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