Tabletop Simulator

Tabletop Simulator

Simple Tabletop Tanks
Perry the Platypus  [developer] 22 Aug, 2016 @ 9:26pm
Simple Tabletop Tanks Rules
Simple TableTop Tanks 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.


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 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. Turreted tanks do not need to change facing to engage. Tanks w/o turrets have to be facing target to engage which may require a change of facing.

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; Roll Accuracy->If a hit->Roll Penetration->If Penetration->owner picks Penetration card for tank.

1. Roll Accuracy (blue d6 die) - The attacker subtracts any die reduction penalties from the tanks Accuracy rating and rolls a d6. If the result is less than the modified accuracy rating a hit is scored.

2. Roll Penetration (red d6 die) - Roll the red d6 die and add your tanks penetration total. Subtract any Cover bonus that may apply or penalties due to crew status/injury. The defender rolls the black Armor die d6 and adds the armor rating for the location hit. If the attackers total is equal to or greater than the defenders score a penetration is made and the player controling the hit tank must draw a penetration results card.

-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
Each player can pop -2 Smoke 3 times per match at any location of their choosing.
The Smoke screen has a -2 radius of 6" and a -1 from 6" out to 12" radius.
Smoke disipates 1 point per turn. So the turn after the smoke is used it will only gave a -1 bonus in a 6" radius from center.

-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 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 - 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.
Last edited by Perry the Platypus; 22 Aug, 2016 @ 9:27pm