Parry

A model with this Trait may lessen the impact from a melee blow, deflecting it with a weapon or his bare hands. The character may perform a Q roll at -1 on a single die after losing a melee combat roll in which he suffered a Knocked Prone, Recoil, or Out-of-Action result. If the Q roll is successful, the character can turn a Knocked Prone into a Recoil, a Recoil into a tie, and an Out-of-Action into a Knocked Prone. A Gruesome Kill result may not be reduced. If the Q roll fails, the character receives the effect as normal. Only one Parry per turn may be attempted, and only during the opponent's turn. The intention to use the Parry ability must be announced as soon as the combat effect is caused.

Parry does not protect from attacks with the Flail Trait, from missile weapons, or from spells (including spells with the Melee tag), or the Headbutt and Shield Rush Traits. A Prone model has -1 on his Parry rolls; he may turn a Recoil or Knocked Prone to a No Effect, but an Out-of- Action or Gruesome Kill may not be reduced.

If parrying an attack from a magic, Heavy or Huge Weapon, the parrying weapon breaks if the character rolls a 1 on the Q roll. The model loses the Parry Trait until he recovers the same weapon. Exception: a magic or Huge weapon used to Parry will not break. In the case of Parries performed by martial artists (models with any MA Trait), rolling a 1 on the Parry Q roll will result in an injury that will prevent further Parries until the end of the game or until a Healer spends an action to heal the injury.

A model with both Parry and any of the Block Traits may not use both in the same turn. Personalities may take the more expensive Expert Parry ability that works in the same way, but without a -1 penalty to the Q roll. Heroes with Parry or Expert Parry do not pass the Parry roll automatically.

Parry is either a (W) or (MA) Trait. In other words, a character may use this ability only if he is armed (he is parrying with a weapon) or if he possesses any other Martial Arts (MA) Trait.