3.5 Skill: Knowledge (tactics) (INT)
This skill (written up for me by my friend Rick Neal – who has published works for Atlas Games and others…) represents the training and facility for understanding combat situations. It includes knowledge of tactical doctrine for small units, basic fortifications, study of historical battles, and the ability to think clearly and effectively in the heat of combat.
Check: The DC and effect depend on the task you attempt.
| Task | Knowledge (tactics) DC |
|---|---|
| Negate surprise round | 15 + 5 for each other person benefiting |
| Tactical positioning | 10 |
| Set ambush | 15 + target creatures Int bonus |
| Prepare cover | 10 |
| Historical/theoretical knowledge |
10 or higher, depending on obscurity |
In any case when someone with the Knowledge (tactics) skill is opposing the attempt of the character to use this skill, add the opposing Knowledge (tactics) bonus to the DC of the task.
Negate surprise round: At the beginning of combat, if you are surprised, you may make a Knowledge (tactics) roll to act during the surprise round. If you succeed on a DC 15 check, you may act during that round. For every 5 points by which you exceed the DC of 15, one other person in your party may also act during the surprise round. Note that acting in the surprise round is limited to a single move or standard action.
Tactical positioning: Once all figures have been placed on the battle mat, but before initiative has been rolled, you may attempt a Knowledge (tactics) roll to maximize your starting position advantage. With a successful DC 10 check, you may move any one figure on the battle mat one square in any direction, as long as it doesn’t place the figure in an impossible position (eg, inside a fire, over a cliff, in the same square as another figure, etc.). For every five points by which you exceed the DC of 10, you may move another figure (or the same one) one square in any direction, subject to the same restrictions.
Set ambush: With ten minutes to prepare, you may make a Knowledge (tactics) roll to establish and execute an effective ambush. The DC is 15 plus the highest Int bonus or Knowledge (tactics) bonus among the target creatures, modified by terrain and available cover at the GM’s discretion. Success grants you and your comrades a surprise round in which to act against your targets.
Prepare cover: With one hour to prepare, you may make a Knowledge (tactics) roll to set up basic earthworks, screens, barricades, and other bits of cover. The DC to do so is 10. For every single point by which the DC is exceeded, one square gains +1 cover. No square may have more than 4 points added to its initial cover bonus.
Historical/theoretical knowledge: Like any other Knowledge skill, Knowledge (tactics) can be used to recover knowledge and information relating to the field. In this, it functions exactly like other Knowledge skills.
Special: A character may only make one Knowledge (tactics) roll per combat. This means it may be used for only one of the first three options by any character in any combat. Multiple characters may attempt different uses, however, though each may attempt only one.
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