Game is played in Rounds, in which each player/character takes a Turn. Turns are taken in Initiative order. The GM organizes the round, and handles each NPC or telling players when they're free to act in the round order. Once a round is completed, you start again from the top and continue until combat is over.
A round consists of every character involved, npc's and players alike, take a turn to do something. Anything that would last one Round lasts until the start of the same turn order where it was activated.
Each character acts out their actions during their Turn. Look at the Action and Movement chapters for what a character can do in a turn.
The turn order is decided by each character rolling an Agility roll, the GM ask for this and keeps track of it either hidden or open as he sees fit. Then starts with the highest number first, and goes down the list, this is called Initiative Order.
Designed this for use on a Battle-Grid, where distance is measured in Squares. Alternatively it should work using Inch instead of square if you don't want to use a Battle-Grid. (Forgot the size of the battle-grid I've been using).
From top of the head:
More to comeā¦
Using a Facing system, where characters can see a bit more than 180 degrees, but creating a blind zone at the back. Since I'm using this with grid system, just use the grind to define front/back. Use a model or other token that marks a front arc and a back arc somehow (I use Warmachine models, which already does this).
Examples: C = character F = front B = back
F | F | F | F | F |
---|---|---|---|---|
F | F | F | F | F |
F | F | C | F | F |
B | B | B | B | B |
B | B | B | B | B |
F | F | F | F | F |
---|---|---|---|---|
F | F | F | F | B |
F | F | C | B | B |
F | F | B | B | B |
F | B | B | B | B |