Combat Skills Description

# Combat Skills

## Guns

Guns are created by Mythic Engineers.  The guns skill allows the character to attack with guns.  Engineers can use Ingenuity for the stat bonus.  Guns can be duel wielded.  Some guns can be fired with spell points.  Non-engineers can use Ingenuity spell points to fire the gun.

Primary Stat: agility

## Duel Wielding Weapons

*Note: Duel Wielding is a difficult skill and should not be used for casual play or players new to the game. While it does improve the chance to do damage, it is minimal compared to the effort. But it is fun!*

When a character wields a weapon in each hand no impacts to the main hand weapon are taken as long as the player has at least 5 levels of duel wield skill; if not they take -5 to attacks with the main hand.  The following rules apply to the off-hand weapon.  Other rules of duel wielding are as follows:

·         Characters with 0 levels of Dual wield skills attack with their offhand weapon at **-25 and gain no weapon bonuses.**

·         A character with duel wield skills of 1 or more can attack with the offhand **weapon at ¼ the weapon’s total hit,** including all types of bonuses – weapon, skills, magic, stat, etc.

·         Attacks from the **offhand weapon cannot score above 150 on the attack matrix chart**.

·         The **offhand weapon cannot do a critical hit above a B critical**; critical hits above B are rolled as B critical hits.

·         The **off-hand** attack **cannot produce a critical strike above 100.**

·         The **off-hand attack can never have bonus to hit above the main hand**, unless temporarily altered for a special in-game circumstance granted by the GM.

·         Each skill level of Duel Wielding adds the following:

o   **+3 to hit for off-hand up to level 20**

o   **+1 to hit for offhand weapon level 21 and higher**

·         Example: Level 10 Barbarian with +136 to hit.  (1/4x136=34) + (22 DW SL's=62)  provides an off-hand to hit of 34+62=96

## Shield Proficiency

The Shield Proficiency (SPS) skill provides a character with the ability to use a shield to the fullest of its ability. Shields are great defensive tools, but for the unskilled they reduce the attack roll.

·         An equipped shield by a character with 0 skills in shield proficiency provides the base shield defense for the type of shield and results in -25 to attack.

·         For anyone with at least one skill level in Shield Proficiency equipping a shields causes a -20 to attacks and maneuvers, but not to defense.

·         When a shield is equipped, each level of SPS adds +2 to defense, and +1 to attacks and maneuvers to offset the -20 penalty stated above.

·         A shield never subtracts from your defense even if you have no SPS skill levels.

### Shield types with Defense bonus (def):

o   **Buckler (Small) +5 leather and wood.**  A small round shield gripped in the fist on a center mounted handle, generally 12" - 18".

o   **Buckler (Small) +6 iron, steel or sheeted wood**.  A small round shield gripped in the fist on a center mounted handle, generally 12" - 18".

o   **Center Grip or Round (Medium) +8** **leather and wood.**  A medium shield – may be round or oval shaped 24"-30"

o   **Center Grip or Round (Medium) +9** **iron, steel or sheeted wood**.  A medium shield – may be round or oval shaped 24"-30"

o   **Target (Medium)** **+11 leather and wood**.  A medium shield rounded with two or three straps to hold it on the arm, generally.  Can be – 30"- 36” round.

o   **Target (Medium)** **+12 iron, steel or sheeted wood**.  A medium shield rounded with two or three straps to hold it on the arm, generally.  Can be – 30"- 36” round.

o   **Kite (Medium) +15 leather and wood**.  A medium/tall shield shaped like a kite square, rounded, or faceted on top, can be 18” to 24” wide and 34"-44" tall.

o   **Kite (Medium) +17 iron, steel or sheeted wood**.  A medium/tall shield shaped like a kite square, rounded, or faceted on top, can be 18” to 24” wide and 34"-44" tall.

o   **Heater (Large) +19 leather and wood**.  Slightly smaller than a wall shield.  Can be many shapes.

o   **Heater (Large) +21 iron, steel or sheeted wood**.  Slightly smaller than a wall shield.  Can be many shapes.

o   **Wall shield (Very Large) +23 leather and wood**.  Rectangular in shape.  May be kite shaped or oval.  From 24” to 32” wide and 50” to 55” tall.**Wall shield (Very Large) +25 iron, steel or sheeted wood**.  Rectangular in shape.  May be kite shaped or oval.  From 24” to 32” wide and 50” to 55” tall.

### Shield Limitations

There are limitations to using a sheild:

- Shields cannot be used with weapons that require 2 hands to use.

- Shields cannot be used while using martial arts or brawling.

- Shield proficiency cannot be used with the Dodge skill.

- Shields create a maneuver penalty equal to their base defense.  This penalty is not deducted from combat, but only from special maneuvers, trickery, etc.  As examples: An iron wall shield has a maneuver penalty of -25; or A leather kite shield has a penalty of -15.
### Attacking with a Shield

You can also attack with a shield.  This can be done in two different ways.  You can use the duel wield rules to use your shield as a weapon for one round, or you can use your crushing weapon skills and attack with the shield one round rather than your main hand weapon.

## Dodge

Dodge is a skill that assists a character in avoiding a melee, ranged or directed magical attack. Each skill level of Dodge adds defense using the following chart:

 11-20
 21 and above

A Character cannot use the Dodge skill and the Shield proficiency skill during the same round.

## Armor Maneuver

Armor maneuver is the ability to move and act while wearing heavier and more restrictive armor.  This skill only provides +1 for each skill level and should only be learned to level 20.  **Skill bonus: special +1 per skill level to 20.**

**Armor Penalty:** Armor penalty is assessed against a character’s actions.  It is equal to the armor rating of the character minus the character's armor maneuver skill level.  A character with an armor rating of 7 with only two levels of armor maneuver skill has an armor penalty of -5.  That penalty is subtracted from all attacks, maneuvers and skills gaining a bonus for Agility or Strength

**Armor Rating:** Characters wearing only normal clothing have an armor rating of 0.  When a character puts on a soft leather helm his armor rating raises to 1, add leather body armor and the armor rating becomes 2.  A character wearing a chain helm (3), hard leather body armor (2), chain gloves (3), plate leg armor (4), soft leather armor on his arms (1) has an armor rating of 13, which is calculated by adding the appropriate values from the armor rating chart: 3+2+3+4+1=13.

## Aggression Points

Aggression Points skill is a skill that increases a characters Aggression Points.  Aggression Points are a resource pool for casting Combat Specialty skills.  Warriors, Thiefs, Barbarians, and Rogues should highly consider purchasing the Aggression Point skill for using Combat Specialty skills.

For more information on Aggression Points and Combat Specialty skills visit the Combat Specialty page:  visit http://tag.wikia.com/wiki/Combat\_Specialty