Withdraw

Sometimes it helps to put some distance between yourself and an attacker.

  • The simplest kind of withdrawal is a defensive retreat; you may choose to retreat from combat up to half your move in distance, although this uses up your entire turn.
  • On your opponent’s turn, some situations (such as ties between a to-hit and an active defense) may allow or force you to fall back. In this case, the opponent declares the direction they are pushing you in (left, right, or straight) and you take one step (move 1 meter) in that direction.
  • Finally, you may cut and run in blind panic, up to your maximum running move distance. This is usually not recommended; any opponent you pass (including any that were within arm’s reach when you started) gets a free melee (weapon or unarmed) attack against your Armor Defense.

Withdraw

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