Increased AP for Parrying
From MRQWiki
Overview
Weapon AP's in MRQ are very low compared to earlier editions (this may be because the combat tables were originally designed for a two roll system as described in the combat example - in which case the Parry Blocks 2xAP result would be pretty common). This rule is designed to make weapons more effective at parrying.
The Rule
Add +4 to all AP for weapons and shields.
Variations
Double AP listed for weapons and shields.
Notes
Both of these solutions are easy to apply to printed stats in scenarios, etc without having to reference a modified weapon table.
The Doubling AP method results in weapon APs of 4,6, and 8 and shield APs of 10, 16 and 20. This preservers the effectiveness of different weapons for parrying but makes shields VERY effective.
The +4 method results in weapon APs of 6,7, and 8 and shield AP's of 9, 12, and 14. There is not a lot of variation between the different weapons in AP, but the shields have reasonable AP amounts.
