First post here and it's a spitball... ahem Mainly thinking of the ORB here, but it might be applicable to NCE too. What would happen if the Parry rule were removed from all weapons (swords, chainswords, power swords...) but kept as a Combat skill? The general idea is to delete the 'Sword' entry on the trade chart, and count any modelled swords as either a Club/Axe/Maul/Bludgeon, or as a knife. The Parry rule would then be deleted from all other weapons and their cost reduced by 5 credits to compensate. You could still learn Parry as a skill on the Combat table, though. Would this make the other CCW choices more appealing? Or would it have too many knock-on effects? (e.g. making chainswords and flails useless?) I don't have much experience with Necromunda (despite many aborted attempts to paint up a full gang and get a proper terrain set done), so I'm just throwing this idea out there so the experts can riddle it with holes. Reasoning: The Parry rule has always bothered me because it seems to make swords better than other CC weapons, in the same way that ORB lasguns are better than autoguns, so everybody takes them. (I realise 'everybody' is a generalisation, but there seem to be an awful lot of sword conversions in the gangs I've seen photos of over the years, and a lot of recommendations for new players to favour swords.) From a fluff perspective, the idea of gangers preferring swords makes no sense to me. Aren't swords tricky weapons to master in the real world? They should be much harder to use than a length of lead piping. You don't magically acquire the ability to parry just because you're holding a sword--it's a skill you have to learn. By contrast, it doesn't bother me too much that autopistols tend to be favoured over laspistols, because that feels justified by the fluff. Gangers would prefer a spray-shooter that sometimes jams because it's easy to fix and to find ammo for in the Underhive, whereas you'd want a reliable laspistol if you were a soldier stuck in an alien swamp for three weeks. I can put up with a lack of diversity in weapons if it feels true to the setting. But when it comes to swords, I feel that there's a mismatch between the rules and the gangland / Mad Max / Wild West fluff that Necro is based on. To put it another way, Parry feels like a holdover from Warhammer Fantasy Battle (by way of 2nd ed 40K). In both games you might expect anyone with a sword to be suitably well-trained in its use. But hand one to some green juve in the Underhive and watch as he cuts off his own foot... In rules terms there also seems to be a bit of a pile-up regarding Parry in the ORB. One sword, two swords, Parry skill, Parry skill if you have a sword, Counter Attack... at first impressions it seems like a stack of rules Jenga Sorry if this has been proposed before. I know there have been plenty of debates about Parry and swords over the years. I've had a look through NCE and I see some sensible changes there (increased cost; nerfing of the Parry rule). Others have disallowed Juves from using swords as a house rule, or similar. I just feel like it would be less hassle to cut the Gordian knot and get rid of Parry from weapons altogether. Context: I've always been interested in playing Necro, but only ever got a handful of games in about a decade ago, so I have very little experience with the rules. For the moment I'm using the ORB, with a few clarifications and house rules nicked from NCE. This is because I also want to play 2nd ed 40K, so would prefer to keep the weapon stats the same as far as possible (though I'll tweak one or two things like the lasgun range). Also, I like my big hardback book with all the nifty artwork.