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Table of Contents
Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Tactics
| Skill | Non-Proficient | Roll Type | Effect in a Nutshell | Mana? |
|---|---|---|---|---|
| Ambush | Yes | None | With proper preparation, one or two dice are added to a party's initiative dice | No |
| Battlefield Maneuvering | No | None, Skill | One defensive die per ally within two meters; each additional degree can give a nearby ally the same benefit; Two dice per degree Skill Check allows a party to retreat with no free opposing attack | No |
| Mounted Combat | No | Skill | When first action is a mounted movement, second attack is plus two dice per degree | No |
Ambush
When having at least five minutes to prepare, each member of the character’s party gets one die per degree added to initiative. When having at least thirty minutes to prepare, each member of the character's party gets two dice per degree added to initiative. If a member of the opposing party has the read environment perception skill, the advantage is halved, rounded up.
Defensive Maneuvering
Defensive maneuvering involves taking advantage of allies and their positions to better defend oneself and one's allies. There are several abilities that go along with a good defensive tactician.
- For one mana, the character gains one point of force defense for each ally within one meter per degree.
- For one mana, the character grants one point of force defense on one ally within one meter per degree.
- With a successful skill check of two dice per degree, the entire party may retreat together without opponents getting a free attack.
Mounted Combat
When the first action is a movement and the second action is an attack, the attack is done with a bonus of two dice (for proficiency) plus one die per skill degree.
