Tank Wars!
I. Moving and Attacking
Movement is simple: Tanks move however far their stats say they can move. Tanks have a turn radius of 1” per 6” of movement.
Each tank can make one attack per turn. To attack, roll 1D6 for accuracy. If the roll is a 4 or higher, you hit your target. Roll as many damage dice as your tank’s stats say you have, and subtract the target’s armor roll from your damage roll to find the amount of damage your attack does.
II. Building the tanks
Building an army of tanks is the first step to playing a TankWars game. Duh. Here we’ll show you how to construct the stats for an individual tank.
The first step is to choose the size of your tank; the tank’s size determines its hit points and the number of System Points it has. System Points can be used to buy movement, damage dice, weapon range, and armor dice. One System Point can buy:
2” of Movement range (Cap of 12”)
4” of weapon range (Cap of 12”)
1 Damage D6 (Cap=maximum stud length of tank class)
1 Armor D6 (Cap=maximum stud length of tank class)
All tanks start out with very basic "free" stats: 2" of movement, 5" of weapon range, 1D6 damage, and 1D6 armor.
Light tank
Size: 1-4 studs
System Points: 8
Hit Points: 4
Base cost: 12
Medium Tank
Size: 4-8 studs
System Points: 12
Hit Points: 8
Base cost: 20
Heavy Tank
Size: 8-12 studs
System Points: 14
Hit Points: 16
Base cost: 30
Super Heavy Tank
Size: 12+ studs
System Points: 18
Hit Points: 20
Base cost: 40
Super Heavy Tanks can carry two weapons instead of one, and have up to two Weapon Specialties. Accuracy rolls against a Super Heavy Tank require a 3 or higher to hit.
III. Weapon Specialties
Each Tank may have one Weapon Specialty. These special abilities can’t be turned on and off – they are permanently active unless otherwise stated in the description. Super Heavy Tanks may have two weapons specialties.
Rocket (5cp)
Twice per game, a tank with this ability may add 2D6 to its damage roll.
Explosive Shell (10cp)
The tank’s attacks have a blast radius of 2”. The explosion causes 1D6 less damage than a direct hit (A direct hit causes full damage, however).
Smoke launcher (3cp)
At any time during the game, the tank may deploy a smoke bomb instead of firing its main gun. All enemy tanks attacking this tank for the next turn must subtract 1 from their accuracy rolls.
Shield Generator (10cp)
This vehicle’s main weapon is replaced with a shield generator. The shield’s diameter equals the vehicle’s Range stat. Any attacks passing through the shield are reduced by an amount equal to the projector vehicle’s attack roll.
EMP (12cp)
This tank’s main weapon is replaced with an EMP generator. The EMP field’s diameter equals the tank’s range stat, and its strength equals the tank’s attack stat. Any enemy tanks “damaged” by the EMP field are unable to move or fire for the next turn.
Automatic Fire (14cp)
This tank may make two attacks per turn.
Artillery cannon (14cp)
This tank can fire over terrain obstacles.
CC Weapon
This tank’s main gun has been replaced with a close combat weapon. Each System Point allocated to Damage gives the tank 2D6 of damage.
IV. Sample Stats

Pirate Tank
Class: Medium Tank
HP: 8
Move: 10"
Range: 12"
Damage: 3D6
Armor: 3D6
Specialty: Rocket -- twice per game, this tank may add 2D6 to its damage roll.
Yes, the micro tank I built is a micro replica of LEGO's SW Pirate Tank, or at least what my model will look like when I'm through modifying it.








