Dodge

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This Common Skill allows the user to move and to attempt to evade an Attack against them. It also gives the user the opportunity to turn around to face an enemy who acts outside their LoF.

DODGE
SHORT SKILL / ARO
REQUIREMENTS

Troopers can only Dodge if at least one of these is true:

  • They are the Active Trooper.
  • In the Reactive Turn, if they are allowed to declare an ARO.
EFFECTS
  • Allows the user to make a Face to Face Roll to evade all enemy Attacks during an Order or ARO, regardless of the Burst (B) value (for example, Dodging every strike in Close Combat, or shots from several opponents).
  • This Face to Face Roll pits the user's PH Attribute against whichever Attribute the attacker uses (BS, CC, PH or WIP).
  • If the user is not making a Face to Face Roll (for example if they have not been Attacked or have been affected by a Direct Template Weapon), they will instead make a Normal PH Roll.
  • Dodge does not allow the user to evade Comms Attacks, but the Reset Common Skill does.
  • A successful Normal or Face to Face Dodge Roll allows the user to move up to 2 inches. This movement:
    • Is measured, declared, and the Trooper moves, during the Effects step of the Order Expenditure Sequence. If both players have Troopers that successfully Dodged, the Active Player will move their Troopers first, then the Reactive Player will move theirs.
    • Does not generate AROs or trigger Deployable Weapons or Equipment.
  • Dodge follows the General Movement Rules as well as the Moving and Measuring sidebar, both of which are explained in the Movement Module.
  • Dodge allows the user to enter Engaged State with an enemy, as long as the movement is enough to reach Silhouette contact with that enemy.
  • A successful Dodge Roll, whether it is a Normal or Face to Face, allows the user to cancel their Engaged State and IMM-A State, applying any State-specific MODs.


IMPORTANT

A -3 PH MOD must be applied to the Dodge Roll in the following circumstances. Even if several of these circumstances apply, only one -3 MOD is applied.


Examples

Example of Dodge and Engaged

Step 1:

The Active Trooper declares Move as the first Basic Short Skill of their Order.

The enemy declares Dodge as their ARO, attempting to reach close combat, to halt the Active Trooper's advance.

The Active Trooper declares BS Attack as the second Skill of their Order. The Fusilier's Success Value will be 15 (12 + 3):

  • BS = 12.
  • +3 for Range.

The Reactive Trooper's Success Value will be 10:

  • PH = 10

eng-dodge-example-1.jpg

Step 2:

The corresponding Face to Face Roll is performed.

The Reactive Trooper wins the Face to Face Roll and dodges the Active Trooper's shots. If the player chooses to, they may now move the Reactive Trooper up to 2 inches in any direction.

eng-dodge-example-2.jpg

Step 3:

During step 5.1 of the Order Expenditure Sequence, the Reactive Trooper checks how far he can get with his 2 inches of movement. After checking that the Active Trooper is within that distance, he decides to move into contact, and ends up in Engaged State.


Example of Dodge and a Deployable Weapon

During his Active Turn, the Trooper declares Move as the first Basic Short Skill of their Order.

The Reactive Trooper is probably within a Mine's Trigger Area. If he declares an ARO, the Mine will detonate. Since the alternative to not declaring an ARO is to suffer three unopposed shots from the enemy, the Reactive Trooper declares Dodge as their ARO. The Active Trooper declares BS Attack as the second Skill of their Order.

Declaring the Dodge ARO gives the Reactive Trooper a Face to Face Roll against the 3 enemy shots, and also an attempt to avoid being hit by the Mine.

The Reactive Trooper's Success Value will be 10:

  • PH = 10

The Active Trooper's Success Value will be 15:

  • BS = 12
  • +3 for Range

Result:

The Reactive Trooper manages to avoid the Fusilier's shots by winning the Face to Face Roll with his 8.

However, the Mine hits the Reactive Trooper. The Mine is a Deployable Weapon, and it imposes a -3 MOD to Dodge. Therefore, the Reactive Trooper would only avoid the mine if his die's result was 7 or less. By failing to Dodge the Mine's impact, the Reactive Trooper will also be unable to move up to 2 inches, even though he succeeded against the Active Trooper's Attacks.

eng-dodge-example-3.jpg