There's no limit to the number of times you may dodge different attacks during your turn (see Dodging, p. B374). You can even try a dodge when attacked with a firearm, provided you're aware of your attacker. This doesn't mean that you're ducking multiple melee attacks and dodging bullets. It simply means that you're moving unpredictably in combat, leading your adversaries to misjudge your position and miss some of the time. You're only actively ducking blows if you try an Acrobatic Dodge, retreat, or dodge and drop. In situations where you're moving but can't dodge - against surprise attacks, after an All-Out Attack, after kicking with a Move and Attack, and so on - your movement is predictable and attackers can easily compensate for it.
The two optional rules below make dodging less effective. They may or may not be realistic . . . but they make combat more deadly, which can contribute to a gritty feel that suits some realistic games. It's strongly recommended that the GM exempt fighters with Trained by a Master or Weapon Master from these rules.
Limiting Multiple Dodges: The GM may prefer to regard each dodge as a deliberate attempt to avoid a particular attack. If so, it ought to be difficult to dodge many attacks in a short time - just as it's harder to attempt more than one parry (p. B376) or block (see Multiple Blocks, see below). To simulate this, the GM may assess a cumulative -1 per dodge after the first in a turn. The first dodge has no penalty, but subsequent dodges are at -1, -2, -3, and so on.
Restricted Dodge Against Firearms: The GM may feel that because beams and bullets reach their mark at high speed, before the target could move appreciably, dodging should be less effective against them. Optionally, if a fighter is aware of someone with a firearm (make a Vision roll if unsure) and selects All-Out Defense, Attack, Change Posture, Defensive Attack, Feint, Move, or Move and Attack on his turn, he may take "evasive movement" with respect to that one foe as a free action. If the specified gunman shoots at him before the start of his next turn, he may dodge. All of the usual modifiers apply. To claim the bonus for Acrobatic Dodge (p. B375), he must make his Acrobatics roll during his turn. To claim the bonus for Dodge and Drop (p. B377), he must dive prone at the end of his turn (this can be part of his free action). He can't dodge firearms attacks from any enemy but the one he specified, evade more than one shooter, or declare his evasive movement after being attacked.
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