Parrying rules

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This page belongs to the close combat rules.

A parry means moving out of the way of a close combat attack. Parries are rolled directly after a successful attack roll (if the attack roll fails, the parry is unnecessary since one does not have to evade a hit that doesn’t hit anyway).

For parries, we differentiate what the attacker uses as a weapon and what the parrying character holds in his hands. The table below gives clear handicaps for the various weapon types:

Attacker:
Unarmed
Attacker:
Melee weapons
Defender:
Unarmed
No handicap 10 points of handicap
Defender:
Melee weapons
10 points of handicap No handicap
Defender:
Handguns
15 points of handicap 15 points of handicap
Defender:
Rifles or Heavy weapons
20 points of handicap 20 points of handicap




The handicapped skill depends on the active armament of the defending character: If the character has any kind of weapon in his hands (from a simple pocket knife to a flame thrower, everything that is not a weapon that falls under the “unarmed weapons”) the skill that is tested is Melee.

If the character is unarmed (or uses weapons falling under the “unarmed” skill), the test is done on Unarmed, even if the character is attacked with a melee weapon.

Heavy weapons on tripod mounts can of course just be left standing. In this case, and if no other weapon is used, the defender counts as unarmed.