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Most of the stuff on defending was already discussed in the Dodge/Parry section, but there are additional defensive actions you can perform.
Escape - used to free yourself from grapples and entanglements. Takes one action. Roll your [Reflex (or Mecha Reflex) + Dodge (or Mecha Piloting) +1d10] against your opponent's [Reflex + Melee (or Mecha Fighting) +1d10]. If you roll equal to or higher than your opponent, then you escape.
Throw smoke/chaff pod - the Defender may also launch a Smoke/Chaff pod in response to any sort of shooting attack. Doing so uses the Defender's next action. While inside the cloud, all beam weapon attacks (in or out) suffer a 2k reduction in efficiency. Powersuits and mecha not equipped with advanced sensors or magnetic lenses must make a 17+ "INT" + "Awareness" check to target in or out of the cloud. If the roll is failed, then it is impossible to make the shot - the action is still used, but no ammunition is expended. Smoke/chaff pods disappear at the beginning of the player's next turn.
See also Missiles for specifics of defending
against these weapons.
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