Large-scale battles are any fights involving many more combatants than just the players and their foes, such as might be found in a wartime situation or a riot. In situations like this, the GM should allow the player-controlled combatants to act as they normally would during a combat situation. The result of the battle around them will be based on their successes in their own smaller scale.
When entering such a battle, the GM should decide the size of the forces engaging in battle. He should also ascribe a Combat Efficiency Rating to each side, which he can base on the following table. Good equipment can certainly help: if a force obtains weapons and armor common to a force higher on the table, they will shift up one rank in their Combat Efficiency Rating, or two ranks if they obtain Exceptional equipment.
|Combat Force||Examples||Combat Efficiency Rating||Multiplier|
|Untrained Rabble||Villagers, innocent bystanders, rioters||Poor||1x|
|Trained Rabble||Police force, street gang||Fair||2x|
|Military Force||Soldiers, militia, federal agents||Good||3x|
|Special Combat Unit||Navy SEALS, Black Ops, Marines||Excellent||4x|
|Superior Force||Alien invaders, hordes of monsters||Exceptional||5x|
Once the Combat Efficiency Rating (CER) is figured, and the GM knows the size of the forces participating in the battle, combat can begin as usual. Every time damage is dealt to a combatant, that combatant's team loses a number of participants based on the following table, multiplied by the multiplier (given in the table above) of the team that dealt the damage. This continues until one team is completely wiped out, flees, or surrenders. When a team reaches three quarters, half, and one quarter of its original complement, they suffer a morale penalty, which reduces their multiplier by one. If a team's multiplier becomes zero, they will surrender or begin to flee.
|Damage Dealt||Team Losses|
|Poor||1 per 100 x multiplier|
|Fair||2 per 100 x multiplier|
|Good||5 per 100 x multiplier|
|Excellent||10 per 100 x multiplier|
|Exceptional||25 per 100 x multiplier|