Dodge Options
A 4th edition summary of Dodge.
- Your Dodge is Basic Speed +3, less your encumbrance level.
- You may dodge any attack, except the one you don't know is coming.
- If hit by a spray of bullets, a successful Dodge lets you dodge one bullet, plus additional equal to your margin of success. So, success by 2 dodges 3 bullets from that attacker's burst.
To improve your dodge:
Defensive attack (MA100) - One melee attack at -1 Damage, +1 to one Active Defense, decalred in advance.
Feverish Defense (Extra effort) (B357) - spend 1 FP to gain a +2 bonus on any active defense. Failure means 1HP injury.
Retreat (B377) - ONLY for melee attacks, +3 Bonus to Dodge, move one hex away from attacker, good against all melee attacks from that attacker that round.
Dodge and Drop (B377) - ONLY against ranged attacks, +3 Bonus to Dodge, you are now prone.
Acrobatic Dodge (B375) - Make an Acrobatics skill roll to get a +2 bonus. If you fail, it's -2.
All-Out Defense (Increased Defense option) - +2 Bonus, persists until your next turn (since all you can do is Step this turn).