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Uncanny: Combat

funnio987 Nov '15  /  edited Nov '15
Combat mechanics and rules for Uncanny will be listed below. Over time I may add some more stuff if I find things a bit overpowered/lacking.
Thank you to beardbandit for their combat system. fabletop.com/forum/topic/485.1/spec-ops-combat

Traits and Use in Combat

Might: Used for melee combat and other things involving strength.
Agility: Used for ranged combat and other things involving dexterity and stealth.
Wisdom: Used for magic combat and other things involving knowledge.

Power Use


In this game, power can be used normally. It can be used to add stars to a roll.
When a med-kit is used, one power is needed to heal. Just tell me when you want to use it and I will remove a power point.
When special skills/abilities are used, they require power.

Cover System

In Uncanny, cover plays a large part in gun vs gun combat. It negates damage and could possibly save your character's life.
Magic attacks go through cover.

No Cover: If your character is not behind any cover, they receive full damage.
Half Cover: Represented by a light gray tile on the map, it will negate one star of damage. It can be destroyed with explosives.
Full Cover: Represented by a dark gray tile on the map, it will negate one star of damage. It cannot be destroyed by explosives.

Ammunition


Ammunition is unlimited in this game, but has to be reloaded. If you're in combat and you run out of ammo in a magazine, you have to use a turn to reload it. You may also reload before and after battle.
Each player gets 2 attacks before they must reload their magazine in a weapon.

Explosives

The only kind of explosives in this game so far are grenades, and they are quite rare. An explosive does 3 damage in a 3x3 area. There are different types of grenades and they will be explained ingame.

Movement


In a turn, a character can move a maximum of 5 squares. You may not move diagonally. If there is cover, you use two of your movement squares to go over it.
ferhargo Nov '15
So, why is agility athletics? That's taking something explicitly under Might and moving it, which rather throws off the balance of the base traits.
funnio987 Nov '15
Just a typo.

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