Dodging


 

Dodge Reaction Resolution (Updated)

  A 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.

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    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:  
    1. Body + Acrobatics + Specializations: Represents a character’s physical ability to dodge or maneuver out of the way using agility and athleticism.
    2. Mind + Perception + Specializations: Represents a character’s keen awareness and ability to anticipate an attack and evade it with foresight.
    3. 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

     
    1. Declare Dodge:
      • After the attacker rolls their dice pool, the defender may declare a Dodge for 2 AP to attempt to avoid the attack.
    2.  
    3. 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).
    4.  
    5. 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.
    6.  
    7. 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.
    8.  
    9. 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.  
    1. 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.
    2.  
    3. 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).
    4.  
    5. 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.
    6.  
    7. 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.
     
    Rulebook

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