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tactics

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Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic

Tactics

Battle tactics are an important part of any combat, especially if a party is outnumbered or outgunned. From planning the perfect ambush to living to fight another day through an organized and successful retreat, tacticians make the best of both great situations and horrible ones to come out victorious. Or at least, not dead.

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
Defensive Maneuvering No None, Skill Defensive benefits to the character; defensive benefits to allies; tactical retreat No or One per character
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.

  1. For one mana, the character gains one point of force defense for each ally within one meter per degree.
  2. For one mana, the character grants one point of force defense on one ally within one meter per degree.
  3. 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.

tactics.1565843434.txt.gz · Last modified: by dungeonmaster