.D. rifle, piece of M.D.C. metal, or a hand or arm that is clad in M.D.C. armour. A weapon should only be parried with another object. Trying to parry an M.D. weapon with one's bare hand or arm will result in a failed parry and the usual amount of damage will be inflicted by the weapon.

Parrying a weapon bare-handed is dangerous and all such attempts are without benefit of the character's parry bonuses. To succeed in a bare-handed parry, the defender must block his attacker by hitting their arm or hand, not the weapon itself.

Attacks from the rear or which are not seen can not be parried.