Tabletop Simulator

Tabletop Simulator

Tiny Tabletop Tanks
Perry the Platypus  [developer] 21 Aug, 2016 @ 6:23am
Tiny Tabletop Tanks Rules
Tiny TableTop Tank Rules

TinyTableTopTanks is a simple tanks v/s tanks tabletop wargame for use with the Tabletop Simulator software. All models belong to their respective owners and may not be reproduced or included in other mods or projects without permission.

FOR RULE EXAMPLES WITH PICTURES VISIT: http://tinytabletoptanks.forumotion.com

STEP ONE: [Choose a type of game to play:]

-Meeting Engagement:
Each side places their units along the edge of their side of the table. Play begins after deciding who will take first phase of turn one.

-Ambush:
Choose a player to be the ambusher and one to be the ambushed.
The Ambusher keeps their tanks undeployed until the second phase of turn two, ie. the Ambushed has had one full turn and the beginning phase of the second turn. The Ambusher then enters the board from any direction they choose except the side the Ambushed started from and completes the second phase of the turn.

-Objective:
An objective object is placed somewhere on the table and one team is allowed to place half their tanks in defensive array around the object. The rest of their tanks remain off table and can enter as reinforcements starting with the second turn. The attacking player enters from their side of table on turn one. Players agree on a number of turns objective must be defended. If no defending tanks are within 12" of objective for one full turn the attacker wins. If defender keeps a non-routed/destroyed tank within 12" for agreed turn ammount then the defender wins.

STEP TWO: [Crew type determination:]

Roll 1d6 for each tank you control and place a Grizzled marker for each that roll a 6. Some tanks modify this crew determination roll and some automatically have Grizzled crews, please refer to each tanks tooltip or information cards before rolling crew type.

STEP THREE: [Start turn one:]

Player One resolves actions for all their tanks, then Player Two.
On their turn a player may do the following with each of their tanks: MOVE, ENGAGE, RECOVER, and WAIT.

-Move:
Tanks can either Move, Move Fast, or Stop during a turn.
Move - A tank can Move up to the distance listed under its Movement rate on its card each turn, this is a normal move. A Moving tank suffers a -2d to Accuracy but can Stop, Change Facing, and be placed in Wait status at end of their Move if they did not Engage.
Moving Fast - A tank can Move up to twice the distance listed if they choose to Move Fast. A tank Moving Fast cannot Engage (unless its says they can on their card), Stop, or Wait and their facing at end of turn cannot change until their next turn. Some tanks Moving Fast receive a bonus that applies a -1 to enemy Accuracy, refer to the tanks information card. Place a Moving Fast marker next to tanks Moving Fast.
A tank can change its armor orientation (its facing) once a turn (even enemy portion) if Engaged. A tank that is Moving Fast or has been Engaged already cannot.

-Engage:
Any tank allowed to fire in a turn that has line-of-sight to an enemy tank (can draw line from your tank to theirs) may Engage once each turn.

A shot is made to the most exposed side facing the shooter, Front, Side, Rear, or Turret. A tank can always turn its best armor toward an attack ONCE a turn unless it is Moving Fast, using one tank to force an enemy to use their tanks facing change while another flanks it and makes a side/rear shot is a valid strategy. If there is doubt about which armor the shot hit then choose the side of the tank with the largest portion toward shooter or the most exposed part (ie. turret if hull down behind obstacle).
An Engage takes place with the following actions (if a requirement not met, Engage fails): Roll Accuracy->If Hit icon rolled->Roll Penetrations->If Penetrations equal/exceed armor for side hit->Pick Penetration card for tank.
Roll Accuracy (white die) - The attacker subtracts any die reduction penalties from the number of Accuracy die listed on their tanks card and rolls to score hits. You can only score 1 hit per accuracy roll regardless of the number of HIT icons shown. If a hit is scored then roll Penetrations.
Roll Penetrations (red die) - Roll the number of Penetration die specified on your tanks information card and subtract any Cover bonus that may apply to the target. If the number of scored penetrations equals or exceeds the enemies armor value plus any Cover bonus then the player controlling the hit tank must draw a damage card for the tank and apply the result. Penetration die results with an * mean the attacker gets to reroll any one non-penetrating die (another * would mean reroll another non-penetrating die etc.).

-Recover:
Any tank that has suffered morale complications in prior rounds can make a Recover attempt for their turn to restore their will to fight. The tank can perform no other actions during the round except a Normal Move. Recover fail results Shaken or Rout DO NOT affect crew status, they just indicate the Recover attempt failed and status remains unchanged this turn.

-Wait:
Any tank can be placed into Waiting status from a Normal Move, if it did not Engage, and is Stopped. This tank can Engage during the enemies portion of the turn with the Engage being resolved normally.

-Smoke
Many tanks have the ability to make a -1 (or -2) Smoke screen on top of themselves or even centered on a spot distant from them. Refer to your tanks Special Rules section of the information cards to see what Smoke abilities they have. Unless the card says the tank can use the ability more than once a game it can only be used once in a match. Most tanks that can use the ability more than once are limited to not Moving or Engaging on the turn they pop Smoke.
Smoke is generated either centered on the tank that activated it, or in the case of Smoke Mortars centered on a location specified by the player within the range specified on the info card. -1 Smoke screens have an effective radius (ie offer -1 bonus) of 6" from the center in all directions. A -2 Smoke screen has a -2 bonus radius of 6" and a -1 bonus from 6" out to 12" radius.
Smoke disipates 1 point per turn. So a -1 would be removed at the beginning of your next turn and a -2 becomes a -1 on the next turn and is removed the turn after.

-Cover:
If a tank ends its turn in a Cover giving location or with Cover between it and an attacker then that tank gains a +1 or +2 Penetration bonus depending on thickness of Cover.

-Concealment:
Concealment plays a big roll in combat and many tanks carried smoke deploying devices for this reason. Concealment comes in two forms light and heavy (+1 and +2 bonus). Light means the tank is still visible but its largely obscured. Heavy means the tank is not visible but its location can be guessed by other factors.
Example: A tank inside a forest is considered lightly covered to anyone shooting it from inside the same forest but heavily covered to anyone shooting it from outside the forest.

-Crew Status:
TinyTank crews come in two classes; Scared and Grizzled.
A Scared crew is looking for the earliest excuse to exit the battlefield. A Grizzled crew will never panic and won't retreat unless ordered. A Grizzled crew is allowed to reroll any one die of its rolls each turn. The Grizzled crew can even lend their free reroll (if unused) to a Scared units recover attempt that turn. Use the Grizzled token to denote Grizzled crews, all others are assumed to be Scared.

-Morale Checks:
Grizzled crews do not make Morale checks.
Anytime the following things occurr to a non-Grizzled tank crew a Morale Check is made:
1 - Suffer a penetrating hit.
2 - Hit by more than one enemy tank in one turn.
3 - No non-immobilized friendly units left in game.
4 - Friendly tank suffers catastrophic death (Explosion or Fire) within line-of-sight of tank.
A Morale roll is made on the green d6.
Result: 1-3 OK, 4,5 Shaken!, 6 Routed!

-Morale Results:
A Shaken crew suffers a -1 to Accuracy and cannot Move Fast or Wait. Place a -1 default marker next to the tank as a reminder that its Shaken.
A Routed crew must move toward the edge of the board it entered from at its full Movement rate. If a Routed tank drives off the map they are removed from play and may not return.
If a Shaken crew rolls a second Shaken result they are Routed.
If a Shaken crew becomes Immobilized they are only allowed to make a Recover attempt on their next turn. They either succeed or Rout. A Routed unit that becomes Immobilized is destroyed as the crew bails out and flees on foot.
During its turn a Routed or Shaken crew can make a Recover roll if it has taken no other action besides a Normal Move.
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Showing 1-5 of 5 comments
Woa 19 Nov, 2016 @ 8:36pm 
Cool, but how much is 6" in TTS?
Perry the Platypus  [developer] 19 Nov, 2016 @ 8:50pm 
Select the line tool, click where you want to start measurement and then drag outward in the direction you want to measure. The line will count up in units of measurement.. "inches".
Woa 19 Nov, 2016 @ 9:35pm 
Okay, thank you. So does a movement rating of 20 mean 20" of movement?
Perry the Platypus  [developer] 20 Nov, 2016 @ 9:16am 
Yes, 20" would be normal speed and 40" (20x2) would be fast speed... and 10" and under would be slow speed (if you were using a house rule and wanted it).
Last edited by Perry the Platypus; 20 Nov, 2016 @ 9:19am
Woa 23 Nov, 2016 @ 10:19pm 
Okay, thank you :)
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Showing 1-5 of 5 comments
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