Combat

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and Spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A Round represents about 6 seconds in the game world.   During a round, each participant in a battle takes a Turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next Round if neither side has defeated the other.   As with other Gears, the GM tracks time during combat. Every round, the GM adds a die (usually 1d10 ) to the Time Pool, and the Time Pool is emptied after it reaches 10 dice, signifying that 1 minute has passed. Negative consequences for the passage of time include alerting additional enemies or environmental effects such as a flooding room.   If a creature pursues an action during combat that has a duration of at least 1 minute, that creature must continually take that action every round until the Time Pool empties or combat ends.   Related topics:

Mass Combat

Mass Combat rules are used for battles where the combatants number in the hundreds or thousands, where individual characters would get lost in the fray.   For this reason, Mass Combat is fought with military units, rather than individual characters. Each unit is represented by a card on the battlefield. Below, find the rules for Mass Combat, which play out over a specialized Mass Combat Round.  

Naval Combat

Naval Combat rules are used for battles conducted between large seagoing Vehicles. Its rules are closely related to the Mass Combat rules.

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