TINY WARS

Field Manual v3.0 Final

New: Tactical Addons

Entrenched +1 Cr

Skip move to grant -1 to opponent attack rolls until your next turn.

Heavy Armor +2 Cr

Unit ignores the first 1 ATK DMG received every single turn.

Spotter +1 Cr

Allies gain +1 ATK DMG against targets adjacent to this unit.

Deployment Rule:

Units are limited to ONE Addon each. Upgrades are permanent for the duration of the unit's lifecycle.

Turn Order

  • 1 Initialize (Select Unit)
  • 2 Maneuver OR Engage
  • 3 Pivot (Move/Shoot remaining)

UNITS

Infantry1 Cr
Mov2
HP2
Rng2
Dmg1
Standard

Base frontline unit. Cheap and reliable.

Scout2 Cr
Mov5
HP3
Rng3
Dmg1
Fast

Exceptional mobility for early-game scouting.

APC3 Cr
Mov6
HP4
Rng0
Dmg0
Carrier

Can transport 1 Infantry unit. Drop-off ends move.

Tank4 Cr
Mov3
HP4
Rng3
Dmg2
Armored

Deals -1 DMG if attacking at max Range (3 tiles).

Artillery5 Cr
Mov2
HP2
Rng4-10
Dmg2
Long Range

Reload after firing. Ignores Line of Sight.

Titan8 Cr
HP8
Dmg2+1
Rng3-10
Mov2
Splash

+1 DMG to adjacent targets.

Combat Resolution

Roll 1D6 + Modifiers

1Miss / Signal Lost
2-4Tactical Hit (DMG or Retreat)
5+Critical Hit (Full Damage)

Environmental Data

Forest/Debris: Stop Move / -1 Roll
City: -1 Roll Defense
Hill: +1 ATK Range
River: Stop Move / No Shooting
Mountain: Blocked Path
Road: +1 Movement