Dodge Reaction Resolution (Updated)
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Dodge is a defensive reaction that allows a unit to avoid an incoming attack after it has been declared. It can be used in both
melee and
ranged combat and costs
2 Action Points (AP). Dodge reactions can now be performed as long as the unit has enough AP, regardless of whether they have already been activated in the round.
When Can a Unit Dodge?
A unit can perform a Dodge if they have at least 2 AP remaining, even if they have already been activated that round.
The Dodge reaction must be declared after the attack roll is made but before damage is applied.
Attribute Combinations for Dodge
To reflect different ways characters can evade attacks, a player may choose one of the following combinations for their Dodge roll:
- Body + Acrobatics + Specializations: Represents a character’s physical ability to dodge or maneuver out of the way using agility and athleticism.
- Mind + Perception + Specializations: Represents a character’s keen awareness and ability to anticipate an attack and evade it with foresight.
- Spirit + Willpower + Specializations: Represents a character’s mental fortitude and quick reflexes, dodging by sheer force of will and instinct.
How Dodge Works in Melee Combat
- Declare Dodge:
- After the attacker rolls their dice pool, the defender may declare a Dodge for 2 AP to attempt to avoid the attack.
- Roll the Dodge Dice Pool:
- The defender selects one of the three possible combinations for Dodge based on the narrative or tactical need:
- Body + Acrobatics + Specialization
- Mind + Perception + Specialization
- Spirit + Willpower + Specialization
- The player rolls a number of dice equal to their chosen attribute value, adds dice equal to their talent level (either Acrobatics, Perception, or Willpower, depending on the approach), and any relevant specializations.
Example:
The defender chooses to dodge using Body 4, Acrobatics 3, and has a specialization in Unarmed Combat 1. They roll a total of 8 dice (4 Body + 3 Acrobatics + 1 Specialization).
- Opposed Check:
- This is an Opposed Check between the attacker’s initial successes from the attack and the defender’s Dodge roll.
- The defender rolls their Dodge dice pool. Each 5 or 6 counts as a success.
- Compare Successes:
- If the defender’s Dodge roll meets or exceeds the attacker’s number of successes, the Dodge succeeds, and the attack misses.
- If the attacker still has more successes, the attack hits, and damage is applied as normal.
- Movement After Dodge:
- If the Dodge is successful, the defender may move up to 2 inches in any direction as part of their evasive maneuver.
Example in Melee Combat:
The attacker rolls 9 dice for a melee attack and gets 4 successes.
The defender has Body 4, Acrobatics 3, and a specialization in Unarmed Combat 1, giving them a total of 8 dice for the Dodge. They roll and achieve 5 successes.
Result: The Dodge succeeds (5 vs 4), and the defender avoids the attack, moving 2 inches away from the attacker.
How Dodge Works in Ranged Combat
The Dodge reaction in ranged combat follows a similar process, but the same three attribute-talent combinations are available for a more versatile approach to dodging ranged attacks.
- Declare Dodge:
- After the attacker rolls their dice pool, the defender may declare a Dodge for 2 AP to attempt to avoid the ranged attack.
- Roll the Dodge Dice Pool:
- The defender selects one of the three possible combinations for Dodge based on their approach to avoiding the attack:
- Body + Acrobatics + Specialization
- Mind + Perception + Specialization
- Spirit + Willpower + Specialization
- The player rolls a number of dice equal to their chosen attribute, adds dice equal to their talent level (Acrobatics, Perception, or Willpower), and any relevant specializations.
Example:
The defender chooses to dodge using Mind 5, Perception 2, and a specialization in Ranged Combat 1. They roll a total of 8 dice (5 Mind + 2 Perception + 1 Specialization).
- Opposed Check Against Ranged Attack:
- The defender rolls their Dodge dice pool, counting successes (5’s and 6’s).
- If the defender’s successes meet or exceed the attacker’s successes, the Dodge is successful, and the attack misses.
- If the attacker still has more successes, the attack hits, and damage is applied as normal.
- Movement After Dodge:
- If the Dodge is successful, the defender can move up to 2 inches to represent their evasive action, potentially moving into better cover or out of the line of sight of future attacks.
Example in Ranged Combat:
The attacker rolls 7 dice for a ranged attack and gets 3 successes.
The defender chooses Mind 5, Perception 2, and a specialization in Ranged Combat 1, giving them a total of 8 dice. They roll and achieve 4 successes.
Result: The Dodge succeeds (4 vs 3), and the defender avoids the shot, moving 2 inches into better cover.
Key Points about Dodge
- Cost: Dodge costs 2 AP and can be used even after the unit has activated, as long as it has the required AP.
- Attribute Flexibility: Players can choose one of the three attribute combinations to resolve the Dodge, adding versatility to the mechanic.
- Body + Acrobatics: Focuses on physical agility and reflexes.
- Mind + Perception: Relies on the ability to anticipate and react to threats.
- Spirit + Willpower: Demonstrates mental fortitude and quick decision-making in the heat of combat.
- Timing: Dodge is declared after the attack roll is made and before damage is applied.
- Movement: If the Dodge is successful, the defender can move up to 2 inches in any direction.
- Opposed Check: Dodge is resolved using an opposed check between the attacker’s successes and the defender’s chosen attribute-talent combination.
Additional Considerations for Dodge
- Cover Synergy: A successful Dodge may allow a defender to move into cover, making it harder for future attacks to land.
- Reactions: As a reaction, Dodge can be performed even after the defender has already activated for the round.
- Multiple Dodges: A unit can only Dodge once per turn, even if multiple attacks target them.
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