This reaction allows a phasing or non-phasing character to attempt to block an incoming attack with his/her forearms or hands. Only the target of an attack can make this reaction. The character does not move on the combat "board", but can optionally turn 60 degrees before attempting to block the attack. A forearm may be used to block the attack if it is incoming from the character's front three hexes (after the optional turn). |
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As a reaction: A forearm block is normally done as a reaction to an attacker's Punch, Kick, Martial Strike, Martial Kick or Spinning Kick maneuver. A forearm block reaction allows the character to use his/her Martial Arts skill in the dice roll that determines whether the attack hits him/her. The 'weapon' parry modifier for a forearm block against an unarmed attack is +2.A Forearm Block may also be used to block weapon attacks (whether close, melee or ranged), but the 'weapon' parry factor is reduced, as follows:
A forearm block reaction uses one action point.
Follow-ons: If a character successfully blocks an incoming attack with his/her forearm, his/her forearm will be temporarily locked with the opponent's attacking weapon arm. he/she may follow up with . The blocking character can exploit this situation and can carry out a a Punch, Head Butt, Martial Strike or Martial Kick maneuver (using his/her other hand, leg or head) as a follow-on to the successful forearm block. This represents attacking while the blocking forearm and the opponent's weapon arm are locked. The opponent may not use the original attacking weapon to block or parry this follow-on attack (since it is still locked with the blocking forearm). If a character unsuccessfully forearm blocks, he/she can follow up with a Soak follow-on to reduce the damage from the blow. |