Oceanyka, still known to some by its colonial name of Australia, is a land of contradictions, anarchic yet unified, lawless yet tightly bound by tradition, wild yet deeply scarred by the works of man. It is a confederation of tribes, villages, towns, kingdoms, empires, republics, dictatorships, city-states, and fortified outposts, where survival is not guaranteed and power is measured by the weight of bullets or gold. Beyond the crude palisades of frontier settlements, the sniper towers of urban sprawls, and the labyrinthine bunkers of underground bases, anarchy reigns, and only the strongest, or the most cunning, endure.

The continent's past is one of ceaseless war. Long before foreign boots ever touched its soil, the native Aboriginals and migrating Ferozen waged millennia of brutal conflict, a cycle of bloodshed that culminated in their mutual devastation. This left Oceanyka vulnerable to the ambitions of the British Empire, which bled its riches dry for nearly a century. But no empire lasts forever: a revolutionary inferno in the early 20th century shattered the Jewel of the Empire, birthing a confederation of all its disparate peoples, bound by a fragile yet defiant pact of independence.

Oceanyka’s alignment has never been stable. Initially a loose ally of the Western Bloc 🦅, its path was violently rewritten by the Oceanykan Revolution, which toppled the government and dragged the nation into the orbit of the Eastern Bloc ⚒️ under the iron-willed yet lenient leadership of President Alan Redfort. Yet, beneath the banners of revolution, old hatreds simmer, corporate armies and rogue warlords stake their claims, and the shadows of the bush conceal horrors beyond comprehension.

In Oceanyka, anyone can be anything, or die trying.

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The United States of America is the leading superpower of the Western Bloc 🦅. It was established in 1776 through a revolution against British imperial rule, marking the birth of a republic rooted in Enlightenment ideals and settler colonial ambition. Its political foundations, radical for the 18th century, enabled the emergence of a dynamic capitalist economy and an expansive frontier society. Throughout the 19th century, the United States underwent rapid territorial, industrial, and demographic expansion, tempered only by its internal contradictions—chiefly the institution of slavery and sectional divides between North and South.

The American Civil War (1861–1865) proved undecisive. Immensely destructive and inconclusive, it failed to resolved the question of slavery, though it did result in industrial consolidation of the North. Freed from the constraints of an agrarian, slaveholding elite, the northern and western United States accelerated its growth, becoming by the turn of the century a leading economic and technological power. Waves of European immigration, the exploitation of natural resources, and the development of corporate capitalism helped transform it into a modern state capable of projecting influence far beyond its borders. It would not be until the Continuation War (1891-1893) that the continent would finally free itself of slavery, and that the United States would be together as one, with The Confederate States of America partially integrated into its own workings.

World War I marked the United States' first major intervention in European affairs, spearheaded by President Theodore Roosevelt. Initially welcomed as liberators by the Entente, American forces fought alongside the British and French with considerable enthusiasm. However, the collapse of France and the armistice imposed upon Britain by the victorious Central Powers left American ambitions checked, and the result was a pronounced retreat into isolationism. The economic turmoil of Great Depression further entrenched this posture, giving rise to a new inward-looking political consensus. During The Red Orchestra, the United States indirectly supported every rebellion and insurgency against the German Empire, as well as The Union of Soviet Socialist Republics which promised to counter German imperialism in Europe. 

This stance proved unsustainable as the scales tipped, and it was now the Soviets which had isolated and surrounded Berlin with its own communist allies, even The Danubian Federation and particularly Neosocialist France. With the outbreak of World War II in Europe and the growing threat of Japanese expansionism in the Pacific, Franklin Delano Roosevelt's administration orchestrated a gradual re-engagement with global affairs. American support for the embattled Allies—initially through lend-lease and financial aid—transformed into full-scale mobilisation following the 1941 Japanese attack on Pearl Harbor. As a founding member of the Allied Forces, the institution which later became the North Atlantic Treaty Organisation (NATO)), the United States played a leading role in the European and Pacific theatres.

The Manhattan Program, spearheaded by Dr. Robert Oppenheimer, resulted in the development of the first nuclear weapons. Their eventual deployment by both Germany and the Soviet Union marked a gruesome conclusion to the war and inaugurated the era of atomic diplomacy. Although the Allies emerged partially victorious, the subsequent division of the world into ideological blocs ensured that peace would remain fragile and contingent, and the world found itself thrown into the Cold War.

As of the mid-1960s, the United States stands at the apex of its power. It possesses the world’s most advanced navy and air force and maintains a global network of military and economic partnerships. While relations with The German Empire remain friendly but pragmatic, both powers heavily cooperate in resisting the encroachments of the Eastern Bloc ⚒️ led by The Union of Soviet Socialist Republics and The People's Republic of China. Unlike Germany, which seeks to preserve its overseas empire, the United States espouses a more activist vision: a world order grounded in liberal democracy, open markets, and constitutional governance.

President John Fitzgerald Kennedy, whose youth and eloquence have become emblematic of a new American era, leads the nation amidst considerable internal and external challenges. Despite increasing internal tensions, and the 1963 Dallas assassination attempt, he remains a popular and polarising figure, committed to civil rights reform at home and communist containment abroad. American culture, industry, and ideology continue to spread across the globe, and many observers argue that the decline of the European empires has paved the way for the American century to begin in earnest.

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Russia has historically been an enigma. Born from the Kievan Rus that would later become Yurizlansia, their story is melancholic. Living in extremely rough conditions and later conquered by the Mongols; yet they pushed back their invaders and unified the Russian princes to form a new empire. This Russian Empire dominated all of eastern Europe for hundreds of years. However, the horrors of the Weltkrieg finally broke down the Tsar's power as Bolshevik revolutionaries executed the royal family and took control. Almost a decade of gruesome fighting followed, but in the end Vladimir Lenin's Union of Soviet Socialist Republics was born as the first communist state on Earth. While Lenin died of a stroke, his successor Leon Trotsky continued to fight for the ideals of a world free from misery. With his political enemy Joseph Stalin executed after a terrible power struggle, Trotsky began a ruthless industrialisation program in order to gain the tools to create a world revolution. His plan was cut short by the second Weltkrieg, as the Germans crossed the border to the White Russia and the Baltics. The world's most miserable war in history has its reputation for a reason, and the Soviet Union suffered greatly with Trotsky dying midway through. In the end a nuclear exchange with Germany ended the bloodshed by armistice. Even from a state of near death, as Russia had done several times throughout history, the Soviet Union pulled itself back up into a position of world superpower. The war, however, had greatly reduced its territory and debilitated its capabilities, so the axis of communism moved eastwards, between it and the rapidly industrialising People's Republic of China.

By the mid-1960s the Soviet Union is led by Nikita Khrushchev, once an idealist and now a hardened politician. Khrushchev is hard and holds dear to the ideals of Trotsky to free the world, but does not rule with an iron fist. Quite the contrary, he has liberalised the Soviet Union to a great degree. Still, the oppressive spirit of the Soviet bureaucracy and intelligence apparataus will never be quelled completely.

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I am currently on the rather titanic endeavour of adapting the Crimson Blues universe to an original TTRPG setting. These articles help me organise everything.
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My name is Andrés Lucero Peña, cavalry officer in the Mexican Army by profession, writer and worldbuilder by heart, and a man of many interests. I believe these interests, and the knowledge I have thereof derived from them, are what allowed me to develop Crimson Blues as a world beyond our own, a mixture between fantasy and reality. Crimson Blues hides in its lines many of my ideas, aspirations, ideologies, philosophies, critiques and parodies. It's up to you to find them!

However, it is undeniable that this project would have been impossible without the help of some, and the simple presence of others. Thereby I extend my most sincere thanks to them as follows:


From my personal life.

  • I thank my parents, Froylán and Alma Luz, from whom I have derived an insatiable thirst for knowledge, art and the truth.
  • I thank my childhood friends and my comrades in arms, with whom my life experiences have shaped me profoundly, particularly Fernando, my brother in all but blood.
  • I thank Clio, the love of my life, once a Greek muse and now my own. She makes me whole as a self-proclaimed knight, for she is a dame in every sense of the word.
  • I thank God for granting me the natural tools to develop this project, the same ones I use in my lifelong quest for liberty and peace for mankind.
  • I thank the Mexican Army for giving me nourishment and shelter, for making me a tough man, and for teaching me the value of discipline and leadership.
  • I thank my country, Mexico, for giving me a purpose and a path, as well as a profound cultural heritage, and endless inspiration. Oceanyka's soul is inherently Mexican.
  • I thank the grand human race for my existence, and for giving my life an ultimate purpose as a cosmopolitan man.


From the great wealth of human knowledge.

  • I thank the SCP Foundation's writers and wiki staff, whom I've admired for many years, and one of the main sources of inspiration for Crimson Blues.
  • I thank H.P. Lovecraft who, despite being an extremely racist bastard, was the pioneer of eldritch horror, a genre in which Crimson Blues often dives.
  • I thank Games Workshop, creators of Warhammer Fantasy and Warhammer 40k, from whom I've derived a few tropes and occasionally referenced.
  • I thank Paradox Interactive, who successfully psy-opped me into joining the Army, and made me obsessed with maps, history, economy and politics.
  • I thank NationStates, in particular the Imperial Federation and the Coalition of Democratic Nations, the communities where Oceanyka and its world were born.
  • I thank Bethesda Interactive and Obsidian Entertainment for the Fallout franchise. Much of Crimson Blues is heavily inspired by Fallout, as one might rather easily tell!


From the artists and corporations whose work I've used over the years.

If your work is missing from this list (I'm sure it is), please contact me!

And finally, yes, I use AI. Very rarely so for writing, because that's the enjoyable part of this, and because AI is shite at coherent, natural writing. More so for pictures, since I couldn't draw a doodle of a horse if my life depended on it.

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Introduction


Crimson Blues is a worldbuilding project set in an alternate Cold war, similar yet vastly different to the one we remember. It includes a hybrid tabletop roleplaying and wargame system in which players assume the roles of adventurers, soldiers, partisans, mercenaries, criminals or else, navigating the strange and dangerous world of The Oceanykan Federation and beyond. While storytelling and improvisation remain central to gameplay, a robust ruleset governs certain aspects such as combat.

The system supports both small-party campaigns and large-scale battles, with the former conducted using RPG Mode (the rules described here) and the latter using a variation known as Wargame Mode. RPG Mode's core loop blends tactical grid-based combat with classic RPG mechanics, using a mix of roleplay, dice rolls, and strategic decisions to determine the fate of player characters and their surroundings. The heart of RPG Mode is the Party, a collection of Player Characters (PCs) with unique stories, strengths and weaknesses, thrown against an uncaring world. Each player is free to create their own character, but the Party is a collective endeavour. Teamwork will be the difference between glorious success or lethal failure.

Crimson Blues encourages gritty realism, meaningful choice, and calculated risk. Death is real and quick to come for the reckless. The world does not care if you're a hero, unless you make it care.




Characters & Creatures


In Crimson Blues, all individual entities (whether a player character, a wild animal, a monster, or an enemy soldier) are classified as Creatures. These represent any active participant in the world capable of movement and action.

Collections of creatures are known as Unit. Some types of units include the Troop 🪖 (a squad of foot soldiers), the Horde (a group of animals or monsters) and any Vehicle (because they rely on a crew).

A Character refers specifically to a named Creature of narrative importance. Amongst these, the most important by far are the Player Characters (PCs), under a player's direct control.

All Creatures possess Creature Stats which define everything from physical fitness and mental acuity to proficiency with weapons, knowledge of machinery, and ability to resist fear. They are governed by the same rules and can possess unique abilities, weaknesses, or special conditions that set them apart from regular humans.

Some important mechanical elements include:

  • Health Points (HPS) & Critical Health Points (CHPS) - These dictate how much damage a Creature can resist before dying.
  • Stamina (STA) - A Creature's physical resilience, expressed in short bursts of energy.
  • Movement (MOV) - How fast a Creature can move, expressed in distance-per-action.
  • Armour (ARM) - How well-protected a Creature is from piercing damage, either by wearing Armour 🛡️ or by Natural Armour.
  • Unarmed Attack (ATK) - How much damage a Creature does. This is typically just STR unless they possess Natural Weapons, as most animals and monsters do.
  • Action Points (APS) - How many Regular Actions and Special Abilities a Creature can take in a single turn. By default, most creatures possess 3 Action Points.
  • Threat Level (THRT) - How much of a threat the Creature presents to a typical person. This metric is most useful for planning balanced encounters, battles and for Wargame Mode.
  • Carrying Capacity (INV) - How much a Creature can carry, though it can be surpassed in exchange for debuffs. Most relevant for Player Characters.
  • Creature Attributes - Strength, Dexterity, Endurance, Perception, Intelligence, Wisdom, Charisma and Determination, the basic building blocks of all Creatures which dictate their possibilities and limitations.
  • General Skills - Specific skills and knowledge which are useful in certain niche circumstances.
  • Specialty Skills - Very powerful, single-task skillsets.
  • Special Abilities - Unique combat Actions that can help during an Engagement, taking the enemy by surprise.
  • Special Attributes - Permanent or semi-permanent modifiers to a Creature's strengths or weaknesses.
  • Status Effects - Temporary buffs or debuffs, typically inflicted during an Engagement, which severely affect a Creature's capabilities.

A creature is active if it has not yet acted in the current round, and inactive once it has completed its turn. This distinction is crucial in tactical play and certain abilities that rely on timing.




Dice & Rolling


Skill Checks are dice rolls used to dictate whether an action is successful or a failure. They are the foundation of all TTRPGs, and Crimson Blues is no exception. Skill checks are performed using Creature Attributes coupled with any modifiers they might possess.
General Skills can be used to bolster one's efforts in a specific area or field of knowledge. On some occasions, passing a Skill Check may be impossible without the appropriate General Skill.

For most regular actions in RPG Mode, the d20 dice is employed.


  • 20 -> Miraculous Success
  • 19 OR 18 -> Critical Success
  • 17 TO 4 -> If below Skill Check Level, FAILURE. If equal or above Skill Check Level, SUCCESS.
    • Skill Check Level refers to the relative ease of passing a Skill Check by a character. It depends on their Creature Attributes.
    • For example, if a character must perform a DEX-based d20 roll to grab a ledge while falling, and possesses 8 DEX, then their roll must score 12+.
  • 3 OR 2 -> Critical Failure
  • 1 -> Disastrous Failure


Critical Success and Critical Failure, if rolled naturally, offer no specific advantages but ensure a positive or a negative result regardless of Creature Attributes, unless the task is too difficult or too easy, in which case at least disaster is averted or induced respectively.
Miraculous Success and Disastrous Failure, if rolled naturally (no modifiers), can defy fate itself.

If the modified result of a Skill Check is 20, 19, 18, 3, 2 or 1, these do not count as any of the aforementioned results, only as either Success or Failure.

A Hit Roll is a term used for ranged attacks but is functionally identical to a Skill Check.


One of the most common ways in which Skill Checks are modified is by means of Difficulty Modifiers (DM). These serve a number of functions:

  • The GM can assign any task a natural DM, that is, how naturally hard a task is (for example, an encrypted computer might require a Very Hard DM skill check to hack into).
  • DMs are typically assigned as buffs and debuffs by Special Attributes, Common AttributesUnique Attributes, and a myriad other sources.
  • The Difficulty Modifier directly acts on the result of a roll. For example, if a player were to roll 4 in a Skill Check in which they required a 9, but they possessed an Easy DM, the result would be a 9 and they would pass.

Difficulty Modifiers stack and combine. For example, a Hit Roll that suffers from two Hard DMs acts as if it had a Very Hard DM. Similarly, if it were affected by an Easy DM and a Hard DM, they would cancel each other out.
The following Difficulty Modifiers exist:

A final category of Difficulty Modifiers are Minor Difficulty Modifiers with numbers that are not multiples of 5. An example of an MDM would be the Medium Guns in General Skills, which affects Hit Rolls with Medium firearms on increments of +1 per skill level.

Some Skill Checks are considered Contests when directly opposed to another Creature's skills or attributes. An example of this is the Melee Attack (1 APS). In these cases, the difference between the opposing Creature's attribute and one's own becomes a Minor Difficulty Modifier. For example, if a STR 10 creature performs a Melee Attack (1 APS) against a STR 14 creature, and chooses to perform a STR-based roll, then they will suffer a penalty of -4 to their roll, whereas the enemy will suffer a boon of +4 to their roll when they decide to counter-attack.

In an Engagement, the Contest mechanic is limited to a simple MDM. However, when Roving or anywhere other than in combat, the Contest shall take place as an agreed-upon number of skill checks performed by both parties, taking into account the MDM. The side with the most successes will be victorious.





Maps & Metrics


There exist three types of maps.

  • Strategic Map
    • A map of the wider region or continent, typically within The Oceanykan Federation, and perhaps a few surrounding regions such as The Republic of Indonesia or The Republic of Mardasia, though any region in Earth and beyond is accessible.
    • The Strategic Map has no preset rules and player agency is limited beyond the actions of their own party. It is a brutal and uncaring world driven by invisible social forces... unless the players do something extraordinary that suddenly becomes everyone's problem.
    • The only form of combat that occurs in the Strategic Map is through strategic weapons. However, all wars and conflicts are waged in the Strategic Map.
  • Operational Map
    • A map of the Area of Operations (AO) where the player characters are currently at. Locations within this map are typically connected by plot points or a single quest.
    • The Operational Map has no preset rules, but player's actions can have a profound impact beyond the actions of their own party.
    • Long-range combat may take place in the Operational Map using real distances.

In Crimson Blues, distances are measured using Variable Ranges, named as such because they differ between RPG Mode (measured in squares as described above) and Wargame Mode or battles in the Operational Map (measured in real distances to scale). The following Variable Ranges are used:

  • Long Range (LR)
    • Up to 1000m or 50sq away.
    • Hit Rolls at this range rely on PER.
    • Infantry combat at this range always suffers from a Hard DM.
    • Vehicles targeting infantry at this range always suffer from a Hard DM.

~ Beyond this point, automatic fire is unfeasible without a stable firing platform. ~

  • Very Long Range (VLR)
    • Up to 2000m away.
    • Hit Rolls at this range rely on PER.
    • All ranged combat at this range always suffers from a Hard DM.
    • Vehicles targeting infantry at this range instead suffer from a Very Hard DM.
  • Extreme Range (EXR)
    • Beyond 2000m, but within Line-of-Sight.
    • Hit Rolls at this range rely on PER.
    • All ranged combat at this range always suffers from a Very Hard DM.
    • Vehicles targeting infantry at this range instead suffer from an Insane DM.

All Indirect Fire (2 APS) uses INT for its Hit Rolls.


The other important metric is that of time. In Crimson blues, Variable Time is employed with the same purpose as that of Variable Ranges; even if their contents were homebrew-modified (for example, by making Medium Duration last 5 Turns), the overall balancing would remain more or less the same. There is an important distinction to make here between turns and rounds:

  • A turn is the space of time that an individual creature has to act in RPG Mode. Turn-taking is decided by comparing DET across the board, with the highest-scoring creature taking turn first, then following by the rest in descending order. In Wargame Mode all turns are taken across the team, with their order being decided by the Force Commander.
  • A round is when every creature has acted out their turn and turn-taking resets to the first on the list. In Wargame Mode, to decide who goes first, both players must roll 1d6, with the highest result going first. 

The following Variable Times are employed:





Roving & Engagement


Roving, also known alternatively as adventuring, reconnoitring, exploring or scouting, is when players are doing something within a Tactical Map, but no combat is taking place. When Roving, there is no limit to the actions a player can take in their turn, though the GM can limit them to let another player act. All interactions with the world are compromises, narratives and skill checks between the players and the GM. However, when the GM declares a fight has begun the Party will be considered to be Engaging

An Engagement occurs when the Party or their adversaries initiate combat. This is the moment when the abstract narrative flow of exploration shifts to tactical play. In an Engagement, the Tactical Map becomes fully active. Every square and action counts. Creature turns are taken in a set order based on Determination (DET) in which the highest DET creature goes first, followed by the second and the rest. This is called Initiative and under certain circumstances can make or break an Engagement. All Actions are performed during one's own Turn unless specified otherwise. Normally, Creatures will be performing Regular Actions, but many possess a few aces under the sleeve in the form of Special Abilities. How many Actions a creature can perform depends on their available Action Points (APS)

While manoeuvring around the terrain, the possibility of attacking the enemy will appear. All attacks possess a Damage Profile which indicates two factors: how much Damage (DMGit inflicts and how much Penetration (PEN) its attack possesses. There are two basic attack types in Crimson Blues: the melee attack and the ranged attack.

  • A melee attack can be a Melee Attack (1 APS), a Melee Frenzy (2 APS), a Charge (2 APS) or any similar Special Abilities.
    • Melee attacks are resolved by a Contest, a type of Skill Check in which the enemy's Creature Attributes become a modifier, based on the difference between theirs and one's own.
    • Firstly, the attacker must choose a Target within Point-Blank Range (PBR), unless using a melee weapon with Stand Fast or specified otherwise.
    • The attacker then chooses between resolving this contest through STR or DEX and rolls away.
    • If the attack or attacks land, the defender must perform an Armour Saving Throw and/or, if the GM allows, any other kind of Saving Throw.
    • Finally, the number of attacks that got through the Saving Throws must roll for DMG, unless they possess fixed DMG.
  • A ranged attack can be Reaction Fire (1 APS), Aimed Fire (2 APS), Suppressive Fire (2 APS), Indirect Fire (2 APS) or any similar Special Abilities.
    • Ranged attacks are resolved by means of a Hit Roll, which is no more than a typical Skill Check with a multitude of environmental factors.
    • Firstly, the attacker must choose a Target within Line-of-Sight (at least 50% visible) and within Range (specified by their weapon and ammunition).
    • All environmental and battlefield factors (typically DMs) are taken into account, and the shot or burst is made.
    • If it's a hit, the defender must perform an Armour Saving Throw and/or, if the GM allows, any other kind of Saving Throw.
    • Finally, the number of attacks that got through the Saving Throws must roll for DMG, unless they possess fixed DMG.


Note than in ranged combat, some or most combatants will typically Take Cover (1 APS), thus granting them Half Cover or even Full Cover. One way to dislodge an entrenched enemy is to flank them. Flanking refers to moving into an advantageous position at the flanks or rear of the enemy, allowing either for enfilading fire or the demoralising effect of being surrounded. For flanking to be successful, the enemy must typically be fixed in their position by defilading fire from the front, as otherwise they would simply rotate to face the flanking unit.

Another way to dislodge an entrenched opponent is to use explosive munitions, as PBR attacks ignore Half Cover. Because that Status Effect affects only the Creature performing Take Cover (1 APS), but not the terrain, any Grenade 💣, Grenade Launcher 💣 or Anti-Tank Launcher 🚀 with an explosive charge can be tossed into their close proximity, dealing full damage.

In most Engagements, creatures will suffer damage of some type, or become a victim of noxious Status Effects. To solve this, a variety of medical items and a handful of Special Abilities can be used. For example, the A-Type Emergency Medical Mixture grants +5 HPS, while the Field Dressing removes 1 instance of Bleeding. The most powerful of healing items can even defy the laws of nature, such as Lazarinine, which is capable of Reviving the dead, though these are extremely rare and prohibitively expensive technologies often kept obscured by a number of interest groups. Finally, a few medical items, such as the Trauma Kit or Hartmann's Solution, have certain skill requirements in either the First AidMedicine or Neurology General Skills.

Whenever a Player Character hits 0 HPS or 0 CHPS, they will become Downed and unable to act until they become Emergency Stabilised, for example, through the use of the aforementioned Trauma Kit. They will recover 20% of their HPS and CHPS. However, should they receive lethal damage again, they will die for good. If the party is unable to either revive or reanimate them, they may continue with a new character, or even recover their original character if the party acquires the means to do so later.

At least against Sentient 🧠 creatures, surrender is almost always an option in RPG Mode, both for the players and the enemy. A battered, outgunned or outnumbered enemy will think twice before throwing their lives away. This can also prove unexpectedly advantageous for an outmatched party of Player Characters, as being robbed or captured is almost always a better option than being killed. However, some factions, such as the Federal Special Research Division, are not known for taking prisoners, and neither will the enemy consider surrender if the player party is infamous for violating the customs of war. The GM has complete creative liberty over this option, but they should always take into account the enemy's DET attribute and the way the fight is going if the players choose to demand surrender from an enemy. Surrender is never an option in Wargame Mode, it is victory or death.

An Engagement ends when one's sides objectives are complete, one side retreats from the battlefield, all enemies are killed, or whenever the GM declares it so. The players' Party then immediately returns to Roving and can continue their adventure, reorganise, treat their wounds and/or prepare for evacuation.




Supplementary Rules


There exist specific rules for a few mechanics (such as explosives, shotguns and aerial combat). They are the following:

  •  Frag Rules 
    • Governs the mechanics of explosive weapons, particularly fragmentation.

  •  Saving Throw Rules 
    • Governs saving throws, of particular importance being the Armour Saving Throw.

  •  Scattergun Rules 
    • Governs multi-projectile shots, particularly relevant for shotguns.

  •  Special Damage Rules
    • Governs critical hits, special damage, damage modifiers and area-of-effect.
       
  •  Run & Gun Rules 
    • Governs firing on the move, both on foot and mounted.

  •  Terrain & Darkness Rules 
    • Governs certain modifiers for Engagements under special terrain conditions and in the dark.

  •  Reliability & Maintenance Rules 
    • Governs the reliability, or lack thereof, of firearms, as well as its terrain modifiers and weapon malfunctions.

  •  Stealth Rules 
    • Governs the ancient art of sneaking around undetected, in and out of combat.

  •  Travel Rules 
    • Governs all travel in the Operational Map.

  •  Transit Rules 
    • Governs all travel in the Strategic Map.

  •  Downtime Rules (TBD) 
    • Governs daily life, recovery and services within settlements.

  •  Loot Rules (TBD) 
    • Governs loot acquired after an Engagement.

  •  Diplomacy Rules (TBD) 
    • Governs interactions between factions and the player party.

  •  Trade Rules (TBD) 
    • Governs the invisible hand of the free market.

  •  Command Rules (TBD) 
    • Governs the command & control of mercenaries, allies, and other NPCs aligned with the player party.

  •  Environmental Hazard Rules (TBD) 
    • Governs certain environmental hazards that might emerge in certain parts of the country.

  •  Sorcery Rules 
    • Governs the employment of sorcery in and out of combat.

  •  Vehicle Operation Rules (TBD) 
    • Governs the operation of vehicles, primarily multi-crew vehicles such as tanks and warships.

  •  Aerial Combat Rules (TBD) 
    • Governs combat in the skies, both within-visual-range (WVR) and beyond-visual-range (BVR).

  •  Naval Combat Rules (TBD) 
    • Governs combat in the high seas.

  •  Character Creation and Advancement Rules (TBD) 
    • Governs character creation, backstories and progression.

  •  Personal Gear Rules (TBD) 
    • Governs the limitations and possibilities of personal equipment.

  •  Wargame Mode 
    • An alternative gamemode adapted to large-scale tactical combat.

  •  GM Tools (TBD) 
    • A comprehensive toolset for would-be Game Masters.






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