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.
- Short Duration - 1 Round
- Medium Duration - 2 Rounds
- Long Duration - 3 Rounds
- 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.