Wargame Mode is a variation of the regular Crimson Blues ruleset (denominated RPG Mode) better fit for larger-scale engagements between opposing troop formations. Its rules differ significantly in a few key aspects:
TIME VARIABLE
Turns in the Wargame Mode are taken by the whole team. Roll 1d6 before the match starts, highest result goes first.
Any effect which mentions "rounds" is considered, for the purposes of the Wargame Mode, to mean "turns".
- Short Duration - 1 Turn
- Medium Duration - 2 Turns
- Long Duration - 3 Turns
- Permanent - Self-explanatory.
CHARACTER STATS
- CHP do not exist. Instead, apply a stacking x2 DMG modifier in the following circumstances:
- > Critical Hit on any creature or vehicle.
- > Vulnerable damage type
- > (BURN-DMG or CHEM-DMG against Plant 🌼 or Animal 🐾, EMP-DMG against Robot 🤖, etc.)
- > Vulnerable Creature Attributes
- > (Flammable for BURN-DMG, etc.)
- Vehicle RES remains the same.
- STR is directly transformed into Melee Skill (MS).
- > This is solely used to calculate melee damage and perform melee hit rolls.
- DEX, PER and INT are averaged into a single Ranged Skill (RS).
- > This is solely used to roll for ranged attack hits across all distances.
COMBAT
- Suppressive Fire can only be performed by weapons with the Light Machinegun ⚡, Heavy Machinegun ⚡ and Autocannon ⚡ tags.
- Indirect Fire can only be directed towards targets that have been Spotted!.
- Only Armour Saving Throws (AST) may be used to negate damage.