Gear Krieg

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There are too many tropes needing context. All The Tropes is not a place to simply make lists; please provide a reason why each trope is listed on this page that can be understood by someone who has never read or watched the work in question. "See episode seven" isn't good enough. See ATT:ZCE for advice on how to fix this.

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The world would indeed have been a different place had the Roaring Twenties not delivered the wonders promised by visionaries. Instead, war walkers now stride across the battlefield of Europe, huge supertanks thunder over North Africa, rocket fighters duel high above the Pacific, adventurers and superspies battle the Nazi forces in the shadows and scientists work feverishly in their laboratories to perfect the next doomsday weapon for their masters. Powered by advanced science, will the darkness of fascism spread across the world, or can brave men and women prevent it?
Introduction to the main rulebook

What happens when you cross Stupid Jetpack Hitler with Soviet Superscience and Dieselpunk? You get Gear Krieg! Gear Krieg is a 2001 alternate history game setting that takes on World War II, where the technology curve is a little more steep than in our own reality. Technology, such as personal jet packs, rocket fighters, and walking tanks, are developed during the course of the war, sometimes massively changing events and famous battles. Should be noted that the series practically runs on Rule of Cool.

Has two sister games (both of which also exploit the minis game/RPG bifecta), Jovian Chronicles (a nearish-future SF game featuring larger mechs in space) and Heavy Gear (a more-distant-future SF game featuring smaller mechs for land warfare).

Tropes used in Gear Krieg include: