3.2.2.11 Rolling Dodge [R]

This reaction allows a phasing or non-phasing character to attempt to roll forwards underneath an incoming attack, making it harder for the incoming attack to hit. Only the target of an attack can make this reaction.

The character can optionally turn 60 degrees at the start of the reaction. The character then performs a somersault forwards to dodge the attack and also move one hex in the direction from which the attack is coming on the combat "board" (see diagram below). This means, for example:
  • If the character is adjacent to the attacker at the start of the maneuver, he/she will close into the attacker's hex as part of this maneuver; and
  • If the character is already in close combat with the attacker, the rolling dodge will take the character past his/her attacker into the adjacent hex.
A character can only rolling dodge an attack that comes from the direction of one of his three front hexes (after the 60 degree turn), and so cannot rolling dodge an attack incoming from the hex directly behind him/her.

Rolling Dodge

A rolling dodge reaction uses one action point.

A rolling dodge reaction allows the character to use his/her Martial Arts skill plus any relevant dodge specialism points in the dice roll that determines whether the attack hits him/her, and also gives him/her a +2 additional bonus.

Follow-ons: If a character successfully rolls and dodges an incoming attack, he/she can carry out a a Martial Strike or Martial Kick maneuver as a follow-on to the successful dodge. The opponent may use the original attacking weapon (or any other ready weapon) to block or parry this follow-on attack.

If a character unsuccessfully rolls and dodges, he/she can follow up with a Soak follow-on to reduce the damage from the blow.