Shadows over Baltimore Combat Defense
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Defense
Modifiers Defending against attacks is not an
easy task—bullets are faster than people. Various situational modifiers affect a character’s ability to get out
of the way of both ranged and melee attacks. These defense modifiers are listed on the Defense Modifiers Table. Defender
Unaware of Attack If the defender is unaware of an incoming
attack (he does not see the attacker, the attacker is behind him, or he is surprised), then no defense is possible. Treat
the attack as a Success Test instead. This does not apply to defenders who are already engaged in combat. Defender
Wounded Wound modifiers apply if the defender
has taken damage. Defender
Has Defended Against Previous Attacks If a character has defended against
at least one other attack (melee or ranged) since his last action, apply a –1 cumulative modifier for each additional
defense roll. Defender
Prone Characters who are on the ground have
a more difficult time getting out of the way and suffer a –2 dice pool modifier. This modifier does not apply to defending
against ranged attacks unless the attacker is extremely close (5 meters or less). Defender
Running Moving targets are harder to hit with
ranged attacks, and give a character more maneuverability when dodging. Defenders who are running receive a
+2 dice pool bonus. Defender
in Melee Combat A character dodging and weaving in
melee combat with another opponent has a more difficult time dodging attackers coming from a distance. The defender suffers
a –3 dice pool modifier against ranged attacks, regardless of how many characters he is in melee with. Attacker
Firing Burst or Shotgun The more bullets or flechettes thrown
at a character, the harder it is to avoid them. Defending characters suffer a –2 dice pool modifier
against wide bursts, –5 against long wide bursts, and –9 against f ull-auto wide bursts. Likewise, the defender
suffers a –2 modifier if the attacker is using a shotgun set on medium spread, –4 against wide spread. Attacker
Using Area Attack Weapon Dodging explosions is not as easy as
it seems in the movies. Apply a –2 modifier when trying to defend against weapons like grenades, rockets, or missiles
with a blast effect. Full
Defense Characters who are expecting to be
attacked can spend a Complex Action and go on full defense until their next Action Phase. Characters who choose this option
focus all of their energy on dodging, weaving, ducking, and blocking incoming attacks. Characters on full defense may still
walk or run, and in fact may be better off moving towards cover. Full defense can either be taken as a full dodge, full parry,
or gymnastics dodge. Full
Dodge:
Character
on full defense may add their Dodge skill to their dice pool when defending against incoming attacks. So a character on full defense
against a ranged attack rolls Reaction + Dodge, whereas a character on full defense against a melee attack could roll Reaction
+ Dodge + Dodge, or Reaction + melee combat skill + Dodge. Full dodge may be used against both ranged and melee attacks. Full
Parry:
Characters
who go on full parry roll their Reaction + (melee combat skill x 2) against any and all melee attacks made against them. Full parry
may not be used against ranged attacks. Gymnastics
Dodge:
Characters
skilled in Gymnastics can spend their action flipping, rolling, cartwheeling, etc. out of danger, and may add Gymnastics skill
to their dice pool against either ranged or melee attacks. Full
Defense as an Interrupt Action A character may invoke full defense
against an attack at any point in a Combat Turn, so long as the character is not surprised. This means a character does not
necessarily need to declare a full defense and take a Complex Action in advance—he can instead declare
a full defense when attacked, even if it is not yet his Action Phase in the turn. Going on full defense as an interrupt, however,
uses up the character’s next available action. |
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