I had the urge to do several things.
- Buy some tiny tanks and paint them.
- Play a tabletop wargame with tiny tanks.
- Use a new font.
So obviously I wrote a tiny game for myself. This hasn’t been tested yet but please feel free. It’s essentially a very pared down version of Striker. I intend to play some of this tonight so expect more revisions. When it’s golden brown and a skewer comes out clean I’ll post it on itch. In the meantime, help yourself and see if it goes boom.

Sequence
Player A
Movement
- If you have a stopped marker, remove it and go to Fire.
- If you have a ready marker, remove it.
- If you have a suppression marker, you may move full speed directly away from the enemy and remove it. Otherwise move up to your maximum movement rate and change facing to your direction of travel.
- If you move zero, place a ready marker.
- If you move half or less, place your direction marker perpendicular to your new facing.
- If you move half or more place your direction marker in the direction of your facing.
Fire
- You can shoot at anything in line of sight. If a recon unit has spotted an enemy out of LoS but in direct fire (no hills between you, just trees or other concealment) you may shoot at it.
- If you have a suppression marker, you may fire at the nearest enemy revealing yourself to all opponents and remove the suppression marker.
- You may fire once for each weapon system on your unit.
Player B
Same thing, clearly.
Units
Infantry

Standard infantry
- Move: 10cm (5mph)
- Special: Only affected by anti-personnel attacks
- Special: When in line of sight only spotted 50% of the time (1-3 on d6)
- 3 hit, 0 pen, 15cm short range
Heavy weapons team
- Move: 8cm
- Special: Only affected by anti-personnel attacks
- Special: When in line of sight only spotted 50% of the time (1-3 on d6)
- 3 hit, 1 pen, 20cm
AT team
- Move: 8cm
- Special: Only affected by anti-personnel attacks
- Special: When in line of sight only spotted 50% of the time (1-3 on d6)
- 0 hit, 6 pen, 20cm
Degraded infantry
- Move: 10cm
- Special: Only affected by anti-personnel attacks
- Special: When in line of sight only spotted 50% of the time (1-3 on d6)
- 0 hit, 0 pen, 10cm
Recon
Utility vehicle
- Move: 80cm, 20cm rough terrain or mud
- Armour: 1
- Special: anything they spot everyone spots
- Special: can carry 1 infantry team
- 3 hit, 1 pen, 20cm
Light armour
Fast Cannon carrier

- Move: 60cm
- Armour: 3
- 0 hit, 9 pen, 40cm
ATGM carrier
- Move: 60cm
- Special: can only fire on a turn that has AND starts with a stop marker
- Armour: 3
- 0 hit, 12 pen, 30cm
Fighting Infantry Vehicle
- Move: 60cm
- Special: can carry 2 teams of infantry
- Armour: 3
- 3 hit, 3 pen, 30cm
Medium armour
Standard AFV
- Move: 40cm
- Armour 6
- 0 hit, 9 pen, 40cm
- 3 hit, 1 pen, 20cm
Tank destroyer
- Move: 40cm
- Armour 3
- 0 hit, 12 pen, 50cm
Heavy armour
- Move: 20cm, 10cm on soft terrain
- Armour: 9
- 0 hit, 9 pen, 40cm
- 3 hit, 1 pen, 20cm
Move
You may move your movement rate each turn. After moving, place a direction marker to indicate your direction of travel. If you did not move, place a READY marker instead. You may choose to move evasively — if so, move ½ your full rate but place you direction marker perpendicular to your actual path of movement (you zig-zagged).
Shoot
Roll 2d6 + hit for each weapon. Each weapon may engage a single target. Hit on 8+, 11+, 14+, 17+, &c.
Is there line of sight? No? Forget it then.
Did you move and you’re not infantry? -2
Did they move laterally (>45 degrees from straight towards you)? -3 if they are light or recon, -2 if they are medium, -1 if they are heavy or infantry.
Are they infantry in cover? -2
Are they in your short range? +0
Are they in your long range? -2 (5x short)
Are they in your distant range? -4 (10xshort)
For each hit, subtract pen from armour and roll 2d6
2d6 Result human Result vehicle
2: nothing nothing
3-5: stopped (no move next) superficial
6-8: suppressed external component destroyed (lights, antenna)
9-11: degraded, suppressed degraded move ½ or shoot -2
12-14: destroyed stopped or no weapon
15+ destroyed destroyed
Stopped infantry get a STOPPED marker.
Suppressed infantry get a SUPPRESSED marker
Degraded infantry get a SUPPRESSED marker and act as the DEGRADED INFANTRY unit type.
Looks great, both the minis style and rules design.
Should the ATGM Carrier’s special say it can only fire if it has and starts with a Ready marker (rather than a Stopped marker)? I assume it’s supposed to be able to fire only after digging in or stabilizing a bit (i.e. not moving on the previous turn), but it looks like you only can get a Stopped marker by being hit.
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Good catch! It should have a READY marker!
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Got to say it’s a real joy when someone shows they really read the thing. 😀 Thank you!
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