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122
README.md
122
README.md
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@ -6,32 +6,33 @@ Version 0.0.1-r0
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**Tank Commander** is a simple table-top game where two players take turns to shoot at each other's tanks. The game is played on a hexagonal grid, and each player has a tank that can move and shoot in six directions. The simplest goal of the game is to destroy the opponent's units.
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Players take turns activating a unit, performing a number of actions with it, and then ending their turn. The game is over when one tank is destroyed.
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Players take turns activating a unit, performing a number of actions with it, and then ending their turn. The battle is over when the mission is complete, or a player concedes, or after 10 turns of play.
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## Building your Tank
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The basic tank starts with the following stats:
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| Armor | Movement | Accuracy | Hull Points | Actions |
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|-------|----------|----------|-------------|---------|
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| 6/6/6 | 3 | 4+ | 4 | 5 |
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| Armor | Accuracy | Hull Points | Actions |
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|-------|----------|-------------|---------|
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| 6/6/6 | 4+ | 4 | 5 |
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It has a main turret gun with anti-tank (AT) rounds, with a range of 5 spaces.
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Before the game begins, players can upgrade their tanks, spending up to 10 upgrade points on the following items:
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- **Armor**: Increases the armor of the tank by 1 point. Costs 1 upgrade point per armor point, to a max of 3 per facing.
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- **Armor (1 point per facing, max 3 per facing)**: Increases the armor of the tank by 1 point.
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- Side armor cannot exceed front armor.
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- Rear armor cannot exceed side armor.
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- **Engine Upgrade**: Increases the movement range of the tank by 1. Costs 1 upgrade point.
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- **Extended Barrel**: Increases the range of the main gun by 1. Costs 1 upgrade point.
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- **Enhanced Optics**: Increases the accuracy of the main gun by 1. Costs 1 upgrade point.
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- **High-Explosive (HE) Rounds**: Allows HE rounds to be loaded. Costs 1 upgrade point.
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- **Anti-Infantry Weapons**: Allows the tank to fire at infantry units at a range of 2 spaces. Costs 1 upgrade point.
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- **Smoke Launcher**: Allows the tank to deploy smoke, blocking line of sight through one space within a range of 2 spaces. Costs 1 upgrade point.
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- (Advanced) **Lieutenant Commander**: Adds a Lieutenant Commander to the crew. Costs 1 upgrade point.
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- (Advanced) **Air Support**: Allows the tank to call in an air strike during the battle. Costs 2 upgrade points.
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- (Advanced) **Anti-Tank Mines**: Allows the tank to deploy anti-tank mines. Costs 1 upgrade point per space, up to 3 maximum.
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- **Engine Upgrade** (1 upgrade point): Increases the movement range of the tank by 1.
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- **Extended Barrel** (1 upgrade point): Increases the range of the main gun by 1.
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- **Enhanced Optics** (1 upgrade point): Increases the accuracy of the main gun by 1.
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- **High-Explosive (HE) Rounds** (1 upgrade point): Allows HE rounds to be loaded.
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- **Anti-Infantry Weapons** (1 upgrade point): Allows the tank to fire at infantry units at a range of 2 spaces.
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- **Smoke Launcher** (1 upgrade point): Allows the tank to deploy smoke, blocking line of sight through one space within a range of 2 spaces.
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- **Medkit** (1 upgrade point): The first time a crew member is injured, it does not observe the penalty for being injured.
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- **Lieutenant Commander** (1 upgrade point): Adds a Lieutenant Commander to the crew.
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- (Advanced) **Air Support** (2 upgrade points): Allows the tank to call in an air strike during the battle.
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- (Advanced) **Anti-Tank Mines** (1 upgrade point, max 3): Allows the tank to deploy anti-tank mines.
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For example, a tank could spend its upgrade points on the following upgrades:
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- Armor: Front 8, Side 8, Rear 6 (4 points)
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@ -39,12 +40,21 @@ For example, a tank could spend its upgrade points on the following upgrades:
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- Lieutenant Commander: 1 point
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- Air Support: 2 points
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The tank has a crew of 4 members:
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### Crew
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The tank has a crew of 4 members. Once per battle, each crew member can use a special ability (only one per turn):
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- The **Commander** commands the tank
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- The **Gunner** fires the turret gun and any other weapons
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- The **Loader** loads the main gun
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- _Booming Voice_: the tank may use 2 extra actions
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- The **Driver** moves the tank
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- (Advanced): The **Lieutenant Commander** can take over any role if the crew member is killed.
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- _"Move move move!"_: the tank can move twice for one action, or move three spaces straight ahead
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- The **Gunner** fires the turret gun and any other weapons
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- _"Bring it down!"_: the gunner hits on 2+ for this turn
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- The **Loader** loads the main gun
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- _Quick Load_: loading costs zero actions for this turn
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The tank may also add a fifth crew member for 1 upgrade point.
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- The **Lieutenant Commander** can take over any role if the crew member is killed.
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## Playing the Game
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@ -52,8 +62,8 @@ Players roll a die to determine who goes first. The player who rolls the highest
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On their turn, the player can perform actions by spending action points:
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- **Move**: Move the tank forward one space.
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- **Turn**: Rotate to the left or right 60 degrees. This can also rotate the turret, or not.
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- **Move**: Move the tank forward one space, up to 3 spaces per turn.
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- **Turn**: Rotate to the left or right 60 degrees. This may also rotate the turret with the tank.
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- **Rotate Turret**: Rotate the turret to the left or right 60 degrees.
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- **Fire**: Fire the main gun at a target within range.
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- **Load**: Load a round into the main gun. This is required before firing. (The gun starts the battle loaded.)
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@ -64,17 +74,17 @@ On their turn, the player can perform actions by spending action points:
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### Firing the Main Turret Gun
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Roll a die to determine if the shot hits. The player must roll equal to or higher than their accuracy score. If the shot hits, roll a die and add the round's strength. If the result is more than the target's armor on the the side it was hit, the target takes a penetrating hit. Otherwise, it's a glancing hit.
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Roll a die to determine if the shot hits. The player must roll equal to or higher than their accuracy score. If the shot hits, roll a die and add the round's strength. If the result is more than the target's armor on the the side where it was hit, the target takes a penetrating hit. Otherwise, it's a glancing hit.
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AT rounds have a strength of 6, HE rounds have a strength of 4.
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### Inflicting Damage
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#### Inflicting Damage
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A glancing hit wounds a crew member on a 4+. When a crew member is wounded, randomly select a living crew member to be wounded. If a wounded crew member is wounded again, they are killed.
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A penetrating hit wounds a random crew member, and reduces the target's hull points by 1. If the target's hull points are reduced to 0, the tank is disabled -- it cannot perform any actions, and remains on the table.
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A penetrating hit wounds a random crew member, and reduces the target's hull points by 1. If the target's hull points are reduced to 0, the tank is disabled -- it cannot perform any actions, and remains on the table until the end of the battle.
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A hit from an HE round can start a **Fire**. Roll a die. On a 5+, the tank is on fire. The tank's crew can use an action to extinguish the fire. If the fire is not extinguished, the tank loses 1 hull point at the end of each turn until the fire is extinguished.
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A hit from an HE round can start a **Fire**. Roll a die. On a 5+, the tank is on fire. The tank's crew can use an action to extinguish the fire in their turn. If the fire is not extinguished, the tank loses 1 hull point at the end of each turn until the fire is extinguished.
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At the end of every turn a disabled tank is on the table (including the turn it was disabled), roll a die. On a 4+, the ammunition cooks off. The tank is destroyed, and any units within 2 spaces of the tank are hit with an HE round with a strength of 4. The vehicle is replaced with a rubble terrain piece. If the tank's last hull point was lost to **Fire**, the ammunition cooks off immediately.
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@ -86,41 +96,33 @@ If the Gunner is wounded, the tank's accuracy is reduced by 1. If the gunner is
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If the Loader is wounded, loading takes 2 action points. If the loader is killed, the tank cannot load its weapons (it can fire any remaining rounds that are already loaded, and any Anti-Infantry Weapons).
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If the Driver is wounded, the tank's movement is reduced by 1. If the driver is killed, the tank cannot move.
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If the Driver is wounded, the tank's movement is reduced by 1. If the driver is killed, the tank cannot move or turn.
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If a Lieutenant Commander is replacing a killed crew member, they always performs the job of the crew member it is replacing as if that crew member was wounded, until the Lieutenant Commander is killed.
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### Terrain
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- **Open Terrain**: No effect on movement or line of sight. This can be a road, or grass. Most of the board is open terrain.
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- **Mud**: You must spend 2 action points to move out of a mud space. This can be a swamp, or a field.
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- **Mud**: You must spend 2 action points to move out of a mud space.
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- **Rubble**: You must spend 2 action points to move out of a rubble space. This can be a destroyed building, or the remains of an exploded tank.
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- **Hill**: When a tank is immediately behind a hill space, enemy accuracy is -1. When a tank is on a hill space, all hits against it are taken against the rear armor value.
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- **Forest**: When a tank is in or behind a forest space, enemy accuracy is -1.
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- **Building**: Buildings are impassable terrain. Tanks can fire rounds at buildings to turn them into rubble.
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- (Advanced) **Hill**: When a tank is immediately behind a hill space, enemy accuracy is -1. When a tank is on a hill space, all hits against it are taken against the rear armor value.
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- (Advanced) **Mines**: Tanks moving over mined spaces take an AT hit with a strength of 6. Roll to see if it penetrates. The mine is then removed from the board.
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### Advanced Play
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#### Air Strike
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Mark a space anywhere on the board. In the next turn, the player must roll a 6+ for the air strike to hit. On the following turn, it's a 5+, and then 4+, and so on. An air strike is never called on a roll of a 1.
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When an air strike is carried out, the marked space is hit with an AT round with a strength of 6. Roll a die to determine the direction of the blast (1 is north, 2 is northeast, and so on). Then roll a die to determine the distance of the blast (1 is 1 space, 2 is 2 spaces, and so on). Each of those spaces are also hit with an AT round with a strength of 6.
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#### Infantry
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### Infantry
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Some battles may include infantry units. Infantry units can move 2 spaces, and can fire at tanks within 2 spaces. Infantry units have an armor value of 2, and a hull point value of 1. Infantry units can be destroyed by a hit from any main gun, or by an Anti-Infantry Weapon. Infantry can't be targeted if they are in an adjacent space to a friendly tank.
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| Armor | Movement | Accuracy | Hull Points | Actions |
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|-------|----------|----------|-------------|---------|
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| 3/3/3 | 2 | 4+ | 1 | 3 |
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| Armor | Accuracy | Hull Points | Actions |
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|-------|----------|-------------|---------|
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| 3/3/3 | 4+ | 1 | 3 |
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Infantry units are equipped with Anti-Infantry Weapons with a range of 2 spaces, and a missile launcher with AT and HE rounds and a range of 3 spaces.
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Infantry can take the following actions when activated:
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- **Move**: Move the infantry unit one space in any direction.
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- **Move**: Move the infantry unit one space in any direction, up to 2 spaces.
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- **Fire Missile Launcher**: Fire the missile launcher at a target within range, using either AT or HE rounds. (Rounds do not need to be loaded first)
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- **Fire Anti-Infantry Weapon**: Fire the anti-infantry weapon at an infantry target within range.
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- **Take Cover**: Enemies shooting this unit have -1 accuracy until the next turn. The unit cannot move or fire while in cover.
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- Infantry can ride on the outside of tanks. If the tank takes any hits while infantry are mounted on the outside, they are destroyed.
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- Infantry can ride inside Armored Personnel Carriers (APCs). See below.
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#### Armored Personnel Carriers (APCs)
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### Armored Personnel Carriers (APCs)
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| Armor | Movement | Accuracy | Hull Points | Actions |
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|-------|----------|----------|-------------|---------|
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| 4/4/4 | 3 | 4+ | 2 | 3 |
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| Armor | Accuracy | Hull Points | Actions |
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|-------|----------|-------------|---------|
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| 4/4/4 | 4+ | 2 | 3 |
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APCs are equipped with Anti-Infantry Weapons with a range of 3 spaces.
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APCs have 4 upgrade points to spend at the beginning of the battle:
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- **Armor**: Increases the armor of the tank by 1 point. Costs 1 upgrade point per armor point, to a max of 1 per facing.
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- **Armor** (1 point per facing, max 2 per facing): Increases the armor of the tank by 1 point.
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- Side armor cannot exceed front armor.
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- Rear armor cannot exceed side armor.
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- **Engine Upgrade**: Increases the movement range of the tank by 1. Costs 1 upgrade point.
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- **Smoke Launcher**: Allows the tank to deploy smoke, blocking line of sight through one space within a range of 2 spaces. Costs 1 upgrade point.
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- **Engine Upgrade** (1 upgrade point): Increases the movement range of the tank by 1.
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- **Smoke Launcher** (1 upgrade point): Allows the tank to deploy smoke, blocking line of sight through one space within a range of 2 spaces.
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APCs can take the following actions when activated:
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- **Move**: Move the APC forward one space.
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- **Move**: Move the APC forward one space, up to max 3 spaces per turn.
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- **Turn**: Rotate to the left or right 60 degrees.
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- **Fire Anti-Infantry Weapon**: Fire the anti-infantry weapon at a target within range.
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- **Deploy Smoke**: Deploy smoke, blocking line of sight through a space until the end of the battle.
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- **Deploy Smoke**: Deploy smoke, blocking line of sight through a space up to 2 spaces away until the end of the battle.
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- **Extinguish Fire**: Extinguish a fire on the tank.
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#### Missions
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### Air Strikes
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Mark a space anywhere on the board. In the next turn, the player must roll a 6+ for the air strike to hit. On the following turn, it's a 5+, and then 4+, and so on. An air strike is never called on a roll of a 1.
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When an air strike is carried out, the marked space is hit with an AT round with a strength of 6. Roll a die to determine the direction of the blast (1 is north, 2 is northeast, and so on). Then roll a die to determine the distance of the blast (1 is 1 space, 2 is 2 spaces, and so on). Each of those spaces are also hit with an AT round with a strength of 6.
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### Missions
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Playing to destroy your enemy is only one way to play Tank Commander. Missions can be created to add objectives to the game. Some examples of missions include:
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- **Capture Objectives:** Use infantry to capture 1, 2 or 3 spaces on the board
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- **Breakthrough:** Move a tank to the other side of the board to win. One player is the attacker, the other is the defender.
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- **Basic Training:** One tank driving to spaces and shooting targets, to learn basic rules.
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- **Skirmish:** 1-vs-1 tank battle with light terrain.
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- **Capture Objectives:** Use infantry to capture 1, 2 or 3 spaces on the board.
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- **Breakthrough:** Move your tank to the other side of the board to win. One player is the attacker, the other is the defender.
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- **Destroy Target:** Destroy a specific target on the board. The target can be a building, a tank, or an infantry unit.
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- **Escort:** Move an infantry squad across the battlefield alive.
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- **Beach Landing:**
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- **Urban Warfare:** Navigate tank columns through a maze of streets to take the town's central plaza.
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- **Cross Minefield:** Navigate across a minefield with infantry disabling mines.
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- **Disable AA Guns:** 3 air strikes available for free, but they fail on 2+ while 3 AA guns are intact. Destroy those guns and call in support.
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-----
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#### More Questionable Ideas
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- **Weather:** Roll a die at the beginning of each turn. On a 1, a storm hits. All tanks have -1 accuracy, and all infantry have -1 movement.
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- **Night Fighting:** Accurancy is lowered, range is lowered. Tanks can fire flares to light up parts of the battlefield for both sides.
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- **Campaign Progressions**: Players can keep track of their tanks and crew from battle to battle. Crew members can gain experience, and tanks can be upgraded with new equipment.
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- **Hover Tanks, Walkers, etc.**: Add new units to the game with different movement and armor values.
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