Dodge Options

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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. You may stack this with Retreat.

All-Out Defense (Increased Defense option) - +2 Bonus, persists until your next turn (since all you can do is Step this turn).